CN111672110A - Control method, device, storage medium and equipment for virtual role in virtual world - Google Patents

Control method, device, storage medium and equipment for virtual role in virtual world Download PDF

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Publication number
CN111672110A
CN111672110A CN202010469713.8A CN202010469713A CN111672110A CN 111672110 A CN111672110 A CN 111672110A CN 202010469713 A CN202010469713 A CN 202010469713A CN 111672110 A CN111672110 A CN 111672110A
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virtual
time
duration
correction value
virtual character
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CN111672110B (en
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杨子舟
陈晨
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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
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application discloses a method, a device, a storage medium and equipment for controlling virtual roles in a virtual world, and belongs to the field of virtual worlds. The method comprises the following steps: in response to the detection of the elimination event of the first virtual role in the target marketing, acquiring a first duration corresponding to the first virtual role; the target marketing is marketing with a large number of times of virtual character elimination in the first marketing and the second marketing, and the first duration is the revival waiting duration from elimination to revival of the first virtual character; acquiring a second time length corresponding to a second virtual character currently in an elimination state in the target marketing, wherein the second time length is the current revival countdown of the second virtual character; and in response to the first duration being greater than the second duration and the time difference between the first duration and the second duration being within the target time window, adjusting the first duration corresponding to the first virtual character to the second duration, and displaying the revival waiting identifier of the first virtual character based on the second duration. The application can weaken the snowball rolling phenomenon in the competitive combat process, and the man-machine interaction effect is good.

Description

Control method, device, storage medium and equipment for virtual role in virtual world
Technical Field
The present application relates to the field of virtual worlds, and in particular, to a method, an apparatus, a storage medium, and a device for controlling a virtual character in a virtual world.
Background
The battle game is a game in which a plurality of user accounts compete in the same scene. Alternatively, the Battle game may be a Multiplayer Online tactical sports game (MOBA). In general, the MOBA is a game mode in which a plurality of virtual characters are divided into two battles on the same game map to fight against each other, aiming at destroying the base of the opponent.
At present, the phenomenon of snowball rolling commonly exists in the MOBA game process. Among them, the snowball phenomenon can be understood as: one camp is difficult to realize the turning over once falling into the disadvantage in the game process, and correspondingly, the other camp obtains the game advantage and keeps the advantage until the win of the game is obtained. Use 1 and 2 fight of battle, in the game process battle 1 once sinks into the disadvantaged, virtual character's death number of times will be greater than battle 2 in 1 of battle far away, and every virtual character still need just can revive through certain duration (also called revival waiting duration) after dying, consequently battle 1 is difficult to organize a wave in the short time fast and counter-flaps, in order to battle camp 2, this disadvantaged that just can lead to battle 1 is bigger and bigger, finally loses this game of office.
Aiming at the snowball rolling phenomenon, inferior parties may feel that the game is too difficult, while superior parties may feel that the game is too simple and endless, which shows that the fairness of the game is lost, the configuration of the rhythm of the game is lack of intelligence, which seriously influences the human-computer interaction effect in the game process, and the operability is poor. Therefore, how to control the virtual character to weaken the influence of the snowball rolling phenomenon in the game process becomes a problem to be solved urgently by technical personnel in the field.
Disclosure of Invention
The embodiment of the application provides a control method, a control device, a storage medium and control equipment for virtual characters in a virtual world, which can weaken the influence of a snowball rolling phenomenon in a competitive fight process, further ensure the human-computer interaction effect in the competitive fight process and have strong operability. The technical scheme is as follows:
on one hand, a method for controlling virtual roles in a virtual world is provided, the virtual world comprises a first camp and a second camp, the first camp and the second camp both comprise N virtual roles, and the value of N is a positive integer, the method comprises the following steps:
in response to the detection of an elimination event of a first virtual role in the target marketing, acquiring a first duration corresponding to the first virtual role; the target marketing is marketing with a large number of times of virtual character elimination in the first marketing and the second marketing, and the first duration is a revival waiting duration from elimination to revival of the first virtual character;
acquiring a second time length corresponding to a second virtual character currently in an elimination state in the target marketing, wherein the second time length is the current revival countdown of the second virtual character;
and in response to the first duration being greater than the second duration and the time difference between the first duration and the second duration being within a target time window, adjusting the first duration corresponding to the first virtual character to the second duration, and displaying a revival waiting identifier of the first virtual character based on the second duration.
On the other hand, a control device for virtual roles in a virtual world is provided, the virtual world comprises a first marketing and a second marketing, the first marketing and the second marketing both comprise N virtual roles, and the value of N is a positive integer, the device comprises:
the system comprises a first obtaining module, a second obtaining module and a third obtaining module, wherein the first obtaining module is configured to respond to the elimination event of a first virtual role in a target camp and obtain a first duration corresponding to the first virtual role; the target camp is camp with a large number of times of virtual character elimination in the first camp and the second camp, and the first duration is revival waiting duration from elimination to revival of the first virtual character;
a second obtaining module, configured to obtain a second time length corresponding to a second virtual character currently in an elimination state in the target marketing, where the second time length is a current revival countdown of the second virtual character;
a control module configured to adjust the first duration corresponding to the first avatar to be the second duration in response to the first duration being greater than the second duration and a time difference between the first duration and the second duration being within a target time window;
a display module configured to display the revival waiting identifier of the first avatar based on the second duration.
In one possible implementation, the apparatus further includes:
a first determination module configured to take a virtual character that is eliminated from the target lineup simultaneously with the first virtual character as the second virtual character; or, the virtual role which is eliminated earliest in time sequence in the target marketing is taken as the second virtual role; or, taking the first virtual role as a reference, and taking the former eliminated virtual role in the target marketing as the second virtual role; or, taking any virtual role currently in the elimination state in the target marketing as the second virtual role.
In one possible implementation, different competitive fight time periods after the start of the competitive fight of the current round correspond to different time windows; the device further comprises:
a second determination module configured to obtain a specified time at which the first virtual character is currently eliminated in response to detecting an elimination event of the first virtual character; and determining a designated competitive time period of the designated time, and determining a time window corresponding to the designated competitive time period as the target time window.
In one possible implementation, the time window corresponding to the competitive fight time period closer to the ending time of the competitive fight of the current round is smaller.
In one possible implementation manner, the control module is further configured to, in response to detecting a removal event of the first virtual character, acquire a specified time at which the first virtual character is currently removed; and canceling the step of adjusting the first duration corresponding to the first virtual role in response to the specified time being greater than a time threshold.
In a possible implementation manner, the first obtaining module is configured to obtain a revival duration reference value of the first virtual character; acquiring a grade correction value corresponding to the first virtual role; acquiring a time correction value corresponding to the first virtual role; and determining a first time length corresponding to the first virtual character according to the revival time length reference value, the grade correction value and the time correction value.
In a possible implementation manner, the first obtaining module is configured to obtain current level data of a target user account controlling the first virtual character; acquiring average grade data of user accounts contained in the first array and the second array; and determining a grade correction value corresponding to the first virtual role according to the current grade data and the average grade data.
In a possible implementation manner, the first obtaining module is configured to obtain current level data of each user account in the first and second camps; and taking the average value of the current grade data of each user account as the average grade data.
In one possible implementation mode, different competitive fight time periods after the start of the competitive fight of the current round correspond to different time correction values;
the first obtaining module is configured to obtain the specified time for currently eliminating the first virtual role; and determining the competitive fight time period of the designated time, and determining the time correction value corresponding to the first virtual character according to the competitive fight time period of the designated time and the grade correction value corresponding to the first virtual character.
In a possible implementation manner, the first obtaining module is configured to determine, in response to that the specified time is in a first competitive fight time period and the level correction value is greater than a target threshold, a first time correction value as a time correction value corresponding to the first virtual character; in response to the fact that the designated time is in a first competitive fight time period and the grade correction value is not larger than the target threshold value, determining a second time correction value as a time correction value corresponding to the first virtual character; determining a third time correction value as a time correction value corresponding to the first virtual character in response to the fact that the designated time is in a second competitive fight time period and the grade correction value is larger than a target threshold value; determining a fourth time correction value as a time correction value corresponding to the first virtual character in response to the fact that the designated time is in a second competitive fight time period and the grade correction value is not greater than a target threshold value;
the first time correction value is smaller than the third time correction value, and the second time correction value is larger than the fourth time correction value.
In one possible implementation, the apparatus further includes:
the control module is further configured to control the first virtual character to be switched from the elimination state to the revival state in response to the end of the revival waiting duration of the first virtual character.
In a possible implementation manner, the display module is further configured to display attribute information of each virtual role in the target marketing in response to a trigger operation for a target virtual key on a human-computer interaction interface; the human-computer interaction interface is used for presenting a competitive battle picture, and the attribute information of the virtual role in the elimination state in the target battle comprises a revival waiting identifier.
In another aspect, a storage medium is provided, and at least one instruction is stored in the storage medium, and the at least one instruction is loaded and executed by a processor to implement the above-mentioned method for controlling a virtual character in a virtual world.
In another aspect, an electronic device is provided, where the electronic device includes a processor and a memory, and the memory stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the above-mentioned method for controlling a virtual character in a virtual world.
The technical scheme provided by the embodiment of the application has the following beneficial effects:
in the competitive fight process, if a terminal detects a elimination event of a first virtual role in a target battle, a first time length corresponding to the first virtual role is obtained; the target marketing is marketing with a large number of times of virtual character elimination in the first marketing and the second marketing, and the first duration is the revival waiting duration from elimination to revival of the first virtual character; then, the terminal also obtains a second time length corresponding to a second virtual role currently in the elimination state in the target marketing; wherein the second duration is the current revival countdown of the second virtual role; and then, if the terminal judges that the first time length is greater than the second time length and the time difference between the first time length and the second time length is positioned in the target time window, adjusting the first time length corresponding to the first virtual character to the second time length.
Based on the above description, the embodiment of the application provides a method for adjusting the revival time of different virtual characters dying in a disadvantaged party to be the same through a time window, so that the snowball rolling phenomenon existing in the game process can be weakened, and the revival time of the party with more death times can be reduced. Namely, different virtual roles which die in the inferior party can be revived simultaneously (for example, revived simultaneously by being massaged), so that the inferior party organizes fighting capacity to carry out counterattack simultaneously, the inferior party can be effectively prevented from being revived in sequence and sent in sequence, the game fairness is ensured, the configuration of the game rhythm is more intelligent, the human-computer interaction effect is further improved in the competitive fight process, and the operability is ensured.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings used in the description of the embodiments will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings without creative efforts.
Fig. 1 is a schematic diagram of an implementation environment related to a method for controlling a virtual character in a virtual world provided by an embodiment of the present application;
FIG. 2 is a flowchart of a method for controlling a virtual character in a virtual world according to an embodiment of the present application;
fig. 3 is a flowchart illustrating a method for controlling a virtual character in a virtual world according to an embodiment of the present application;
FIG. 4 is a schematic illustration of an interface display provided by an embodiment of the present application;
FIG. 5 is a schematic illustration of an interface display provided by an embodiment of the present application;
FIG. 6 is a schematic illustration of an interface display provided by an embodiment of the present application;
FIG. 7 is a schematic diagram of a time window over time provided by an embodiment of the present application;
fig. 8 is a schematic diagram of a framework for calculating a revival waiting duration of a virtual role according to an embodiment of the present application;
FIG. 9 is a flowchart of a method for controlling a virtual character in a virtual world according to an embodiment of the present application;
fig. 10 is a schematic flowchart illustrating a process of calculating a revival waiting duration of a virtual character according to an embodiment of the present application;
fig. 11 is a schematic structural diagram of a control device for a virtual character in a virtual world according to an embodiment of the present application;
fig. 12 is a schematic structural diagram of an electronic device according to an 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.
The embodiment of the application provides a method and a device for controlling a virtual role in a virtual world, a storage medium and equipment. Illustratively, the method may relate to the field of Cloud technology.
The cloud technology is a hosting technology for integrating series resources such as hardware, software, networks and the like in a wide area network or a local area network to realize data calculation, storage, processing and sharing. In addition, the cloud technology can also be a general term of a network technology, an information technology, an integration technology, a management platform technology, an application technology and the like based on cloud computing business model application, can form a resource pool, is used as required, and is flexible and convenient. Cloud computing technology will become an important support. Background services of the technical network system require a large amount of computing and storage resources, such as video websites, picture-like websites and more web portals. With the high development and application of the internet industry, each article may have its own identification mark and needs to be transmitted to a background system for logic processing, data of different levels are processed separately, and various industrial data need strong system backing support and can only be realized through cloud computing.
As an example, the embodiment of the present application may relate to data transmission in the cloud technology field, that is, bidirectional data transmission may be performed between a terminal and a server, and this is not particularly limited in the embodiment of the present application.
As another example, the embodiments of the present application may also relate to cloud gaming (Cloudgaming) in the cloud technology field. The cloud game may also be called a game on demand (gaming), which is an online game technology based on a cloud computing technology. Cloud gaming technology enables light-end devices (thinclients) with relatively limited graphics processing and data manipulation capabilities to run high-quality games. In a cloud game scene, a game is not operated in a player game terminal, but is operated in a cloud server, the cloud server renders the game scene into a video and audio stream, and the video and audio stream is transmitted to the player game terminal through a network. The player game terminal does not need to have strong graphic operation and data processing capacity, and only needs to have basic streaming media playing capacity and capacity of acquiring player input instructions and sending the instructions to the cloud server.
Some noun terms or abbreviations that may be referred to in the embodiments of the present application are described below.
Virtual world: is a virtual world that is displayed (or provided) when an application program runs on a terminal. The virtual world can be a simulated world of a real world, a semi-simulated semi-fictional three-dimensional world or a purely fictional three-dimensional world. The virtual world may be any one of a two-dimensional virtual world, a 2.5-dimensional virtual world, and a three-dimensional virtual world. Optionally, the virtual world is also used for virtual world engagement between at least two virtual characters, in which virtual resources are available for use by the at least two virtual characters. Optionally, the virtual world comprises a symmetrical lower left corner region and an upper right corner region, virtual characters belonging to two enemy camps occupy one of the regions respectively, and target buildings/sites/foundations/crystals deep in the other region are destroyed as winning targets.
Virtual roles: refers to a movable object in a virtual world. The movable object may be at least one of a virtual human being, a virtual animal, and an animation character. Alternatively, when the virtual world is a three-dimensional virtual world, the virtual characters may be three-dimensional stereo models, each virtual character having its own shape and volume in the three-dimensional virtual world, occupying a part of the space in the three-dimensional virtual world. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeletal technology, and the virtual character realizes different external images by wearing different skins. In some implementations, the virtual roles may also be implemented by using a 2.5-dimensional or 2-dimensional model, which is not limited in this application.
Multi-person online tactical competition: in the virtual world, different virtual teams belonging to at least two enemy camps respectively occupy respective map areas, and compete with one another with a winning condition as a target. Such winning conditions include, but are not limited to: the method comprises the following steps of occupying site points or destroying enemy battle site points, killing virtual characters of enemy battles, guaranteeing the survival of the enemy battles in a specified scene and time, seizing certain resources, and comparing and exceeding the other party in a specified time. The tactical competitions can be carried out by taking a game as a unit, and the map of each tactical competition can be the same or different. Each virtual team includes one or more virtual roles, such as 1, 2, 3, or 5.
The MOBA game: the game is a game which provides a plurality of base points in the virtual world, and users in different camps control virtual characters to fight in the virtual world, take the base points or destroy enemy camp base points.
For example, the MOBA game may divide the user into two enemy paradigms, and distribute the virtual characters controlled by the user to compete in the virtual world to destroy or dominate all points of enemy as winning conditions. The MOBA game is in the unit of a game, and the duration of the game is from the time of starting the game to the time of reaching a winning condition.
A player: referred to as a user in the embodiments of the present invention. A player may also be referred to as a player, which is a term between the gaming industry and a game participant. Broadly speaking, a player broadly refers to a user playing a game, i.e., a person participating in any form of game. Specifically, in a role-playing game, a player plays controllable game characters in a game world, and the player operates the controllable game characters to complete the game or achieve a target set by the player. In addition, some players may also be key to a role-playing game or a game scenario. To summarize, players are the experiences, users, evaluators, and consumers of the game. The types of games that different players enjoy are different according to the difference of characters and preferences.
Rolling snow balls: refers to an effect in the MOBA game that allows the advantage of the dominant party to be accumulated and expanded. In other words, snowballing describes a process in which a party gains an advantage and holds and expands the advantage until a win is achieved in a MOBA game. By way of example, the snowball effect may refer to: if one party in the MOBA game is at a disadvantage in the game due to faulty operation, it is difficult to re-balance or even turn the game, and this tedious feeling may make many players indicate that the game is too difficult.
By way of example, the snowball phenomenon can be understood as: once a certain camp is in the disadvantage in the game process, the plate turning is difficult to realize, and correspondingly, another camp obtains the game advantage and keeps the advantage until the win is obtained. Use 1 and 2 fight of battle, in the game process battle 1 in case sink into the disadvantage, then the number of times of death of virtual character will be greater than battle 2 in 1 of battle far away, and every virtual character still need just can revive after death for a certain period of time, consequently battle 1 hardly organizes a wave in the short time and counter-flaps fast, to battle and battle 2, this just can lead to 1 of battle inferior situation bigger and bigger, finally lose the match.
Anti-rolling snowball: is a mechanism for helping inferior parties to recover inferior in the MOBA game.
Reactivation waiting duration: the time can also be called death revival time or regeneration time, which means that the revival state can be recovered after a certain time is passed after the virtual character in the MOBA game dies, so as to realize regeneration.
Time window: refers to a time range region, and the region in which the reactivation wait time period is less than or equal to the time range region is considered to be within the time window.
The following describes an implementation environment related to a method for controlling a virtual character in a virtual world provided by an embodiment of the present application.
Fig. 1 is a schematic diagram of an implementation environment related to a method for controlling a virtual character in a virtual world provided by the present application. Referring to fig. 1, the implementation environment includes: terminal 110, server 120.
The terminal 110 is installed and operated with a client 111 supporting a virtual world, and the client 111 may be a multi-player online battle program. When the terminal runs the client 111, a user interface of the client 111 is displayed on a screen of the terminal 110. The client can be any one of military simulation programs, MOBA games, large-fleeing and killing shooting games and strategy games. In the embodiment of the present application, the client is an MOBA game as an example. The terminal 110 is a terminal used by the user 112, and the user 112 uses the terminal 110 to control the virtual character a located in the virtual world to perform activities, and the virtual character a may be referred to as a master virtual character of the user 112. The activities of the virtual role a include, but are not limited to: adjusting at least one of body posture, crawling, walking, running, riding, flying, jumping, driving, picking, shooting, attacking, throwing. Illustratively, virtual character a may be a virtual character, such as a simulated character or an animated character.
The terminal 110 may be generally referred to as one of a plurality of terminals, and the embodiment is only illustrated by the terminal 110. The device types of the terminal 110 may include: a smart phone, a tablet computer, an e-book reader, an MP3(Moving Picture Experts Group Audio Layer III, mpeg Audio Layer 3) player, an MP4(Moving Picture Experts Group Audio Layer IV, mpeg Audio Layer 4) player, a laptop, a desktop, a smart speaker, a smart watch, etc., but not limited thereto.
Only one terminal is shown in fig. 1, but there are a plurality of other terminals 130 that may access the server 120 in different embodiments. Optionally, there are one or more terminals 130 corresponding to the developer, a development and editing platform supporting the client in the virtual world is installed on the terminal 130, the developer can edit and update the client on the terminal 130, and transmit the updated installation package of the client to the server 120 through a wired or wireless network, and the terminal 110 can download the client installation package from the server 120 to update the client.
In addition, the server 120 may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing basic cloud computing services such as a cloud service, a cloud database, cloud computing, a cloud function, cloud storage, a web service, cloud communication, a middleware service, a domain name service, a security service, a CDN, and a big data and artificial intelligence platform. The terminal and the server 120 may be directly or indirectly connected through wired or wireless communication, and the application is not limited thereto.
The server 120 is used for providing background services for clients supporting the three-dimensional virtual world. Optionally, the server 120 undertakes primary computational work and the terminals undertake secondary computational work; alternatively, the server 120 undertakes the secondary computing work and the terminal undertakes the primary computing work; alternatively, the server 120 and the terminal perform cooperative computing by using a distributed computing architecture.
In one possible implementation, the server 120 may include a server 121, and the server 121 includes a processor 122, a user account database 123, a combat service module 124, and an Input/output interface (I/O interface) 125 facing a user.
The processor 122 is configured to load an instruction stored in the server 121, and process data in the user account database 123 and the combat service module 124; the user account database 123 is configured to store data of a user account used by the terminal 110 and the other terminals 130, such as a head portrait of the user account, a nickname of the user account, a fighting index of the user account, and a service area where the user account is located; the fight service module 124 is used for providing a plurality of fight rooms for the users to fight, such as 1V1 fight, 3V3 fight, 5V5 fight and the like; the user-facing I/O interface 125 is used to establish communication with the terminal 110 through a wireless network or a wired network to exchange data. Optionally, the server 120 may further include other servers, such as the server 126, which is not particularly limited in this embodiment. Illustratively, the method for controlling the virtual object in the virtual world provided by the embodiment of the present application may be implemented based on the server 126.
Based on the above implementation environment, an application scenario of the method for controlling a virtual character in a virtual world provided in the embodiment of the present application is described below by way of example.
Illustratively, the virtual role control method provided in the embodiment of the present application is used for controlling a revival waiting duration of a virtual role. In detail, in order to weaken the snowball phenomenon in the game process during two battles in the virtual world, the embodiment of the application provides a method for controlling the revival waiting time of dead virtual roles in inferior parties, so as to avoid the situation that inferior parties feel too difficult to play, and superior parties feel too simple to play and are not as long as possible. Namely, in order to ensure the fairness of the game and enable the configuration of the game rhythm to be more intelligent, so that the man-machine interaction effect is improved in the game process, and the operability is ensured, the embodiment of the application can control the revival waiting time of the dead virtual character in the disadvantaged party.
In a possible implementation mode, in the process of an MOBA game, particularly in the process of an MOBA hand trip, a disadvantaged party in a killed state is difficult to quickly organize one-wave counterattack, so that different dead virtual characters are difficult to simultaneously revive due to different revival waiting time lengths of dead virtual characters in the disadvantaged party, the probability of clack operation is greatly reduced, one-wave counterattack cannot be quickly organized, the conditions of successive revival and successive delivery (commonly called as grandpa rescue grandpa) can occur, further the disadvantaged party is larger and larger, and finally the match is lost.
The embodiment of the application provides a method for adjusting the revival time of different dead virtual characters in a disadvantaged party to be the same through a time window, so that the different dead virtual characters can revive at the same time (for example, revive at the same time by being killed by a team), the disadvantaged party can organize the fighting capacity at the same time to carry out counterattack, the battle field is more exquisite and fierce, the game experience of the disadvantaged party is better, the game fairness is ensured, the configuration of the game rhythm is more intelligent, the human-computer interaction effect is further improved in the game process, and the operability is ensured.
In summary, the solution provided by the embodiment of the present application is essentially a snow ball rolling prevention mechanism, and aims to reduce the revival waiting time of the virtual character in the disadvantaged party with more virtual character death times.
The following embodiments explain a control method for a virtual character in a virtual world provided in the embodiments of the present application in detail.
Fig. 2 is a flowchart of a method for controlling a virtual character in a virtual world according to an embodiment of the present application. The method is applied to a terminal for presenting a virtual world, for example, the terminal may be the terminal 110 in fig. 1, wherein the virtual world includes a first camp and a second camp. Referring to fig. 2, a method flow provided by the embodiment of the present application includes:
201. in the competitive fight process of the current round, in response to the detection of a elimination event of a first virtual role in the target battle, the terminal acquires a first time length corresponding to the first virtual role; the target marketing is marketing with a large number of times of virtual character elimination in the first marketing and the second marketing, and the first duration is the revival waiting duration from elimination to revival of the first virtual character.
The first formation and the second formation both comprise N virtual roles, and the value of N is a positive integer. Illustratively, the value of N may be 5, that is, each of the first and second camps includes 5 virtual characters, and the 5 virtual characters of each camp are organized into a team, and compete with the 5 virtual characters of the other camp, and the target building/site/base/crystal deep in the area of the other camp is destroyed as the winning target.
The first point to be described is that in the competitive fight process of the current round, the target camp refers to camp with a large number of times of virtual character elimination in the first camp and the second camp, that is, the target camp is a disadvantaged party. That is, the adjustment target of the revival wait period is the death virtual character in the disadvantaged party.
The second point to be described is that the first virtual character may refer to any one virtual character in the target configuration, and the first time duration corresponding to the first virtual character is the revival waiting time duration from elimination to revival of the first virtual character, that is, the time elapsed from the death time to revival recovery.
In a possible implementation manner, after receiving a competitive fight starting instruction, the terminal responds to the competitive fight starting instruction and starts the competitive fight of the current round. Wherein this step is performed by each terminal participating in the current round of competitive combat. In the embodiment of the present application, the triggering of the competitive fight start command includes, but is not limited to, the following ways: after the team members are recruited by the two teams in the battle, the game automatically opens after M seconds; alternatively, after the team members are recruited by each of the two teams in the battle, the opening is triggered by any one of the players participating in the competitive battle, which is not specifically limited in the embodiment of the present application. The target virtual character is a character object controlled by the local player, and the number of the character objects controlled by the local player in one competitive fight is usually one.
In the embodiment of the application, the terminal displays a virtual world picture. Illustratively, the virtual world view is a view obtained by observing the virtual world with a first view angle, and the first view angle is a view angle with a target virtual character controlled by the local player as an observation focus. In addition, the virtual world may be a virtual world having an arbitrary boundary shape. Wherein, the observation focus is an in-focus point when the virtual world is observed from a certain view angle. The viewing focal point must lie within the line of sight of the viewing angle. The visual range is a range of the virtual world that can be seen when the virtual world is viewed from a viewing angle. Illustratively, the observation focus is located within the sight line range, that is, the observation focus exists in the virtual world picture acquired by the view angle. Illustratively, the observation focus is a midpoint of the virtual world when the viewing angle observes the virtual world, that is, the viewing angle observes the virtual world from the observation focus as a center to four sides, thereby forming a certain sight range. Illustratively, the viewing focus is located at the center point of the virtual world view taken from the viewing angle (or, alternatively, on the camera's camera mid-line).
Illustratively, when the target virtual character is taken as the observation focus, that is, the virtual world is observed from the first view angle, the target virtual character is located within the visual range of the first view angle. Optionally, the target virtual character is located at a visual center of the first view angle, that is, at a center of a virtual world picture obtained by observing the virtual world with the first view angle.
The perspective is an observation angle when the virtual world is observed from a first person perspective or a third person perspective of the virtual character. Optionally, in an embodiment of the present application, the perspective is a perspective when the virtual character is observed by the camera model in the virtual world.
Optionally, the camera model automatically follows the virtual character in the virtual world, that is, when the position of the virtual character in the virtual world changes, the camera model changes while following the position of the virtual character in the virtual world, and the camera model is always within the preset distance range of the virtual character in the virtual world. Optionally, the relative positions of the camera model and the virtual character do not change during the automatic following process.
The camera model refers to a three-dimensional model positioned around the virtual character in the virtual world, and when the first person weighing view angle is adopted, the camera model is positioned near the head of the virtual character or positioned at the head of the virtual character; when a third person perspective view is adopted, the camera model can be located behind the virtual character and bound with the virtual character, or located at any position away from the virtual character by a preset distance, the virtual character located in the virtual world can be observed from different angles through the camera model, and optionally, when the third person perspective view is the over-shoulder perspective view of the first person, the camera model is located behind the virtual character (such as the head and the shoulder of the virtual character). Optionally, the viewing angle includes other viewing angles, such as a top viewing angle, in addition to the first person viewing angle and the third person viewing angle; the camera model may be located overhead of the virtual character's head when a top-down view is used, which is a view looking into the virtual world from an overhead top-down view. Optionally, the camera model is not actually displayed in the virtual world, i.e. the camera model is not displayed in the virtual world displayed by the user interface.
To illustrate an example where the camera model is located at any position away from the virtual character by a preset distance, optionally, one virtual character corresponds to one camera model, and the camera model may rotate with the virtual character as a rotation center, for example: the camera model is rotated with any point of the virtual character as a rotation center, the camera model rotates not only angularly but also shifts in displacement during the rotation, and a distance between the camera model and the rotation center is kept constant during the rotation, that is, the camera model rotates on a spherical surface with the rotation center as a sphere center, wherein any point of the virtual character may be a head, a trunk, or any point around the virtual character, which is not limited in the embodiment of the present application. Optionally, when the virtual character is observed by the camera model, the center of the view angle of the camera model points in the direction in which the point of the spherical surface on which the camera model is located points to the center of the sphere.
202. The terminal acquires a second time length corresponding to a second virtual role currently in the elimination state in the target marketing; and the second time length is the current revival countdown of the second virtual character.
In a possible implementation manner, the determining of the second virtual role may include the following several manners:
2021. and taking the virtual role which is eliminated simultaneously with the first virtual role in the target marketing as a second virtual role.
For example, for this case, if the virtual character a and the virtual character B in the disadvantaged party die at the same time, taking the first virtual as the virtual character a as an example, the second virtual character may be the virtual character B that dies at the same time as the virtual character a.
2022. And taking the virtual role which is eliminated earliest in time sequence in the target marketing as a second virtual role.
For example, in this case, the virtual character that is eliminated earliest in time sequence refers to the virtual character that dies from the 1 st disadvantaged party, and when the virtual character dies later reappear, the virtual character that dies from the 1 st can be used as the reference when the revival waiting time of the virtual character that dies later is adjusted.
2023. And taking the first virtual role as a reference, and taking the former eliminated virtual role in the target configuration as a second virtual role.
For example, in this case, assuming that the disadvantaged party has a phenomenon that the virtual character dies continuously, the previously-dead virtual character may be selected as the second virtual character, that is, the previously-dead virtual character may be used as the reference when determining whether to adjust the revival waiting time of the currently-dead virtual character. I.e., the 2 nd dead avatar is compared to the 1 st dead avatar, the 3 rd dead avatar is compared to the 2 nd dead avatar, and so on.
2024. And taking any virtual role in the target array which is currently in the elimination state as a second virtual role.
For such a situation, any virtual character which is currently dead on the disadvantaged party may also be used as the second virtual character, and whether to adjust the revival waiting time of the currently dead virtual character is determined in turn.
It should be noted that, in the embodiment of the present application, the second duration refers to a current revival countdown of the second virtual character when the first virtual character dies, that is, how long the current second virtual character remains after reviving.
After the revival waiting time length is determined after any virtual role dies, the revival countdown is started. If the revival waiting time of the second virtual role is 32s, immediately starting a revival countdown of 32s after the second virtual role dies; if the first avatar dies by the 28 th time count, then the second duration is 28s, rather than the reactivation wait duration 32 s.
In addition, the first duration is also referred to herein as a revival wait duration, i.e., the revival wait duration for which the first avatar has not begun to enter the countdown.
203. And in response to the first duration being greater than the second duration and the time difference between the first duration and the second duration being within the target time window, the terminal adjusts the first duration corresponding to the first virtual character to the second duration, and displays the revival waiting identifier of the first virtual character based on the second duration.
For example, if the first avatar is avatar a, the second avatar is avatar B, and avatar a and avatar B die at the same time, the revival wait duration of avatar a is 30 seconds, the revival wait duration of avatar B is 28 seconds, and the size of the target time window is 5 seconds, then the revival wait duration of avatar a is modified to 28 seconds, which is identical to avatar B. Namely, the virtual character A and the virtual character B die and revive at the same time, so that the subsequent team organization battles for counterattack.
Example one, fig. 3 shows a logical schematic diagram of a possible decision on whether to adjust the revival wait duration of a deceased avatar. In step 301, when the disadvantaged party has the death of virtual character a, step 302 is immediately performed. In step 302, the terminal determines whether dead teammates in a eliminated state exist in the disadvantaged party currently; if so, go to step 303; if not, go to step 305; in step 303, if the revival wait duration of the virtual character a minus the current revival countdown of any casualty teammate (assumed to be the virtual character B) is greater than zero and the time difference between the revival wait duration and the current revival countdown is smaller than the current time window, the revival wait duration of the virtual character a is adjusted to be the same as the current revival countdown of the virtual character B. If both conditions in this step are not met, step 305 is performed. In step 305, the revival waiting duration of the virtual role a is cancelled, and the revival waiting duration of the virtual role a is adopted.
Example two, fig. 4 to 6 show an effect diagram for adjusting the revival waiting time of different virtual characters with death of the inferior party. As shown in fig. 4, virtual character 1 (401 in fig. 4) in battle 1 is killed at 15:15, and virtual character 1 is in a deselected state; as shown in fig. 5, at 15:17, all 4 persons of avatar 2 (402 in fig. 5), avatar 3 (403 in fig. 5), avatar 4 (404 in fig. 5), and avatar 5 (405 in fig. 5) in camp 1 were killed, and avatars 2 to 5 were in the elimination state, and camp 1 was in the disadvantaged state. For this situation, in order to weaken the influence of the snowball rolling phenomenon, the revival waiting time length adjustment scheme provided by the embodiment of the application can be used to adjust the revival waiting time lengths of the 5 virtual characters to be consistent, for example, the revival waiting time lengths of the following 4 virtual characters are all counted down by the current revival of the first killed virtual character 1. Because the 5 virtual characters can be revived simultaneously, the disadvantage can be held group to fight and organize a wave of counterattack fast.
Further, referring to fig. 6, the embodiment of the present application further includes: responding to a trigger operation aiming at a target virtual key on a human-computer interaction interface, and displaying attribute information of each virtual character in a target marketing; the human-computer interaction interface is used for presenting a competitive fight picture, and the attribute information of the virtual role in the elimination state in the target battle array comprises a revival waiting identifier. As can be seen from fig. 6, the revival times of the five virtual characters 401 to 405 in the disadvantaged party are consistent, that is, the five virtual characters can be revived at the same time after 38 seconds.
It should be noted that the time window may be configured according to the time progress of the game in the embodiment of the present application. That is, the time windows corresponding to the respective game periods may be configured in advance by the game developer. In other words, the time window may change in real time with the game time period. For example, when the game needs to be ended in the later stage of the game, the value of the time window can be greatly reduced, and even the adjustment mechanism of the revival waiting time length is cancelled, so that the game of the current round can be ended quickly.
Based on the above description, different competitive fight time periods after the start of the competitive fight of the current round can correspond to different time windows; in general, the time window corresponding to the competitive fight time period closer to the ending time of the competitive fight of the current round is smaller, that is, the anti-rolling snowball mechanism is mainly concentrated in the middle stage of the current round of games. Fig. 7 shows an effect diagram of adjusting the time window in real time. In fig. 7, the time window corresponding to the first time period 701 (first 3min) is 0 s; the time window corresponding to the second time period 702(3min-6min) is 3 s; the time window corresponding to the third time period 703(6min-12min) is 4 s; the fourth time period 704 (after 12min) corresponds to a time window of 2 s.
In one possible implementation, the determination of the target time window in step 203 includes, but is not limited to, the following: in response to the detection of the elimination event of the first virtual role, the terminal acquires the appointed time for currently eliminating the first virtual role; and the terminal determines a designated competitive time period in which the designated time is positioned, and determines a time window corresponding to the designated competitive time period as a target time window.
In addition, when the game needs to be ended in the later stage of the game, the adjustment mechanism of the revival waiting time length can be cancelled, namely, the embodiment of the application further comprises the following steps: in response to the detection of the elimination event of the first virtual role, the terminal acquires the appointed time for eliminating the first virtual role currently; and in response to the fact that the designated time is larger than the time threshold, the terminal cancels the step of adjusting the first duration corresponding to the first virtual role.
As one example, the revival wait flag may be an hourglass graphic for representing a countdown, which may be displayed under the avatar of the first avatar; alternatively, the revival waiting mark may also be in a digital form, and the digital revival waiting mark may be displayed on the avatar of the first virtual character in a top-level display manner, for example, the number displayed immediately after starting the countdown is the revival waiting time duration 28s of the first virtual character, and as time goes by, the number displayed on the revival waiting time duration continuously changes until the revival waiting time duration is 0, at which time the first virtual character is switched to the revival state.
The method provided by the embodiment of the application has at least the following beneficial effects:
in the competitive fight process, if a terminal detects a elimination event of a first virtual role in a target battle, a first time length corresponding to the first virtual role is obtained; the target marketing is marketing with a large number of times of virtual character elimination in the first marketing and the second marketing, and the first duration is the revival waiting duration from elimination to revival of the first virtual character; then, the terminal also obtains a second time length corresponding to a second virtual role currently in the elimination state in the target marketing; wherein the second duration is the current revival countdown of the second virtual role; and then, if the terminal judges that the first time length is greater than the second time length and the time difference between the first time length and the second time length is positioned in the target time window, adjusting the first time length corresponding to the first virtual character to the second time length.
Based on the above description, the embodiment of the application provides a method for adjusting the revival time of different dead virtual characters in a disadvantaged party to be the same through a time window, so that the snowball rolling phenomenon existing in the game process can be weakened, the revival time of more dead virtual characters can be reduced, that is, different dead virtual characters in the disadvantaged party can be revived simultaneously (for example, revived simultaneously by a team), thus facilitating the disadvantaged party to organize the fighting capacity for resurgence at the same time, effectively preventing the disadvantaged party from being sent in sequence after reviving in sequence, and enabling the war bureau to be more wonderful. For example, the inferior party can be revived simultaneously by being ganged out, and the inferior party can have better game experience and stronger battle field by organizing the fighting force for counterattack. This has guaranteed the recreation fairness for the configuration of recreation rhythm has the intellectuality more, and then has promoted the human-computer interaction effect at the competitive fight in-process, has ensured maneuverability.
In addition, the configuration of the time window is flexible, for example, different time slots correspond to different time windows, in other words, the time window can be changed in real time along with the game time slots. In addition, the value of the time window can be greatly reduced when the game needs to be ended in the later period of the game, and even an adjusting mechanism of the revival waiting time is cancelled, so that the game of the current round can be ended quickly, and the flexible control of the game rhythm is realized. In addition, the game rhythm is regulated and controlled through the background, a player does not need to sense, direct influence on the player is avoided, and the effect is good.
In the technical aspect, the calculation of the revival waiting time after each virtual character dies can be realized by adopting the embodiments listed in the following embodiments. FIG. 8 is a block diagram illustrating a framework for managing revival wait durations for avatars in accordance with an exemplary embodiment. Referring to fig. 8, the frame includes: data layer 801, logical processing layer 802, and viewing layer 803.
The data layer 801 is used for configuring various parameters required for calculating the revival waiting time of the virtual character by game developers. In one possible implementation, the parameters include, but are not limited to, the following three: a base _ restart _ time, also referred to as a reactivation duration reference value; the battlefield time interval value (battle _ time) can be regenerated, and the parameter can be multiple and can be used for configuring multiple time intervals, namely different game time intervals; a time level correction value (respawn _ time), which may be plural, also referred to as a time correction value, for correcting the above-described basic regeneration time. For example, the basic regeneration time of each virtual character may be the same, and this is not particularly limited in this embodiment of the application.
Wherein the logical layer processing layer 802 is used to synchronize data from the data layer 801. Illustratively, the logic processing layer 802 may include a logic processing module such as a death trigger, a rating evaluator, a time evaluator, a death time comprehensive evaluator, etc., and the functions and actions of the above-mentioned modules will be explained in the following embodiments.
The view layer 803 is used to synchronize the revived revival wait time output by the logic processing layer 802 to the view presentation layer, so as to refresh the interface presentation.
Fig. 9 is a flowchart of a method for controlling a virtual character in a virtual world according to an embodiment of the present application. The method is applied to a terminal for presenting a virtual world, for example, the terminal may be the terminal 110 in fig. 1, wherein the virtual world includes a first camp and a second camp. Referring to fig. 9, a method flow provided by the embodiment of the present application includes:
901. in the competitive fight process of the current round, in response to detecting a elimination event of a first virtual role in the target battle, the terminal acquires a first duration corresponding to the first virtual role.
The target marketing is marketing with a large number of times of virtual character elimination in the first marketing and the second marketing, and the first duration is the revival waiting duration from elimination to revival of the first virtual character.
In general, each virtual character in the MOBA game may have multiple lives, and when one life is exhausted, the virtual character may be revived (i.e., regenerated), and the virtual character currently in the eliminated state is not allowed to perform a game operation in the game. For example, the virtual character is not allowed to perform operations (e.g., shooting, picking up props, attacking enemies, etc.) that are allowed to be performed while in the game state.
In one possible implementation, as shown in fig. 10, the embodiment of the present application actively detects whether virtual character death occurs in the course of the competitive competition of the current round through a death trigger 1010. The death trigger 1010 is controlled by the battlefield rules manager 1000, and the death trigger 1010 is automatically detected whenever a virtual character dies. For example, the death trigger 1010 may determine whether each virtual character dies by detecting whether the current life value of each virtual character participating in the competitive fight of the current round is exhausted, which is not particularly limited in the embodiment of the present application.
All rules that may be involved in the competitive combat process, such as revival rules, reward rules, winning rules, operation rules of virtual characters in the game process, etc., are configured in the battlefield rule manager 1000, which is not specifically limited in this embodiment of the present application. In a broad sense, everything that teaches players how to play can be configured in the battlefield rules manager 1000.
In one possible implementation, as shown in fig. 10, the death trigger 1010 triggers the data synchronization module 1020 to synchronize the relevant configuration data to the level evaluator 1030 and the time evaluator 1040 after detecting that a virtual character is dead, i.e. to transmit the relevant configuration data to the evaluators. Illustratively, the assessor may include a rank assessor 1030 and a time assessor 1040.
Illustratively, the data configuration module 1050 stores therein a configuration file configured by a game developer, and configuration data in the configuration file can be formatted by the data model 1060 and then read by the data synchronization module 1020, and the data synchronization module 1020 synchronizes the read data to the evaluator.
For example, the data transmitted to the level evaluator 1030 may be level data of players corresponding to all virtual characters participating in the competitive fight round, i.e., the level data of the player controlling these virtual characters.
For example, the data transmitted to the time evaluator 1040 may be a plurality of times configured by the game developer (these configured times may constitute different competitive combat time periods), and the battlefield current time, so as to evaluate at which stage of the competitive combat time periods the battlefield current time is.
In a possible implementation manner, the obtaining of the first duration corresponding to the first virtual role may be: acquiring a revival time length reference value of a first virtual role; acquiring a grade correction value corresponding to the first virtual role through the grade evaluator 1030; the time modification value corresponding to the first virtual character is obtained through the time evaluator 1040 and the death integrated time evaluator 1070, and the first time length corresponding to the first virtual character is determined according to the revival time length reference value, the grade modification value and the time modification value.
As an example, the grade modifier corresponding to the first virtual character is obtained by the grade evaluator 1030, which includes but is not limited to:
9011. and acquiring current grade data of a target user account for controlling the first virtual role.
This step is to acquire the current level data of the player controlling the first virtual character.
Typically, each player can log in to a client supporting the virtual world to play the game by logging in to a user account.
9012. And acquiring average grade data of the user accounts contained in the first marketing and the second marketing.
The step is to calculate the average grade data of all players participating in the competitive fight of the current round.
In a possible implementation manner, the average rating data of the user accounts included in the first and second banks is obtained, including but not limited to the following manners: acquiring current grade data of each user account in the first and second camps; and taking the average value of the current grade data of each user account as average grade data.
9013. And determining a grade correction value corresponding to the first virtual role according to the current grade data and the average grade data of the target user account.
For example, taking current Level data of the target user account as hero _ Level, and the average Level data as hero _ Level _ average as an example, the Level correction value Level _ evo corresponding to the first virtual role may be calculated by the following formula: level _ evo ═ hero _ Level-hero _ Level _ average.
As an example, different competitive fight time periods after the start of the competitive fight of the current round may correspond to different time correction values; the time correction values corresponding to different competitive time periods can be configured in advance by game developers and stored in the data configuration module 1050.
Accordingly, the time correction value corresponding to the first virtual character is obtained, including but not limited to:
9014. and acquiring the appointed time of the current elimination of the first virtual role.
Wherein, the appointed time corresponds to the current time of the battlefield.
9015. The time evaluator 1040 determines the competitive fight time section at the designated time, and the death integrated time evaluator 1070 determines the time correction value corresponding to the first virtual character according to the competitive fight time section at the designated time and the grade correction value corresponding to the first virtual character.
As an example, the time correction value corresponding to the first virtual character is determined according to the competitive fight time period at the designated time and the grade correction value corresponding to the first virtual character, which includes but is not limited to:
9015-1, and determining the first time modification value as a time modification value corresponding to the first virtual character in response to the fact that the designated time is in the first competitive fight time period and the grade modification value is greater than the target threshold value.
9015-2, determining the second time modification value as the time modification value corresponding to the first virtual character in response to the fact that the designated time is in the first competitive fight time period and the grade modification value is not greater than the target threshold value.
9015-3, and determining a third time modification value as a time modification value corresponding to the first virtual character in response to the fact that the designated time is in the second competitive fight time period and the grade modification value is larger than the target threshold value.
9015-4, in response to the fact that the designated time is in the second competitive fight time period and the grade correction value is not greater than the target threshold value, determining the fourth time correction value as the time correction value corresponding to the first virtual character.
And the first time correction value is smaller than the third time correction value, and the second time correction value is larger than the fourth time correction value. The four time correction values can be configured in advance by game developers.
For example, taking the time allocated by the game developer as T1 and T2(0< T1< T2) as an example, assuming that the first competitive fight time period formed after the start of the current round of fight is T ≦ T1, T1< T ≦ T2, and the target threshold value is 1, if time is ≦ T1 and Level _ evo >0, then the allocated time correction value Y ═ Y1 is obtained, where Y1 is the first time correction value; if time is less than or equal to t1 and Level _ evo is less than or equal to 0, obtaining a configured time correction value Y which is Y2; if t1< time is less than or equal to t2 and Level _ evo >0, obtaining a configured time correction value Y which is Y3; if t1< time ≦ t2 and Level _ evo ≦ 0, the configured time correction value Y ═ Y4 is obtained.
Finally, the death integrated time evaluator 1070 determines a first time length corresponding to the first virtual character according to the revival time length reference value, the grade correction value and the time correction value. For example, the calculation formula of the first duration may be: basal reactivation time (1+ Level _ evo Y).
In this step 901, the revival waiting time corresponding to each dead virtual character can be calculated, and can be displayed through the view layer.
902. The terminal acquires a second time length corresponding to a second virtual role currently in the elimination state in the target marketing; and the second time length is the current revival countdown of the second virtual character.
This step may refer to step 202 above.
903. And in response to the first duration being greater than the second duration and the time difference between the first duration and the second duration being within the target time window, the terminal adjusts the first duration corresponding to the first virtual character to the second duration, and displays the revival waiting identifier of the first virtual character based on the second duration.
This step can be referred to as step 203 described above.
904. And in response to the end of the revival waiting time of the first virtual role, the terminal controls the first virtual role to be switched from the elimination state to the revival state.
In the embodiment of the application, after the revival waiting time of the dead first virtual character is over, the terminal controls the first virtual character to be switched from the eliminated state to the revival state, and at this time, the first virtual character can return to the virtual world again to fight. Illustratively, the first avatar may revive from a spring, which is not particularly limited in the embodiments of the present application. Correspondingly, because the revival time of the first virtual character is consistent with that of the second virtual character, the second virtual character can revive when the first virtual character revives, and the inferior target formation army battle can be conveniently organized to achieve one wave of counterattack.
The method provided by the embodiment of the application has at least the following beneficial effects:
the embodiment of the application provides a method for adjusting the revival time of different dead virtual characters in a disadvantaged party to be the same through a time window, so that the snowball rolling phenomenon in the game process can be weakened, and the revival time of more dead parties can be reduced. Namely, different dead virtual characters in the inferior party can be revived at the same time (for example, revived at the same time by being killed), so that the inferior party can organize the fighting capacity at the same time for counterwork, the inferior party can be effectively prevented from being revived in sequence and sent in sequence, and the war bureau is more wonderful. For example, the inferior party can be revived simultaneously by being grouped, and meanwhile, the inferior party can have better game experience and stronger battle field by organizing the fighting force for counterattack. This has guaranteed the recreation fairness for the configuration of recreation rhythm has the intellectuality more, and then has promoted the human-computer interaction effect at the competitive fight in-process, has ensured maneuverability.
In addition, the configuration of the time window is flexible, for example, different time slots correspond to different time windows, in other words, the time window can be changed in real time along with the game time slots. In addition, the value of the time window can be greatly reduced when the game needs to be ended in the later period of the game, and even an adjusting mechanism of the revival waiting time is cancelled, so that the game of the current round can be ended quickly, and the flexible control of the game rhythm is realized. In addition, the game rhythm is regulated and controlled through the background, a player does not need to sense, direct influence on the player is avoided, and the effect is good.
On the technical aspect, the whole layer of the embodiment of the application is clear, and the data layer, the logic processing layer and the view layer are included, so that the separation of data, logic and view is realized, and the maintainability, the transportability, the expandability and the reusability of a program are improved; in addition, the revival waiting time of the dead virtual role is calculated in a multi-dimensional mode, and the revival waiting time is calculated in one step through different evaluators; when the computational logic needs to be changed, different configurations can be quickly completed only by shielding unneeded evaluators, so that the method is flexible; in addition, elimination events of the virtual roles are detected in a death triggering mode, so that performance consumption caused by ticks is reduced; wherein tick refers to the refresh frequency of the server, and the higher the value, the faster the refresh frequency of the server. For example, 64 ticks are refreshed 64 times per second, and 128 ticks are refreshed 128 times per second.
Fig. 11 is a schematic structural diagram of a control device for a virtual character in a virtual world according to an embodiment of the present application. Wherein, including first formation camp and second formation camp in the virtual world, all include N virtual role in first formation camp with the second formation camp, N's value is positive integer, and the device includes:
a first obtaining module 1101 configured to, in response to detecting an elimination event of a first virtual role in a target camp, obtain a first duration corresponding to the first virtual role; the target marketing is marketing with a large number of times of elimination of the virtual character in the first marketing and the second marketing, and the first duration is the revival waiting duration from elimination to revival of the first virtual character;
a second obtaining module 1102, configured to obtain a second time duration corresponding to a second virtual role currently in an elimination state in the target camp, where the second time duration is a current revival countdown of the second virtual role;
a control module 1103 configured to adjust the first duration corresponding to the first avatar to be the second duration in response to the first duration being greater than the second duration and a time difference between the first duration and the second duration being within a target time window;
a display module 1104 configured to display the revival waiting identifier of the first avatar based on the second duration.
According to the device provided by the embodiment of the application, in the competitive fight process, if the elimination event of the first virtual role in the target battle is detected, the first time length corresponding to the first virtual role is obtained; the target marketing is marketing with a large number of times of virtual character elimination in the first marketing and the second marketing, and the first duration is the revival waiting duration from elimination to revival of the first virtual character; then, a second time length corresponding to a second virtual role in the target marketing currently in the elimination state is obtained; wherein the second duration is the current revival countdown of the second virtual character; and then, if the first time length is judged to be greater than the second time length and the time difference between the first time length and the second time length is positioned in the target time window, the first time length corresponding to the first virtual character is adjusted to the second time length. Based on the above description, the embodiment of the application provides a method for adjusting revival time of different dead virtual characters in a disadvantaged party to be the same through a time window, so that a snowball rolling phenomenon existing in a game process can be weakened, revival time of the party with more death times can be reduced, different dead virtual characters of the disadvantaged party can be revived at the same time (for example, revived at the same time by a team), thus facilitating the disadvantaged party to organize battle force for counterattack at the same time, effectively preventing the disadvantaged party from being sent in sequence after reviving, and enabling a battle bureau to be more wonderful. Compared with the situation that the inferior party is killed by the group, the inferior party can be revived at the same time, and meanwhile, the inferior party can have better game experience and stronger battle field by organizing the fighting force. This has guaranteed the recreation fairness for the configuration of recreation rhythm has the intellectuality more, and then has promoted the human-computer interaction effect at the competitive fight in-process, has ensured maneuverability.
In one possible implementation, the apparatus further includes:
a first determination module configured to take a virtual character that is eliminated from the target lineup simultaneously with the first virtual character as the second virtual character; or, the virtual role which is eliminated earliest in time sequence in the target marketing is taken as the second virtual role; or, taking the first virtual role as a reference, and taking the former eliminated virtual role in the target marketing as the second virtual role; or, taking any virtual role currently in the elimination state in the target marketing as the second virtual role.
In one possible implementation, different competitive fight time periods after the start of the competitive fight of the current round correspond to different time windows; the device also includes:
a second determination module configured to obtain a specified time at which the first virtual character is currently eliminated in response to detecting an elimination event of the first virtual character; and determining a designated competitive time period of the designated time, and determining a time window corresponding to the designated competitive time period as the target time window.
In one possible implementation, the time window corresponding to the competitive fight time period closer to the ending time of the competitive fight of the current round is smaller.
In one possible implementation manner, the control module is further configured to, in response to detecting a removal event of the first virtual character, acquire a specified time at which the first virtual character is currently removed; and canceling the step of adjusting the first duration corresponding to the first virtual role in response to the specified time being greater than a time threshold.
In a possible implementation manner, the first obtaining module is configured to obtain a revival duration reference value of the first virtual character; acquiring a grade correction value corresponding to the first virtual role; acquiring a time correction value corresponding to the first virtual role; and determining a first time length corresponding to the first virtual character according to the revival time length reference value, the grade correction value and the time correction value.
In a possible implementation manner, the first obtaining module is configured to obtain current level data of a target user account controlling the first virtual character; acquiring average grade data of user accounts contained in the first array and the second array; and determining a grade correction value corresponding to the first virtual role according to the current grade data and the average grade data.
In a possible implementation manner, the first obtaining module is configured to obtain current level data of each user account in the first and second camps; and taking the average value of the current grade data of each user account as the average grade data.
In one possible implementation mode, different competitive fight time periods after the start of the competitive fight of the current round correspond to different time correction values;
the first obtaining module is configured to obtain the specified time for currently eliminating the first virtual role; and determining the competitive fight time period of the designated time, and determining the time correction value corresponding to the first virtual character according to the competitive fight time period of the designated time and the grade correction value corresponding to the first virtual character.
In a possible implementation manner, the first obtaining module is configured to determine, in response to that the specified time is in a first competitive fight time period and the level correction value is greater than a target threshold, a first time correction value as a time correction value corresponding to the first virtual character; in response to the fact that the designated time is in a first competitive fight time period and the grade correction value is not larger than the target threshold value, determining a second time correction value as a time correction value corresponding to the first virtual character; determining a third time correction value as a time correction value corresponding to the first virtual character in response to the fact that the designated time is in a second competitive fight time period and the grade correction value is larger than a target threshold value; determining a fourth time correction value as a time correction value corresponding to the first virtual character in response to the fact that the designated time is in a second competitive fight time period and the grade correction value is not greater than a target threshold value;
the first time correction value is smaller than the third time correction value, and the second time correction value is larger than the fourth time correction value.
In one possible implementation, the apparatus further includes:
the control module is further configured to control the first virtual character to be switched from the elimination state to the revival state in response to the end of the revival waiting duration of the first virtual character.
In a possible implementation manner, the display module is further configured to display attribute information of each virtual role in the target marketing in response to a trigger operation for a target virtual key on a human-computer interaction interface; the human-computer interaction interface is used for presenting a competitive battle picture, and the attribute information of the virtual role in the elimination state in the target battle comprises a revival waiting identifier.
All the above optional technical solutions may be combined arbitrarily to form the optional embodiments of the present disclosure, and are not described herein again.
It should be noted that: in the virtual character control apparatus in the virtual world provided in the above embodiments, when controlling a virtual character, only the division of the above function modules is exemplified, and in practical applications, the function distribution may be completed by different function modules according to needs, that is, the internal structure of the apparatus may be divided into different function modules to complete all or part of the above described functions. In addition, the virtual character control device in the virtual world provided by the above embodiments and the virtual character control method in the virtual world belong to the same concept, and specific implementation processes thereof are described in the method embodiments and are not described herein again.
Fig. 12 shows a block diagram of an electronic device 1200 according to an exemplary embodiment of the present application. The electronic device 1200 may be a portable mobile terminal, such as: smart phones, tablet computers, MP3 players (Moving picture Experts Group Audio Layer III, mpeg Audio Layer IV), MP4 players (Moving picture Experts Group Audio Layer IV, mpeg Audio Layer 4), notebook computers, or desktop computers. The electronic device 1200 may also be referred to by other names such as user equipment, portable terminals, laptop terminals, desktop terminals, and the like.
In general, the electronic device 1200 includes: a processor 1201 and a memory 1202.
The processor 1201 may include one or more processing cores, such as a 4-core processor, an 8-core processor, or the like. The processor 1201 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 1201 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 1201 may be integrated with a GPU (Graphics Processing Unit) for rendering and drawing content required to be displayed on the display screen. In some embodiments, the processor 1201 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
Memory 1202 may include one or more computer-readable storage media, which may be non-transitory. Memory 1202 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 1202 is used to store at least one instruction for execution by processor 1201 to implement a virtual character control method in a virtual world as provided by method embodiments herein.
In some embodiments, the electronic device 1200 may further optionally include: a peripheral device interface 1203 and at least one peripheral device. The processor 1201, memory 1202, and peripheral interface 1203 may be connected by a bus or signal line. Each peripheral device may be connected to the peripheral device interface 1203 by a bus, signal line, or circuit board. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1204, display 1205, camera assembly 1206, audio circuitry 1207, positioning assembly 1208, and power supply 1209.
The peripheral interface 1203 may be used to connect at least one peripheral associated with I/O (Input/Output) to the processor 1201 and the memory 1202. In some embodiments, the processor 1201, memory 1202, and peripheral interface 1203 are integrated on the same chip or circuit board; in some other embodiments, any one or both of the processor 1201, the memory 1202, and the peripheral interface 1203 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
The Radio Frequency circuit 1204 is used for receiving and transmitting RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuit 1204 communicates with a communication network and other communication devices by electromagnetic signals. The radio frequency circuit 1204 converts an electric signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electric signal. Optionally, the radio frequency circuit 1204 comprises: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. The radio frequency circuit 1204 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 1204 may further include NFC (Near Field Communication) related circuits, which are not limited in this application.
The display screen 1205 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display screen 1205 is a touch display screen, the display screen 1205 also has the ability to acquire touch signals on or over the surface of the display screen 1205. The touch signal may be input as a control signal to the processor 1201 for processing. At this point, the display 1205 may also be used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, the display 1205 may be one, providing the front panel of the electronic device 1200; in other embodiments, the display panels 1205 can be at least two, respectively disposed on different surfaces of the electronic device 1200 or in a folded design; in other embodiments, the display 1205 may be a flexible display disposed on a curved surface or on a folded surface of the electronic device 1200. Even further, the display screen 1205 may be arranged in a non-rectangular irregular figure, i.e., a shaped screen. The Display panel 1205 can be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), or other materials.
Camera assembly 1206 is used to capture images or video. Optionally, camera assembly 1206 includes a front camera and a rear camera. Generally, a front camera is disposed at a front panel of the terminal, and a rear camera is disposed at a rear surface of the terminal. In some embodiments, the number of the rear cameras is at least two, and each of the rear cameras is any one of a main camera, a depth-of-field camera, a wide-angle camera and a telephoto camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, the main camera and the wide-angle camera are fused to realize panoramic shooting and a VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, camera assembly 1206 may also include a flash. The flash lamp can be a monochrome temperature flash lamp and can also be a bicolor temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp, and can be used for light compensation at different color temperatures.
The audio circuitry 1207 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 into the processor 1201 for processing or inputting the electric signals into the radio frequency circuit 1204 to achieve voice communication. The microphones may be multiple and disposed at different locations of the electronic device 1200 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 1201 or the radio frequency circuit 1204 into acoustic waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, not only the electric signal may be converted into a sound wave audible to human, but also the electric signal may be converted into a sound wave inaudible to human for use in distance measurement or the like. In some embodiments, the audio circuitry 1207 may also include a headphone jack.
The positioning component 1208 is used to locate a current geographic Location of the electronic device 1200 to implement navigation or LBS (Location Based Service). The Positioning component 1208 can be a Positioning component based on the Global Positioning System (GPS) in the united states, the beidou System in china, or the galileo System in russia.
The power supply 1209 is used to supply power to various components in the electronic device 1200. The power source 1209 may be alternating current, direct current, disposable or rechargeable. When the power source 1209 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 techniques.
In some embodiments, the electronic device 1200 also includes one or more sensors 1120. The one or more sensors 1120 include, but are not limited to: acceleration sensor 1211, gyro sensor 1212, pressure sensor 1213, fingerprint sensor 1214, optical sensor 1215, and proximity sensor 1216.
The acceleration sensor 1211 may detect magnitudes of accelerations on three coordinate axes of a coordinate system established with the electronic apparatus 1200. For example, the acceleration sensor 1211 may be used to detect components of the gravitational acceleration in three coordinate axes. The processor 1201 may control the display screen 1205 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1211. The acceleration sensor 1211 may also be used for acquisition of motion data of a game or a user.
The gyro sensor 1212 may detect a body direction and a rotation angle of the electronic device 1200, and the gyro sensor 1212 may collect a 3D motion of the user on the electronic device 1200 in cooperation with the acceleration sensor 1211. The processor 1201 can implement the following functions according to the data collected by the gyro sensor 1212: 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.
The pressure sensors 1213 may be disposed on a side bezel of the electronic device 1200 and/or on a lower layer of the display 1205. When the pressure sensor 1213 is disposed on the side frame of the electronic device 1200, the holding signal of the user to the electronic device 1200 can be detected, and the processor 1201 performs left-right hand recognition or quick operation according to the holding signal acquired by the pressure sensor 1213. When the pressure sensor 1213 is disposed at a lower layer of the display screen 1205, the processor 1201 controls the operability control on the UI interface according to the pressure operation of the user on the display screen 1205. 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 1214 is used for collecting a fingerprint of the user, and the processor 1201 identifies the user according to the fingerprint collected by the fingerprint sensor 1214, or the fingerprint sensor 1214 identifies the user according to the collected fingerprint. When the identity of the user is identified as a trusted identity, the processor 1201 authorizes the user to perform relevant sensitive operations, including unlocking a screen, viewing encrypted information, downloading software, paying, changing settings, and the like. The fingerprint sensor 1214 may be disposed on the front, back, or side of the electronic device 1200. When a physical button or vendor Logo is provided on the electronic device 1200, the fingerprint sensor 1214 may be integrated with the physical button or vendor Logo.
The optical sensor 1215 is used to collect the ambient light intensity. In one embodiment, the processor 1201 may control the display brightness of the display 1205 according to the ambient light intensity collected by the optical sensor 1215. Specifically, when the ambient light intensity is high, the display brightness of the display panel 1205 is increased; when the ambient light intensity is low, the display brightness of the display panel 1205 is turned down. In another embodiment, processor 1201 may also dynamically adjust the camera head 1206 capture parameters based on the ambient light intensity collected by optical sensor 1215.
The proximity sensor 1216, also called a distance sensor, is typically disposed on the front panel of the electronic device 1200. The proximity sensor 1216 is used to collect the distance between the user and the front of the electronic device 1200. In one embodiment, when the proximity sensor 1216 detects that the distance between the user and the front of the electronic device 1200 gradually decreases, the processor 1201 controls the display 1205 to switch from the bright screen state to the dark screen state; when the proximity sensor 1216 detects that the distance between the user and the front surface of the electronic device 1200 gradually becomes larger, the processor 1201 controls the display 1205 to switch from the breath-screen state to the bright-screen state.
Those skilled in the art will appreciate that the configuration shown in fig. 12 does not constitute a limitation of the electronic device 1200, and may include more or fewer components than those shown, or combine certain components, or employ a different arrangement of components.
In an exemplary embodiment, there is also provided a computer readable storage medium including instructions, such as a memory including instructions, executable by a processor of the electronic device 1200 to perform the above-described method of controlling a virtual character in a virtual world. Alternatively, the storage medium may be a non-transitory computer readable storage medium, for example, the computer readable storage medium may be a Read-Only Memory (ROM), a Random Access Memory (RAM), a Compact Disc Read-Only Memory (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, and the like.
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, and 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, an optical disk, or the like.
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 (15)

1. A control method for virtual roles in a virtual world is characterized in that the virtual world comprises a first camp and a second camp, the first camp and the second camp respectively comprise N virtual roles, and the value of N is a positive integer, and the method comprises the following steps:
in response to the detection of a elimination event of a first virtual role in the target marketing, acquiring a first duration corresponding to the first virtual role; the target camp is camp in which the elimination times of the virtual roles in the first camp and the second camp are large, and the first duration is the revival waiting duration from elimination to revival of the first virtual role;
acquiring a second time length corresponding to a second virtual character currently in an elimination state in the target marketing, wherein the second time length is the current revival countdown of the second virtual character;
and in response to the first duration being greater than the second duration and the time difference between the first duration and the second duration being within a target time window, adjusting the first duration corresponding to the first virtual character to the second duration, and displaying a revival waiting identifier of the first virtual character based on the second duration.
2. The method of claim 1, further comprising:
taking the virtual role which is eliminated simultaneously with the first virtual role in the target marketing as the second virtual role; or the like, or, alternatively,
taking the virtual role which is eliminated earliest in time sequence in the target marketing as the second virtual role; or the like, or, alternatively,
taking the first virtual role as a reference, and taking the former eliminated virtual role in the target marketing as the second virtual role; or the like, or, alternatively,
and taking any virtual role in the target marketing which is currently in the elimination state as the second virtual role.
3. The method of claim 1, wherein different competitive fight time periods after the start of the current round of competitive fight correspond to different time windows; the method further comprises the following steps:
in response to detecting the elimination event of the first virtual role, acquiring the specified time for currently eliminating the first virtual role;
and determining the designated competitive time period of the designated time, and determining the time window corresponding to the designated competitive time period as the target time window.
4. The method of claim 3, wherein the time window corresponding to the period of time for the competitive match closer to the end of the current round of the competitive match is smaller.
5. The method of claim 1, further comprising:
in response to detecting the elimination event of the first virtual role, acquiring the specified time for currently eliminating the first virtual role;
and canceling the step of adjusting the first duration corresponding to the first virtual role in response to the specified time being greater than a time threshold.
6. The method of claim 1, wherein the obtaining the first duration corresponding to the first virtual role comprises:
acquiring a revival time length reference value of the first virtual role;
acquiring a grade correction value corresponding to the first virtual role;
acquiring a time correction value corresponding to the first virtual role;
and determining a first time length corresponding to the first virtual character according to the revival time length reference value, the grade correction value and the time correction value.
7. The method according to claim 6, wherein the obtaining of the grade correction value corresponding to the first virtual character comprises:
acquiring current grade data of a target user account for controlling the first virtual role;
acquiring average grade data of user accounts contained in the first marketing and the second marketing;
and determining a grade correction value corresponding to the first virtual role according to the current grade data and the average grade data.
8. The method according to claim 7, wherein the obtaining average rating data of the user accounts included in the first and second camps comprises:
acquiring current grade data of each user account in the first and second camps;
and taking the average value of the current grade data of each user account as the average grade data.
9. The method according to claim 6, wherein different competitive fight time periods after the start of the current round of competitive fight correspond to different time correction values;
the obtaining of the time correction value corresponding to the first virtual character includes:
acquiring the appointed time of eliminating the first virtual role currently;
and determining the competitive fight time period of the designated time, and determining the time correction value corresponding to the first virtual character according to the competitive fight time period of the designated time and the grade correction value corresponding to the first virtual character.
10. The method according to claim 9, wherein the determining the time correction value corresponding to the first virtual character according to the competitive fight time period at the designated time and the grade correction value corresponding to the first virtual character comprises:
in response to the fact that the designated time is in a first competitive fight time period and the grade correction value is larger than a target threshold value, determining a first time correction value as a time correction value corresponding to the first virtual role;
in response to the fact that the designated time is in a first competitive fight time period and the grade correction value is not larger than the target threshold value, determining a second time correction value as a time correction value corresponding to the first virtual role;
determining a third time correction value as a time correction value corresponding to the first virtual character in response to the fact that the designated time is in a second competitive fight time period and the grade correction value is larger than a target threshold value;
determining a fourth time correction value as a time correction value corresponding to the first virtual character in response to the fact that the designated time is in a second competitive fight time period and the grade correction value is not greater than a target threshold value;
the first time correction value is smaller than the third time correction value, and the second time correction value is larger than the fourth time correction value.
11. The method of claim 1, further comprising:
and responding to the end of the revival waiting time of the first virtual role, and controlling the first virtual role to be switched from the eliminated state to the revival state.
12. The method of claim 1, further comprising:
responding to a trigger operation aiming at a target virtual key on a human-computer interaction interface, and displaying attribute information of each virtual role in the target marketing;
the human-computer interaction interface is used for presenting a competitive battle picture, and the attribute information of the virtual role in the elimination state in the target battle comprises a revival waiting identifier.
13. The utility model provides a controlling means of virtual character in virtual world, its characterized in that, including first formation camp and second formation camp in the virtual world, first formation camp with all include N virtual character in the second formation camp, the value of N is positive integer, the device includes:
the system comprises a first obtaining module, a second obtaining module and a third obtaining module, wherein the first obtaining module is configured to respond to the detection of an elimination event of a first virtual role in a target marketing and obtain a first duration corresponding to the first virtual role; the target camp is camp in which the elimination times of the virtual roles in the first camp and the second camp are large, and the first duration is the revival waiting duration from elimination to revival of the first virtual role;
a second obtaining module, configured to obtain a second time length corresponding to a second virtual role currently in an elimination state in the target camp, where the second time length is a current revival countdown of the second virtual role;
a control module configured to adjust the first duration corresponding to the first avatar to be the second duration in response to the first duration being greater than the second duration and a time difference between the first duration and the second duration being within a target time window;
a display module configured to display the revival waiting identifier of the first avatar based on the second duration.
14. A storage medium having stored therein at least one instruction, which is loaded and executed by a processor to implement the method for controlling a virtual character in a virtual world according to any one of claims 1 to 12.
15. An electronic device, comprising a processor and a memory, wherein at least one instruction is stored in the memory, and the at least one instruction is loaded and executed by the processor to implement the method for controlling a virtual character in a virtual world according to any one of claims 1 to 12.
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