CN112156459A - Method and apparatus for controlling battle game, storage medium, and electronic apparatus - Google Patents

Method and apparatus for controlling battle game, storage medium, and electronic apparatus Download PDF

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Publication number
CN112156459A
CN112156459A CN202011017884.3A CN202011017884A CN112156459A CN 112156459 A CN112156459 A CN 112156459A CN 202011017884 A CN202011017884 A CN 202011017884A CN 112156459 A CN112156459 A CN 112156459A
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China
Prior art keywords
target
battle
battlefield
scene
fighting
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CN202011017884.3A
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Chinese (zh)
Inventor
陈少浩
韩成
李聪
黄涛
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Chengdu Perfect Tianzhiyou Technology Co ltd
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Chengdu Perfect Tianzhiyou Technology Co ltd
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Priority to CN202011017884.3A priority Critical patent/CN112156459A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
    • 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)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides a method and a device for controlling a battle game, a storage medium and an electronic device, wherein the method comprises the following steps: acquiring a trigger operation executed on a game scene of a target fighting game displayed on a target client, wherein the trigger operation is used for triggering to enter a fighting scene corresponding to target fighting; responding to the trigger operation, displaying the battle scene on a target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range; and controlling each fighting character in a plurality of fighting characters of the target fighting to execute a fighting operation, wherein the fighting operation is used for controlling each fighting character to enter a corresponding fighting position in the fighting scene. By the method and the device, the problem that the control mode of turn-based games in the related technology is poor in user visual experience caused by too monotonous displayed battle scenes is solved.

Description

Method and apparatus for controlling battle game, storage medium, and electronic apparatus
Technical Field
The present application relates to the field of internet, and in particular, to a method and an apparatus for controlling a battle game, a storage medium, and an electronic apparatus.
Background
In the turn-based game, the player can control the virtual character to fight against the competitor in the battle scene. In a round-based game, a plurality of virtual objects for engagement can take turns in a certain order, and can be operated only when the virtual objects take turns.
The turn-based game in the related art controls the battle characters to enter a battle scene when being started. However, since the battle scene is generally a specific scene, it is too monotonous in display, resulting in poor visual experience for the user.
Therefore, the control method of the turn-based game in the related art has a problem of poor user visual experience due to too monotonous displayed battle scene.
Disclosure of Invention
The application provides a method and a device for controlling a battle game, a storage medium and an electronic device, which are used for at least solving the problem that the control mode of the turn-based game in the related art has poor visual experience of a user due to too monotonous displayed battle scene.
According to an aspect of an embodiment of the present application, there is provided a method of controlling a battle game, including: acquiring a trigger operation executed on a game scene of a target fighting game displayed on a target client, wherein the trigger operation is used for triggering to enter a fighting scene corresponding to target fighting; responding to the trigger operation, displaying the battle scene on a target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range; and controlling each fighting character in a plurality of fighting characters of the target fighting to execute a fighting operation, wherein the fighting operation is used for controlling each fighting character to enter a corresponding fighting position in the fighting scene.
According to another aspect of an embodiment of the present application, there is provided a method of controlling a battle game, including: detecting a trigger operation executed on a game scene of a target battle game, wherein the trigger operation is used for triggering to enter a battle scene corresponding to target battle; responding to the trigger operation, and creating a fighting scene corresponding to the target fighting according to a target area range of the game scene, wherein the fighting scene is a three-dimensional scene covering the target area range; synchronizing the battle scene to a target client to display the battle scene on the target area range of the game scene displayed on the target client, wherein the target client has the target battle game running thereon.
According to still another aspect of an embodiment of the present application, there is provided a control apparatus for a battle game, including: the system comprises a first acquisition unit, a second acquisition unit and a third acquisition unit, wherein the first acquisition unit is used for acquiring a trigger operation executed on a game scene of a target fighting game displayed on a target client, and the trigger operation is used for triggering to enter a fighting scene corresponding to target fighting; the first display unit is used for responding to the trigger operation and displaying the battle scene on a target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range; the first control unit is used for controlling each fighting character in the plurality of fighting characters of the target fighting to execute a fighting operation, wherein the fighting operation is used for controlling each fighting character to enter a corresponding fighting position in the fighting scene.
According to still another aspect of an embodiment of the present application, there is provided a control apparatus for a battle game, including: the first detection unit is used for detecting a trigger operation executed on a game scene of a target battle game, wherein the trigger operation is used for triggering to enter a battle scene corresponding to target battle; the creating unit is used for responding to the triggering operation and creating the fighting scene corresponding to the target fighting according to a target area range of the game scene, wherein the fighting scene is a three-dimensional scene covering the target area range; a synchronization unit, configured to synchronize the battle scene to a target client to display the battle scene on the target area range of the game scene displayed on the target client, where the target client runs the target battle game.
According to a further aspect of an embodiment of the present application, there is also provided a computer-readable storage medium having a computer program stored thereon, wherein the computer program is configured to perform the steps of any of the above method embodiments when executed.
According to a further aspect of an embodiment of the present application, there is also provided an electronic apparatus, including a memory and a processor, the memory storing a computer program therein, the processor being configured to execute the computer program to perform the steps in any of the above method embodiments.
In the embodiment of the application, a mode that the scene before the battle is configured is consistent with the battle scene in performance to realize the on-site seamless battle entry of the battle characters is adopted, and the triggering operation executed on the game scene of the target battle game displayed on the target client is obtained, wherein the triggering operation is used for triggering the target battle game to enter the battle scene corresponding to the target battle; responding to the trigger operation, and displaying a fighting scene on a target area range of the game scene, wherein the fighting scene is a three-dimensional scene covering the target area range; the fighting method comprises the steps that each fighting character in a plurality of fighting characters for controlling target fighting executes fighting operation, wherein the fighting operation is used for controlling each fighting character to enter a corresponding fighting position in a fighting scene, the fighting scene is a three-dimensional scene displayed on a target area range of a game scene, the fighting scene is consistent with a scene in the target area range, the purpose that the fighting character (such as a virtual character controlled by a player) enters the fighting scene (such as a fighting scene of a turn-based game) in situ and seamlessly can be achieved, and the fighting scene can be a three-dimensional scene, so that the target fighting is cross-terrain fighting instead of plane fighting, the information displayed in the fighting scene is richer, the technical effects of enriching the visual information of the fighting scene and improving the visual experience of a user are achieved, and the problem that the visual experience of the user is poor due to the monotonous displayed fighting scene in the control mode of the turn-based game in the related technology is solved To a problem of (a).
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the invention and together with the description, serve to explain the principles of the invention.
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, and it is obvious for those skilled in the art that other drawings can be obtained according to the drawings without inventive exercise.
FIG. 1 is a schematic diagram of a hardware environment for an alternative method of controlling a competing game in accordance with an embodiment of the present invention;
FIG. 2 is a flow chart of an alternative method of controlling a tournament game according to an embodiment of the present application;
FIG. 3 is a flow diagram of an alternative method of creating a physical scene according to an embodiment of the present application;
FIG. 4 is a flow chart of another alternative method of controlling a tournament game according to an embodiment of the present application;
FIG. 5 is a flow chart of yet another alternative method of controlling a tournament game according to an embodiment of the present application;
FIG. 6 is a block diagram of an alternative configuration of a control device for a match-up game according to an embodiment of the present application;
FIG. 7 is a block diagram of another alternative configuration of a control device for a match-up game according to an embodiment of the present application;
fig. 8 is a block diagram of an alternative electronic device according to an embodiment of the present application.
Detailed Description
In order to make the technical solutions better understood by those skilled in the art, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only partial embodiments of the present application, but not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
It should be noted that the terms "first," "second," and the like in the description and claims of this application and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the application described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
According to an aspect of an embodiment of the present application, there is provided a method of controlling a battle game. Alternatively, in the present embodiment, the above-described control method of the battle game may be applied to a hardware environment constituted by the terminal 102 and the server 104 as shown in fig. 1. As shown in fig. 1, the server 104 is connected to the terminal 102 through a network, which may be used to provide services (such as game services, application services, etc.) for the terminal or a client installed on the terminal, and a database may be provided on the server or separately from the server for providing data storage services for the server 104, and the network includes but is not limited to: the terminal 102 is not limited to a PC, a mobile phone, a tablet computer, etc. the terminal may be a wide area network, a metropolitan area network, or a local area network. The method for controlling the battle game according to the embodiment of the present application may be executed by the server 104, by the terminal 102, or by both the server 104 and the terminal 102. The method for controlling the battle game by the terminal 102 according to the embodiment of the present application may be executed by a client installed thereon.
Taking the operation at the terminal device side as an example, fig. 2 is a flowchart of an alternative method for controlling a battle game according to an embodiment of the present application, and as shown in fig. 2, the method may include the following steps:
in step S202, a trigger operation executed on a game scene of the target match game displayed on the target client is acquired.
The control method of the battle game in the embodiment can be applied to a scene in which at least two battle parties in a game scene fight in a battle scene independent of the game scene. The above-mentioned game scene may be a game scene of a target battle game, and battles in the target battle game may be battles between at least two competitors, for example, turn-based battles between at least two competitors.
The above-mentioned target match-up game may be executed solely by the client of the target match-up game, that is, the target match-up game is executed solely by the client; the game processing method can be executed by a background server of the target match-up game independently, namely, the target match-up game is executed by the server independently, the client is only used for displaying the game picture of the target match-up game, and acquiring the operation on the game picture (for example, the operation position on the game picture) and sending the operation to the background server; the client of the target match-up game and the background server of the target match-up game can jointly execute the client and the background server, namely, the client executes part of logic of the target match-up game, and the background server executes other part of logic of the target match-up game, for example, the server calculates running data of the target match-up game (data relied on by game performance of the client), and the client calculates game performance based on game data synchronized by the server (for example, animation for generating a battlefield is displayed).
In this embodiment, the control process of the turn battle in the turn game is exemplified, and the game performance of the target battle game is calculated by the client and the data relied on by the server for calculating the game performance are taken as examples to explain the control method of the battle game. The control method of the battle game in the present embodiment is also applicable to the battle scene in other similar battle games and the control logic of other target battle games.
A client on a terminal device of a user (player, corresponding to an object) that can run a turn-based game (an example of a goal-fighting game) application can be in communication with a server that is a background server of the turn-based game. The user can log in to the client running on the terminal device by using an account number and a password, a dynamic password, an associated application login and the like, and control a virtual character (player character) created by or generated for the user to execute game operations in a game scene of the turn-based game, such as moving in a game map, executing game tasks, interacting with other players and the like.
A user may control a virtual character (e.g., master character, player character) in a turn-based game and may also control one or more associated characters of the virtual character. Both the master role and the associated role of the master role may belong to the user. The master control character or the associated character may be an avatar, a virtual beast, or the like, which is not limited in this embodiment.
The user can configure the formation (which characters are out of war) of the characters out of war during fighting, the positional relationship (formation) between the characters out of war, and the like in the formation configuration interface. The number of the fighting characters may be smaller than or equal to the target number threshold, and the number threshold of the fighting characters may be increased in a stepwise manner along with the level of the player character, which is not limited in this embodiment.
Alternatively, in this embodiment, the user may only allow to control one virtual character in the turn-based game, and the virtual characters of different players may become the same competitor by grouping, joining the same bankbook, joining the same workshop, and the like.
The turn-based game may have multiple game scenes, e.g., a primary game scene and a duplicate game scene. One or more main game scenes can be provided, and different game scenes can be connected through a transmission gate. The user may transfer from one game scenario to another game scenario through a transfer gate, or may transfer from one game scenario to another game scenario by using a transfer prop (e.g., a transfer reel, etc.) or a transfer privilege (e.g., a transfer to a party scenario by clicking a "party" button, etc.), which is not limited in this embodiment.
The target object (corresponding to the target user and identifiable by the target account number) may control the turn-based game using a target client of the turn-based game running on the terminal device thereof, and a game scene of the turn-based game is displayed on the target client. The target object (or other objects) may perform different operations on the game scene by operating the target client, for example, a trigger operation for triggering entry into a battle scene corresponding to a target battle. The target client can acquire a trigger operation executed on a game scene of a target battle game displayed on the target client through a touch screen of the terminal device or other input devices, wherein the trigger operation is used for triggering entry into a battle scene corresponding to the target battle.
The trigger operation may be represented by a position of an operation performed on a game scene displayed on the target client, and the target client may synchronize the position of the operation to a server (a background server of the target battle game), and the server may complete a process of detecting the trigger operation. The trigger operation may be a trigger operation performed on an NPC (Non-Player Character, e.g., a BOSS monster, etc.), a prop item, a monster, other user-controlled virtual Character, etc. in a game scene. The trigger operation may include, but is not limited to, one of: click, double click, click contextual dialog, etc., which are not limited in this embodiment.
And S204, responding to the trigger operation, and displaying a fighting scene on the target area range of the game scene, wherein the fighting scene is a three-dimensional scene covering the target area range.
The server can detect the trigger operation executed on the game scene of the target battle game; and determining to start turn battles in the game scene in response to the trigger operation.
Before initiating turn combat, the server may first generate a combat scenario for the turn combat. In the related technology, the battle scene of the round battle is generally a plane scene, a base map is added to the background or decorative static objects which do not affect the battle are added around the base map, namely, in the round battle, a battle map and a game map are two unrelated maps, the battle map is a pure plane, no space dimension is displayed in the battle, the displayed information amount is small, and the visual effect is poor.
In order to enrich the material information displayed in the fighting scene, the performance of the fighting scene can be controlled to be consistent or basically consistent with the performance of the scene before fighting, and the position and environment before fighting can be inherited into the fighting, so that the player character can fight seamlessly in situ.
In order to generate a battle scene of turn battle, the server may select an area range covered by the turn battle, i.e., a target area range, from the game scene, and create a battle scene corresponding to the turn battle according to the target area range, where the created battle scene may be a three-dimensional scene covering the target area range, and synchronize the created battle scene to the target client to display the battle scene on the target area range of the game scene displayed on the target client. The target client can acquire the battle scene synchronized by the server and display the battle scene in the target area range of the game scene displayed by the target client.
If the target battle relates to a plurality of player characters, the server may synchronize battle scenes of turn-based battles to clients (including the target clients) of the respective player characters, respectively, and the data synchronized by the server to the clients may include range information, terrain information, etc., position information, etc., of the above-described battle scenes to display the battle scenes on the target area range of the game scene displayed on the clients.
And S206, each fighting character in the plurality of fighting characters of the control target battle executes a fighting operation, wherein the fighting operation is used for controlling each fighting character to enter a corresponding fighting position in a fighting scene.
Before, after, or during the creation of the battle scene, the server may determine a plurality of battle characters corresponding to turn battles. Turn-based combat generally has two competitors, each of which belongs to one of the targeted combat, and each of which may contain one or more of the competitors. One of the two counterparties is an attacker, the other counterparty is a victim, the attacker is the party who actively initiates the battle, and the victim is the party who passively enters the battle.
Any one of the two parties may include at least one of: a competitor including a player character; the player character's competitors are not included. Correspondingly, the turn battle can be a battle between a player and a player, and can also be a battle between the player and a non-player. Player-to-player battles refer to: the battle between a competitor including a player character and a competitor including a player character, the battle between the player and a non-player means: a battle between a party containing a player character and a party not containing the player character.
For a player character-containing competitor, a plurality of competitor characters of the same competitor may belong to the same player (same object), i.e., a plurality of competitor characters of the same competitor are a plurality of virtual characters belonging to the same player. The plurality of competitor characters of the same competitor may also belong to a plurality of players, i.e. the plurality of competitor characters of the same competitor are a plurality of virtual characters belonging to a plurality of players, each player may own one or more virtual characters.
The plurality of competitor characters of the same competitor may also be all non-player characters (non-player competitors), e.g. multiple monsters of the same type or of different types. A player character can trigger a battle with a non-player character in various scenes, for example, in a duplicate map or a field map, certain tasks are executed through the battle with the non-player character, for example, conditions for entering certain areas are met, and task props are obtained; alternatively, the game resources (for example, virtual money, game equipment, equipment materials, etc.) may be acquired by battle between the non-player character, or other scenarios that require battle between the non-player character and the non-player character may be acquired, which is not limited in this embodiment.
Each party may correspond to a battle group, e.g., an attacker group (the battle group that triggers the turn battle), a victim group (the battle group that passively enters the turn battle). For each competitor, the server can select one or more competitor characters to be raised from each competitor to obtain a competitor group corresponding to the competitor. Each of the battle characters participating in the turn battle may belong to one of the battle parties of the turn battle, and one or more of the battle characters each of which is out of the battle parties may be present.
The battle characters of each competitor can be selected according to the configuration information, for example, the battle formation configured by the player is selected, the battle formation configured by the system is selected according to the non-player competitor, and a certain number of battle characters are selected from the battle characters randomly or in other ways. The manner of determining the multiple battle characters of the turn battle is not limited in the embodiment.
For a plurality of battle characters, the server may acquire a battle entry location of each of the plurality of battle characters, and synchronize a battle scene to the target client together with the plurality of battle characters (e.g., character identifications of the battle characters) and the battle entry location of each battle character.
After receiving the battle scene synchronized by the server, the plurality of battle characters (e.g., character identifiers of the battle characters), and the battle entry position of each battle character, the target client may start to perform pre-battle expression on the part of characters (the plurality of battle characters) in addition to displaying the battle scene on the target area range of the game scene, where the pre-battle expression is transition expression from an original scene (game scene) to the battle scene, and the pre-battle expression may be control of each battle character to perform a battle entry operation for controlling each battle character to enter the corresponding battle entry position in the battle scene, for example, each player character is jumped from a position outside the battle scene to the battle entry position.
It should be noted that, the execution of the engagement operation by each of the plurality of engagement characters that display the battle scene and control the target battle in the target area range of the game scene may be sequentially executed (for example, the battle scene is displayed first, then the engagement operation is executed, or the engagement operation is executed first, then the battle scene is displayed), or may be executed simultaneously, which is not limited in this embodiment.
After the plurality of fighting characters are controlled to enter the fighting scene, the plurality of fighting characters can fight in a round system mode until all the fighting characters of a certain fighting party are in a death state, the target fighting is finished, the fighting scene exits, and the game scene is returned again.
Through the steps S202 to S206, a trigger operation executed on a game scene of a target battle game displayed on a target client is acquired, and the trigger operation is used for triggering entry into a battle scene corresponding to a target battle; responding to the trigger operation, and displaying a fighting scene on a target area range of the game scene, wherein the fighting scene is a three-dimensional scene covering the target area range; the method comprises the steps that each fighting character in a plurality of fighting characters for controlling target fighting executes fighting operation, wherein the fighting operation is used for controlling each fighting character to enter a corresponding fighting position in a fighting scene, the problem that the visual experience of a user is poor due to the fact that the displayed fighting scene is too monotonous in a round game control mode in the related technology is solved, the visual information of the fighting scene is enriched, and the visual experience of the user is improved.
Optionally, in this embodiment, the character controlled by the target client in the game scene may be a first virtual character, and the first virtual character may be a first battle character in turn battle. The target client can acquire the control operation executed on the first fighting character, synchronizes to the server, and determines whether to start turn-based fighting or not by the server. The manner of triggering entry into the battle scene corresponding to the target battle may be various and may include, but is not limited to, at least one of: the coordinates overlap and the character collides.
As an alternative embodiment, the acquiring the trigger operation executed on the game scene of the target match-up game displayed on the target client includes:
and S11, acquiring a first moving operation executed on a first fighting character in the game scene, wherein the first moving operation is used for controlling the first fighting character to move to a target position, and the target position is the position of a trigger prop of the target fighting.
The target client can obtain a first mobile operation executed by the target object on the first fighting character, and the first mobile operation is used for controlling the first fighting character to move to a target position, namely, the position of a trigger prop of the turn-based fighting. The position of the first competitor character may be represented by the position of a specific point of the first competitor character, for example, a center of gravity point or the like; similarly, the location at which the prop is triggered may also be indicated by the location of a particular point at which the prop is triggered.
Optionally, in this embodiment, the first fighting character and the trigger prop may have a bounding box respectively, the movement of the first fighting character to the target position may be that an area range covered by the bounding box of the first fighting character includes the target position, and the target position is also a position within an area range covered by the bounding box of the trigger prop, and it may be determined that the positions of the first fighting character and the trigger prop overlap, so as to trigger the turn battle.
In addition, the position of one of the first fighting role and the triggering prop can be represented by the position of a specific point, and the position of the other can be determined by the area range of the bounding box, which is not limited in this embodiment.
As an alternative embodiment, the acquiring the trigger operation executed on the game scene of the target match-up game displayed on the target client includes:
and S12, acquiring a second mobile operation executed on a second fighting character in the game scene, wherein the second mobile operation is used for controlling the second fighting character to collide with a third fighting character, and the second fighting character and the third fighting character belong to different fighting parties.
The target client may obtain a second moving operation that the target object performs on the first competitor character, where the second moving operation is used to control the second competitor character to move in the game scene, and during the moving process, the second moving operation collides with a third competitor character belonging to a different competitor.
The occurrence of a collision of different competitor characters can be represented in various ways, for example, the position of a first competitor character in a game scene overlaps with the position of a second competitor character in the game scene, a collision body of the first competitor character collides with a collision body of the second competitor character, and a bounding box of the first competitor character overlaps with a bounding box of the second competitor character.
Through this embodiment, trigger through coordinate detection or collision detection mode and open the target combat, can improve the flexibility that the target combat started, improve the convenience of fighting the recreation operation.
As an alternative embodiment, after each of a plurality of fighting characters that control the target battle performs the fighting operation, the method further includes:
s21, displaying a plurality of virtual characters marked as a battle state in the game scene, wherein each virtual character of the plurality of virtual characters corresponds to one battle character of the plurality of battle characters.
After a plurality of fighting characters are controlled to enter a fighting scene, the fighting scene is a scene independent of the game scene because the fighting scene and the original game scene (target area range) are overlapped. The server may control to display a plurality of virtual characters in the original game scene, one virtual character corresponds to one of the plurality of fighting characters, the plurality of virtual characters and the plurality of fighting characters may be in a one-to-one correspondence relationship (that is, the number of the virtual characters and the fighting characters is the same), and the number of the plurality of virtual characters may also be less than the number of the plurality of fighting characters.
For example, the plurality of virtual characters may correspond to characters already existing before entering the target battle among the plurality of competitor characters, e.g., player characters, non-player characters (monsters), and the like.
For each virtual character, a battle marker (battle marker) may be displayed at a certain position (e.g., overhead position) in the vicinity thereof to mark that virtual character is in a battle state. For clients of other player characters than the plurality of competitor characters, a plurality of virtual objects having combat markers may be displayed in a game scene displayed thereby without displaying the combat scene.
Through the embodiment, the virtual characters marked as the fighting states are displayed in the game scene instead of the fighting scene, so that the running orderliness of the fighting game can be ensured, and the display accuracy of the game interface is ensured.
As an alternative embodiment, the controlling of each of the plurality of fighting characters of the target battle to perform the fighting operation includes:
s31, controlling each fighting character in a first character list to enter a corresponding first fighting position in a fighting scene, wherein the first character list comprises the fighting characters belonging to a first competitor in a plurality of fighting characters;
and S32, controlling each fighting character in the second character list to enter a corresponding second fighting position in the fighting scene, wherein the second character list comprises the fighting characters belonging to a second fighting party in the plurality of fighting characters, and the first fighting position and the second fighting position are positioned in different areas of the fighting scene.
In a battle scene, each of the battle characters has a non-coincident battle entry position, i.e., a position at which the battle character will stand at the beginning of a battle. For a plurality of battle characters, the server may calculate all station sites in the battlefield and determine the access position of each of the plurality of battle characters in the battle scene. Each of the battle characters may be represented by a character identification, and the battle entry position of each of the battle characters may be represented by a position identification (e.g., position coordinates). The above mentioned site refers to: after entering turn battle, the character initiates a position to allow standing.
Each of the plurality of battle characters may belong to one battle party, and the server may acquire a battle character list of each battle party. For example, the first competitor may correspond to a first character list containing the competitor characters belonging to the first competitor among the plurality of competitor characters. The second competitor may correspond to a second character list containing the competitor character belonging to the second competitor among the plurality of competitor characters.
For example, for a battle scene of two competitors, the server may calculate characters in the teams of the two parties or in the battle group that need to enter the battle, store the characters in the attacker group and the victim group, and use the position of the attacker and the position of the victim as the position of the attacker group and the position of the victim group for the next calculation, where the attacker and the victim may be two characters in the teams of the two parties that trigger the entering of the battle scene.
The server can send the character identification of each fighting character and the position identification of the fighting position of each fighting character to the target client, so that the target client can conveniently control the plurality of fighting characters to enter a fighting scene according to the character identification of each fighting character and the position identification of the fighting position of each fighting character.
The target client may control each of the fighting characters in the first character list to enter a corresponding first fighting position in the fighting scene, for example, move from the current position to the first fighting position in the fighting scene, and control each of the fighting characters in the second character list to enter a corresponding second fighting position in the fighting scene, for example, move from the current position to the second fighting position in the fighting scene. In order to facilitate distinguishing between the competitors and to facilitate skill release, the first and second combat positions may be located in different regions of the combat scene, e.g., the combat characters in the first character list and the combat characters in the second character list may stand facing toward a center point of the battlefield.
For example, the server may notify the client of the character lists and engagement locations of the attack and hit groups, as well as the battlefield center point and the battlefield direction. And the client starts to carry out pre-expression of fighting on the roles in the attack group and the roles in the attacked group according to the role lists and the fighting positions of the attack group and the attacked group, as well as the central point and the direction of the battlefield.
Optionally, if the plurality of fighting characters include a plurality of player characters, the server may simultaneously send a fighting character list and the fighting positions of the respective fighting characters in the fighting character list to the clients corresponding to the respective player characters, so that the respective clients synchronously display the pictures of the plurality of fighting characters entering the fighting scene.
Through this embodiment, through the different position region that the fight character that controls in different fight parties (fight group) enters into the fight scene, can be convenient for the player to look over and control round system fight, improve the convenience of combat operation, promote the agility that the combat information acquireed.
As an alternative embodiment, after each of a plurality of fighting characters that control the target battle performs the fighting operation, the method further includes:
s41, acquiring a first skill operation released in the target battle process;
s42, determining a skill release range corresponding to the first skill operation, wherein the skill release range is a skill configuration range of the first skill operation within the boundary range of the battle scene;
and S43, controlling to release the first skill operation within the skill release range.
In the course of the turn-based battle, each competitor can fight in a turn-based manner. A certain fighting character releases a first skill operation (releases a first skill) having a configured default skill range, i.e., a skill configuration range, during the turn-based game. The server may detect a first skill operation released in the turn battle and calculate a skill configuration range of the first skill operation.
The skill arrangement range may be a certain area range (area range with a radius of r) centered around the skill attack point, or may be other determination methods of the skill arrangement range, which is not limited in the present embodiment.
The skill released in the turn-based battle needs to be guaranteed not to exceed the boundary range of the battle scene of the turn-based battle, the server can detect a first skill operation released in the turn-based battle, and determine a skill release range of the first skill operation according to the skill configuration range of the first skill operation and the boundary range of the battle scene, wherein the skill release range is within the boundary range of the battle scene and not to exceed the boundary range of the battle scene.
The server can synchronize the first skill operation and data such as the skill release range corresponding to the first skill operation to the target client. The target client may determine, according to the game data synchronized by the server, a first skill operation released in the round battle and a skill release range of the first skill operation, and the first skill operation is performed within the skill release range, where the released first skill operation may cause damage to an opposing character in the skill release range, and may also generate other skill effects, such as, for example, retirement, freezing, poisoning, and the like, which is not limited in this embodiment.
Through the embodiment, the skill release range of the skill operation is determined according to the skill configuration range of the skill operation and the boundary range of the battle scene, so that the skill release range is ensured not to exceed the boundary range of the battle scene, the rationality of the skill release can be ensured, and the error response in the process of round battle control is avoided.
Optionally, in this embodiment, a battlefield object set is displayed in the battle scene, one battlefield object in the battlefield object set is matched with one physical object located in the target area range and bound with the collision object, and the skill release range includes the first battlefield object.
The server may include a battlefield object set in a battle scene synchronized with the target client, and correspondingly, the battlefield object set may be displayed in the battle scene displayed on the target client, and one battlefield object may be matched with one physical object (i.e., one target object) located within the target area range and bound with the collision volume, that is, the battlefield object set in the battle scene is matched with the target object set within the target area range. Matching the battlefield object with the target object may refer to: the type and the form attribute of the target object are consistent with those of the corresponding battlefield object; the position coordinates of the target object in the target area range are consistent with the position coordinates of the corresponding battlefield object in the battle scene.
Alternatively, when creating a battle scene of turn battle, the server may determine a target object set located within a target area range in the game scene, that is, a set of physical objects bound with collision objects within the target area range, for example, obtain physical objects within a battle field range (target area range) by means of physical detection, to obtain the target object set.
The target object set comprises one or more physical objects, and each physical object is a physical object bound with a collision body. The physical object may be created by the associated person at the time of game production.
For example, as shown in fig. 3, a craft producer may produce a game scene and bind a corresponding collision object to a scene object, where the scene object refers to all or part of objects in the game scene, such as a terrain, a stone, a table, a stool, a tree, and the like.
For the created game scene, the art creator can use his terminal device to export detailed data (Position, Rotation, Scale, Size, etc.) of the collision volume and number the physical volume. The physical body refers to an object with a collision body, for example, a stone, a table, a wooden box, etc. that can stand on, and may not include an object that cannot cause a barrier, such as grass, water, etc.
When the server is started, data can be loaded, a collision scene which is the same as that of the client side can be created in the server, the collision scene is that a scene which is the same as that of the client side in resources is simulated in a physical engine by using a physical body in the scene, and the collision scene can be used for detecting the height of a role standing point, detecting skill rays and other physical operations.
In order to determine the target object set, the server may determine the target objects located within the target area according to the position information of each physical object in the game scene, so as to obtain the target object set. For example, the server may determine physical volume items with collision volumes bound throughout the game scene. The physical object bound with the collision body can be recorded through the physical object list and maintained in the process of running the turn-based game. For a duplicate scene, a duplicate of the duplicate scene may be generated for each player character or player character group entering the duplicate scene, and a physical object item list included in each duplicate scene may be recorded. The physical object list may be used to represent a correspondence between object identifiers of physical object and object attributes, which may include, but are not limited to, one of the following: object type, object form attribute, location attribute, and the like.
The physical object having the collision object in one game scene may be determined by the server according to a physical object list (or other data format capable of recording the physical object) corresponding to the game scene, may also be determined by the server in real time in a physical detection manner, and may also be determined in other manners, which is not limited in this embodiment.
After determining one or more physical objects in the game scene, the server may determine location information of each physical object, where the location information of the physical object is used to indicate the location of the physical object in the game scene. According to the position information of each physical object, the server can determine one or more target objects located in the target area range, and obtain a target object set.
In addition to the location attributes, the server may also obtain item types, morphological attributes, collision volume attributes (type of collision volume, location of collision volume in target item, etc.), etc. of various target items to generate a set of battlefield items when creating a battle scene.
As an alternative embodiment, after controlling the release of the first skill operation within the skill release range, the method further comprises:
s51, playing a first shredding animation of the first battlefield object under the condition that the first damage amount of the first battlefield object subjected to the first technical operation is greater than or equal to a first damage amount threshold value;
and S52, when the first damage amount of the first battlefield object subjected to the first technical operation is smaller than the first damage amount threshold value, controlling the form of the first battlefield object to be switched from the first form to the second form, wherein the second form is the first damage form of the first battlefield object after being subjected to the first technical operation.
The first battlefield object is contained in the skill release range of the first skill operation, the server can calculate the damage amount of the first battlefield object subjected to the first skill operation, namely the first damage amount, determine the state of the first battlefield object after being attacked by the first skill operation, and synchronize the state data and the like of the first battlefield object subjected to the first skill operation to the target client.
If the first damage amount is less than the first damage amount threshold, the first battlefield article is damaged enough to change its form, but not enough to cause the first battlefield article to be fragmented, and the target client may control the form of the first battlefield article to switch from the first form to the second form. The first form may be a state where the first battlefield object is in before being damaged by the skill of the first skill operation, and may be a complete state, or a state with a certain breakage, which is not limited in this embodiment. The second state is a damaged state in which the first battlefield article is damaged by the skill of the first skill operation, i.e., the first damaged state.
If the first damage amount is greater than or equal to the first damage amount threshold value and the first battlefield object is damaged to cause fragmentation, the target client can play a first fragmentation animation of the first battlefield object.
Through the embodiment, the battlefield objects are controlled to change the form according to the skill damage to the battlefield objects, the fighting performance of the target battle can be enriched, and the reality of battle scene simulation is improved.
Alternatively, in this embodiment, the turn battle may be a cross-terrain battle, i.e., a battle that is not in one plane. Battles which are not on a plane, terrains and the like can be deeply injured, and vertigo, cliff falling and the like can be added when the battles fall.
As an alternative embodiment, after each of a plurality of fighting characters that control the target battle performs the fighting operation, the method further includes:
s61, acquiring a second skill operation released in the target battle in the process of the target battle, wherein the second skill operation is used for controlling a fourth fighting character to move from a first position to a second position;
and S62, controlling the fourth fighting character to fall from the second position under the condition that the second position is a suspended position in the fighting scene, and displaying a second damage amount of the fourth fighting character, wherein the second damage amount is the damage amount of the fourth fighting character caused by the falling of the second position.
If one of the competing characters releases the second skill operation (releases the second skill) in the course of the turn-based game, the second skill operation is a skill operation with displacement control, the first position where the fourth competing character is currently located can be controlled to move to a certain direction, and the end point of the movement can be the second position.
The target battle can be a cross-map battle, and the terrain of a battle scene can deepen the damage to the battle characters. If the height difference between the first position and the second position is greater than or equal to a set height difference threshold, it can be determined that the second position can be a hover position in a battle scene. After controlling the fourth engagement character to move to the second location, the target client may control the fourth engagement character to fall (or roll) from the second location, which may result in deepening the injury suffered by the fourth engagement character. After the fourth battle character falls, the target client may also display the amount of injury to the fourth client due to the fall, i.e., the second amount of injury.
Through this embodiment, through deepening the injury that the role received such as simulation topography, can promote the sense organ (visual perception) authenticity of battle scene simulation, improve user's gaming experience.
It should be noted that, in the present embodiment, one competitor character may perform skill operation (release skill) to the competitor character of the present competitor to recover its blood volume, recover its blue volume, increase the positive state (Buff), eliminate the negative state (DeBuff), and the like. A competitor character may perform skill manipulation on a competitor character other than the local competitor to control removal of certain blood volume, removal of certain blue volume, increase of negative conditions (DeBuff), etc. in accordance with the released skill. Different skill operations may produce different skill effects, which is not specifically limited in this embodiment.
As an alternative embodiment, in controlling the fall of the fourth competitor character from the second position, the method further comprises:
s71, playing falling animation of the fourth fighting role;
after controlling the fourth competitor character to fall from the second position, the method further comprises:
and S72, playing the first vertigo animation of the fourth fighting character.
The turn-based combat in the embodiment is a cross-map combat, and the addition effects of falling dizziness, falling cliff and the like can be realized after the injury deepens in a plane combat.
In the process of controlling the fourth fighting character to fall from the second position, the target client can play the falling animation (falling-down-cliff animation) of the fourth fighting character, and the falling animation can be played along with the fourth fighting character so as to display the falling process of the fourth fighting character.
After controlling the fourth fighting character to fall from the second position, the target client can play the first dizziness animation of the fourth fighting character to reflect the influence of falling from a high place on the fighting character, for example, the fighting character is in a dizzy state within a certain time after falling.
Through this embodiment, through the process that the broadcast animation that falls and dizzy animation simulation fight object falls from the eminence, can promote the sense organ authenticity of battle scene simulation, improve user's gaming experience.
As an optional embodiment, after acquiring the second skill operation released in the target battle, the method further comprises:
and S81, when a second battlefield object is included between the first position and the second position, controlling the fourth battlefield character to impact the second battlefield object in the process of moving from the first position to the second position, and displaying a third damage amount of impact damage to the fourth battlefield character.
If there is one battlefield object between the first location and the second location, i.e., the second battlefield object, the target client may control the fourth battlefield character to strike the second battlefield object during movement from the first location to the second location.
According to the strength of the impact, the material and the volume of the second battlefield object and the like, the injury (injury amount) caused by the impact on the fourth battlefield role can be determined, and the injury (injury amount) caused by the impact on the second battlefield object can also be determined. When the fourth battle role is controlled to impact the second battle field object, the target client can display the third damage amount of impact damage to the fourth battle role and can also display the damage amount of impact damage to the second battle field object.
Through this embodiment, through the control to the physical object on the role striking moving path of fighting and show the injury volume of the striking injury that receives, can show the influence that the process of target combat caused the game scene, promote the sense organ reality of battle scene simulation, improve user's gaming experience.
As an alternative embodiment, after controlling the fourth competitor character to strike the second battlefield item during movement from the first position to the second position, the method further comprises:
s91, playing a second smashing animation of the second battlefield object and controlling a fourth battle role to continue to move to the second position under the condition that the damage amount of the second battlefield object caused by the impact damage is larger than or equal to a second damage amount threshold value;
and S92, controlling the fourth fighting character to stop moving to the second position and/or playing a second dizziness animation of the fourth fighting character under the condition that the damage amount of the second fighting field object caused by the impact damage is smaller than the second damage amount threshold value.
After the fourth battle character impacts the second battle field object, the server can determine the states of the fourth battle character, the first battle field object and the like after impact according to the fourth battle character and the damage amount of impact damage to the second battle field object, and synchronize the state data of the fourth battle character, the first battle field object and the like to the target client.
If the damage amount of the impact damage to the second battlefield object is greater than or equal to the second damage amount threshold, it indicates that the damage amount of the second battlefield object exceeds the bearing capacity of the second battlefield object (the second damage amount threshold can be configured in advance according to the material, the volume and the like of the first battlefield object), and the second battlefield object is broken. The target client may play a second shredding animation of a second battlefield item.
After the fourth competitor character breaks the second battlefield object, the target client can control the fourth competitor character to continue moving to the second position, and the moving speed can be changed, for example, the speed is slowed down.
Further, the direction in which the fourth competitor character moves is also shifted due to the influence of the impact angle and the like. The client may control the fourth competitor character to move from the impact position to a new position, which is not specifically limited in this embodiment.
As an alternative embodiment, if the damage amount of the second battlefield object caused by the impact damage is smaller than the second damage amount threshold value, and the second battlefield object has a smaller volume, the fourth battlefield character can move to the second position beyond the second battlefield object, the moving speed can be changed, or the fourth battlefield character can move to a new position from the impact position, which is not limited in the embodiment.
As another alternative, if the second battlefield article is damaged by the impact by less than the second damage threshold and the second battlefield article is bulky and the fourth battlefield character cannot pass the second battlefield article, the fourth battlefield character may be controlled to stop moving to the second position, for example, stop at the impact position or bounce to a new position due to the impact. Optionally, the client may also play a second dizziness animation of the fourth competitor character to reflect the impact of the impact on the fourth competitor character, e.g., the fourth competitor character is in a dizzy state for a certain time after the impact.
Through this embodiment, the injury volume control according to the striking injury that battlefield article received shows different states of fighting role and battlefield article, can promote the sense organ reality of battle scene simulation, improves user's gaming experience.
It should be noted that, after controlling the fourth competitor character to move from the first position to the second position, the target client may control the fourth competitor character to return to the first position so as to perform a new round of battle, which is not limited in this embodiment.
Optionally, in a battle scene, after the battle characters release skills, physical judgment can be performed on physical objects in the battle scene, and an attack target (the attacked battle character) and battle field objects that can be affected are determined through range detection, and the attack skills can damage the objects and produce effects of breakage, fragmentation and the like, for example, fence, box and the like in the battle field are fragmented. The skills released by the battle characters may be: monomer skills, range skills, etc.
In the course of turn-based combat, the change of the combat scene (e.g., the breakage, the smashing, etc. of the battlefield objects) may be mapped into the game scene or not (the form change of the battlefield objects in the battle scene does not affect the form of the corresponding target objects in the game scene). The mapping process can be executed synchronously or after the target battle is finished.
If the change of the battle scene is mapped to the game scene, the target area range in the game scene can be marked as a locking state in the target battle process, wherein the locking state refers to: the state of being unavailable for other battle scenes, namely, the area range covered by the battle scene triggered and created by other player characters in the game scene does not overlap with the target area range. This is not particularly limited in this embodiment.
As an alternative embodiment, after each of a plurality of fighting characters that control the target battle performs the fighting operation, the method further includes:
s101, in the process of target battle, acquiring third skill operation released in the target battle, wherein the third skill operation is an operation of projecting a first battlefield projectile to a target direction, and a projection path of the first battlefield projectile comprises a third battlefield object;
s102, playing a third crushing animation of the third battlefield object under the condition that a fourth damage amount of the third battlefield object subjected to the third technical operation is greater than or equal to a third damage amount threshold value;
and S103, controlling the first battlefield projectile to stop projecting along the target direction and/or controlling the form of the third battlefield article to be switched from the third form to the fourth form when the fourth damage amount of the third battlefield article subjected to the third skill operation is smaller than the third damage amount threshold, wherein the fourth form is the second damage form of the third battlefield article subjected to the third skill operation.
One of the battle characters releases a third skill operation (releases a third skill) during the turn-based game, and the third skill operation may be an operation of projecting a first battlefield projection in a target direction. In response to the third skill operation, the target client may display a course of the first battlefield projectile projecting along a movement path corresponding to the target direction.
The server can detect the projection path of the first battlefield projectile in a ray detection mode and judge whether the first battlefield projectile is blocked by a battlefield object. If a third battlefield item is in the projection path of the first battlefield projectile, the server can calculate the influence of the first battlefield projectile on the third battlefield item, for example, the state of the third battlefield item after being attacked by the first battlefield projectile, and send the state data of the third battlefield item and the first battlefield projectile to the target client.
For example, a player character may release a third skill operation (release a third skill) in a target direction, and the player character may project a first battlefield projection in the target direction. The server may detect that the first battlefield projectile projected by the battle character along the target direction includes a third battlefield object on a projection track of the first battlefield projectile along the target direction in a ray detection manner, and determine a damage amount of a skill damage caused by the third skill operation on the third battlefield object, that is, a fourth damage amount. Different amounts of damage, there is a difference in the impact of the third battlefield article.
If the fourth damage amount is less than the third damage amount threshold, the third battlefield article is damaged enough to change its form but not enough to cause the third battlefield article to be broken, and the target client can control the form of the third battlefield article to be switched from the third form to the fourth form. The third form may be a state where the third battlefield object is in before being damaged by skills of the third skill operation, and may be a complete state or a state with a certain breakage, which is not limited in this embodiment. The fourth state is a damaged state in which the third battlefield article is damaged by the skill of the third skill operation, i.e., the second damaged state.
If the fourth damage amount is greater than or equal to the third damage amount threshold, the third battlefield item is damaged enough to cause fragmentation of the third battlefield item, and the target client can play a third fragmentation animation of the third battlefield item.
In addition, if the first field projectile hits the third field item, the first field projectile may end the projection, or may continue the projection in the original direction (target direction) or in a direction that is changed by the hit of the third field item.
Through the embodiment, the battlefield objects are controlled to change the form according to the skill damage to the battlefield objects, the fighting performance of the target battle can be enriched, and the sensory reality of the battle scene simulation is improved.
As an optional embodiment, after acquiring the third skill operation released in the target battle, the method further includes:
and S111, under the condition that the third battlefield object allows the target control operation to be executed on the target attribute of the first battlefield projectile, displaying a second battlefield projectile corresponding to the first battlefield projectile, wherein the second battlefield projectile is the battlefield projectile obtained after the target control operation is executed on the target attribute of the first battlefield projectile.
If the third battlefield object is a French object, some specific operations (target control operations) are allowed to be performed on the attributes (target attributes) of the projectile. The third battlefield object can execute target control operation on the target attribute of the first battlefield projectile to obtain a second battlefield projectile. The target attribute may be at least one of a direction, a strength, a quantity, and a volume of the battlefield projectile, and may also be other types of attributes, such as a color of the battlefield projectile, and the like, which is not particularly limited in this embodiment. The second battlefield projectile may be the first battlefield projectile after the target control operation is performed on the target attribute.
The target client may display a second battlefield projectile corresponding to the first battlefield projectile. For the second battlefield projectile, the projection direction and the projection trajectory of the second battlefield projectile can be determined in a manner similar to the foregoing manner, and whether there is a battle character or a battlefield object on the projection trajectory of the second battlefield projectile or the like is determined, which is not described herein again in this embodiment.
For example, the third battlefield item may perform some specific action on the properties of the projectile (e.g., bounce, split, add attack, etc.), and the target client may display the projectile after the first battlefield projectile bounces, or the projectiles split from the first battlefield projectile (one projectile may be split into multiple projectiles), or add the projectiles resulting from the first battlefield projectile attack.
By the embodiment, the effects of the objects in the battlefield on the fighting logic can be reflected by displaying the projectile obtained after the control operation is executed on the attributes of the received projectile by the battlefield objects, the fighting performance of the target battle is enriched, and the game experience of the user is improved.
According to another aspect of the embodiment of the present application, there is also provided a method for controlling a battle game, and optionally, in the embodiment, the method for controlling a battle game may be applied to a hardware environment formed by the terminal 102 and the server 104 as shown in fig. 1. Taking the server side as an example, fig. 4 is a flowchart of another alternative method for controlling a battle game according to the embodiment of the present application, and as shown in fig. 4, the method may include the following steps:
step S402, detecting a trigger operation executed on a game scene of a target battle game, wherein the trigger operation is used for triggering to enter a battle scene corresponding to target battle;
step S404, responding to the trigger operation, and creating a fighting scene corresponding to a target fighting according to a target area range of a game scene, wherein the fighting scene is a three-dimensional scene covering the target area range;
step S406, synchronizing the battle scene to the target client to display the battle scene on the target area range of the game scene displayed on the target client, wherein the target client runs the target battle game.
Through the steps S402 to S406, a trigger operation executed on a game scene of the target battle game is detected, wherein the trigger operation is used for triggering entry into a battle scene corresponding to the target battle; responding to the trigger operation, and creating a fighting scene corresponding to a target fighting according to a target area range of the game scene, wherein the fighting scene is a three-dimensional scene covering the target area range; the battle scene is synchronized to the target client side, so that the battle scene is displayed in the target area range of the game scene displayed on the target client side, wherein the target client side runs the target battle game, the problem that the control mode of turn-based games in the related technology is poor in user visual experience caused by too monotonous displayed battle scene is solved, the visual information of the battle scene is enriched, and the visual experience of the user is improved.
Optionally, the server executing the method for controlling a battle game in this embodiment may also be used to execute the method steps executed by the server in the method for controlling a battle game in the foregoing embodiment, which has already been described, and is not described herein again.
In this embodiment, the control process of the turn battle in the turn game is exemplified, and the game performance of the target battle game is calculated by the client and the data relied on by the server for calculating the game performance are taken as examples to explain the control method of the battle game. The control method of the battle game in the present embodiment is also applicable to the battle scene in other similar battle games, and the control logic of other target battle games.
As an alternative embodiment, creating a battle scene corresponding to a target battle according to a target area range of a game scene includes:
s121, determining a first target position of a first competitor and a second target position of a second competitor of the target battle, wherein the first target position is the position of the first competitor in a game scene, and the second target position is the position of the second competitor in the game scene;
s122, calculating a target area range in a game scene according to the first target position and the second target position;
and S123, creating a fighting scene corresponding to the target fighting according to the target area range.
The server may first determine a first target position in a game scenario where a first competitor of the turn battle is located, and a second target position in the game scenario where a second competitor is located, the battle scenario of the turn battle being determined according to the first target position and the second target position. One of the first and second competitors is an attacker and the other is a victim.
The positions of the different parties may be the same or different. For a competitor, there may be one or more competitor characters, and the positions of different competitor characters may be the same or different. The position of a certain competitor in the game scene may be the position of a specific competitor character of the competitor, or the weighted average of the positions of a plurality of competitor characters of the competitor, or the like. In the present embodiment, the position of the attacker is taken as the position of the attacker and the position of the victim is taken as the position of the victim as an example, and the method of controlling the battle game in the present embodiment is similarly applied to other methods of specifying the position of the competitor.
It should be noted that the first target position is a position where the first competitor is located in the game scene, that is, a position coordinate where the first competitor is located in a three-dimensional coordinate system in the game scene, and the second target position is a position where the second competitor is located in the game scene, that is, a position coordinate where the second competitor is located in the three-dimensional coordinate system in the game scene.
According to the first target position and the second target position, the server can calculate a target area range corresponding to a battle scene of turn battle in the game scene, wherein the target area range can be an area range covering the first target position and the second target position or an area range with the nearest distance to the first target position and/or the second target position within a target distance threshold range.
Alternatively, in order to determine the target area range, the server may determine a battlefield central point, a battlefield direction, and the like of a battle scene of the turn battle according to the first target position and the second target position, and then determine an area range covered by the battle scene in the game scene, that is, the target area range, according to the battlefield central point, the battlefield direction, the battlefield range, and the like.
The correspondence between the center point of the battlefield, the direction of the battlefield, and/or the range of the battlefield and the target position (the first target position and/or the second target position) may be pre-configured using the configuration information, for example, the correspondence between the center point of the battlefield and the target position, the correspondence between the direction of the battlefield and the target position, or the correspondence between the range of the battlefield and the target position may be pre-configured. Alternatively, the battlefield direction may be selected from various directions passing through the center point of the battlefield, and the shape (e.g., circle, square, ellipse, etc.) of the area of the battlefield, the size of the area, etc. may be predetermined. Or, the battlefield central point and the battlefield direction may be determined according to the target position, the position of the trigger prop, and the like, and the battlefield range may be determined according to the number of the battle characters, the target position, the position of the trigger prop, the scene radius, the incidence relation between the boundary of the scene and the battlefield central point, and the like, which is not limited in this embodiment.
It should be noted that, for a competitor of a non-player character, if the competitor appears after the trigger prop is triggered, the position of the trigger prop may be taken as the position of the competitor. The target area range is a target area terrain range in a game scene, that is, the range is a terrain range in a three-dimensional scene, and not only includes an area boundary, but also includes three-dimensional terrain information in the area range.
After determining the target area range, the server may create a battle scene corresponding to the target battle according to the target area range, and the created battle scene may be consistent with the target area range, for example, at least the topographic information of the battle scene matches (completely matches, or substantially matches) the topographic information of the target area range.
It should be noted that the battle scene is a scene independent of the game scene, and for the client of the object participating in the target battle, the battle scene is displayed above the target area range of the game scene (covering a certain area range in the game scene), so as to implement on-site and seamless entry into the battle scene, while for the client of other objects in the game scene, the battle scene is not displayed.
It should be noted that the game screen displayed by the target client side (2D) includes other areas in the game scene besides the target battle area (target area range, which may display all or part of the battle area), and the displayed battle area is seamlessly connected with other areas in the game scene. In addition, after the battlefield area is generated, the viewing angle can rotate, and the screen game picture can display the area which can not be seen before in the game scene. This is not limited in this embodiment.
Through the embodiment, the area range covered by the battle scene in the game scene is determined according to the positions of all the competitors of the target battle, and then the battle scene is created, so that the determination rationality of the battle scene can be improved, and the sensory reality of the battle scene simulation is improved.
As an alternative embodiment, calculating the target area range in the game scene according to the first target position and the second target position includes:
s131, determining a target battlefield central point and a target battlefield direction of a battlefield scene according to the first target position and the second target position;
s132, calculating the target area range in the game scene according to the target battlefield central point and the target battlefield direction.
The target area range can be determined according to the battlefield central point and the battlefield direction, and in order to determine the target area range, the server can determine the target battlefield central point and the target battlefield direction of the battle scene according to the first target position and the second target position, and calculate the target area range corresponding to the battle scene of the turn battle in the game scene according to the target battlefield central point and the target battlefield direction.
Optionally, the server may determine the location of at least one of the following as the target battlefield center point: the first target position, the second target position, the center points of the first target position and the second target position, and the positions determined according to the first target position, the second target position, and/or the center points of the first target position and the second target position. The server may determine a direction of at least one of the following as the target battlefield direction: the first direction from the first target position to the second target position, the direction corresponding to the first direction after rotating a certain angle along a certain coordinate axis, the second direction from the second target position to the first target position, the direction corresponding to the second direction after rotating a certain angle along a certain coordinate axis, and one direction selected from all directions passing through the central point of the battlefield according to the available proportion of the battlefield, the visual proportion of the battlefield and the like.
For example, the turn battle is a battle between an attacker group and a victim group (attacked group), the position of the attacker group is P1 and the position of the victim group is P2, and the battle field center and the battle field direction of the battle scene can be determined according to P1 and P2.
According to the target battlefield central point and the target battlefield direction, the server can determine the target area range covered by the battle scene in the game scene. The battlefield range of the battle scene may be a polygon, such as a square, a trapezoid, etc., with the center point of the target battlefield as the center, the direction of the target battlefield as one axis, or a diagonal line.
According to the embodiment, the battlefield central point and the battlefield direction of the battle scene are determined according to the positions of the two battle parties, so that the determining process of the battle scene can be simplified, and meanwhile, the accuracy of determining the battle scene is improved.
As an alternative embodiment, determining the target battlefield center point and the target battlefield direction of the battle scene according to the first target position and the second target position comprises:
s141, calculating a plurality of candidate parameter pairs of the battle scene according to the first target position and the second target position, wherein one candidate parameter pair of the candidate parameter pairs comprises a candidate battlefield central point and a candidate battlefield direction;
s142, calculating a plurality of candidate region ranges corresponding to a plurality of candidate parameter pairs, wherein the plurality of candidate parameter pairs correspond to the plurality of candidate region ranges one to one;
s143, calculating a target area parameter corresponding to each candidate area range in the plurality of candidate area ranges, wherein the target area parameter is used for representing the matching degree of each candidate area range and the target battle;
s144, selecting a target parameter pair from the candidate parameter pairs according to the target area parameters, wherein the target parameter pair comprises a target battlefield central point and a target battlefield direction.
In order to determine a target battlefield center point and a target battlefield direction of a battlefield scene of turn-based battle, a server may first calculate a plurality of candidate parameter pairs of the battlefield according to a first target position and a second target position, each candidate parameter pair may include a candidate battlefield center point and a candidate battlefield direction, the candidate battlefield center points of different candidate reference pairs may be the same or different, and the candidate battlefield directions of different candidate reference pairs may be the same or different, which is not limited in this embodiment.
The server can be configured with the corresponding relation between the area range of the battlefield area and the central point and the battlefield direction in advance, namely, the rule of determining the battlefield range according to the central point and the battlefield direction. For each candidate parameter pair, the server may determine a candidate region range corresponding to the candidate parameter pair, thereby obtaining a plurality of candidate region ranges corresponding to a plurality of candidate parameter pairs, each candidate parameter pair corresponding to one candidate region range.
Optionally, in this embodiment, before calculating the plurality of candidate parameter pairs of the battle scene according to the first target position and the second target position, the method further includes at least one of: under the condition that the target distance between the first target position and the second target position is smaller than a first distance threshold, controlling the first target position to move step by step along a second direction according to the target step length until the first target position does not meet the movement allowance condition, wherein the second direction is the direction from the second target position to the first target position; controlling the second target position to move step by step along the first direction according to the target step length until the second target position does not meet the movement allowing condition, wherein the first direction is the direction from the first target position to the second target position; the allowed movement conditions are: the absolute value of the height difference between the position height before movement and the position height after movement is greater than or equal to the target height difference threshold, or the target distance after movement is greater than or equal to the first distance threshold.
For example, the server may first calculate the vector D from itself (P1) to the target (P2) by P2-P1(P1 is the position of the attacker; P2 is the position of the victim), and calculate the modulus | D | of the vector D and the unit vector V. If | D | is less than the minimum distance value allowed by the battlefield (an example of a first distance threshold), the server may first move the position of the aggressor group (P1) a small distance in steps in the-V direction and calculate the height difference between the height value after the movement and the height value before the movement. If the height difference is less than the single step maximum increase height value (target height difference threshold), the aggressor group's position P1 is set to the post-movement position and the new | D | value continues to be determined, and if still less than the minimum distance value allowed for the battlefield, the backward movement continues. If the increased height of the back shift is greater than the single step maximum increase height value, then the position of the hitched party group begins to be shifted back in the same manner (P2) until either the increased height of a certain back shift is greater than the single step maximum increase height value or the distance between the parties is greater than the minimum distance value allowed by the battlefield.
Optionally, in this embodiment, calculating a plurality of candidate parameter pairs of the battle scene according to the first target position and the second target position may include: calculating a first central point and a first direction, wherein the first central point is a central point of a first target position and a second target position, and the first direction is a direction from the first target position to the second target position; calculating a target distance between the first target position and the second target position; under the condition that the target distance is greater than or equal to a first distance threshold and less than or equal to a second distance threshold, calculating a second central point corresponding to the first central point after the first central point is translated by a first length according to the first direction and a third central point corresponding to the first central point after the first central point is translated by the first length according to the second direction, wherein the second direction is the opposite direction of the first direction; determining a first parameter pair comprising a first central point and a first direction, a second parameter pair comprising a second central point and the first direction, and a third parameter pair comprising a third central point and the first direction to obtain a plurality of candidate parameter pairs.
For example, if | D | is greater than or equal to the minimum distance value allowed for the battlefield and less than the maximum distance value allowed for the battlefield (an example of a second distance threshold), the server may calculate center point coordinates C of P1 and P2, shift C by V by a fixed length to obtain C1, and shift C by-V by a fixed length to obtain C2, with C, C1 and C2 as the battlefield center point and V as the battlefield direction, to obtain three candidate parameter pairs: (C, V), (C1, V), (C2, V).
Optionally, in this embodiment, after calculating the target distance between the first target position and the second target position, the method further includes: under the condition that the target distance is smaller than the first distance threshold or larger than the second distance threshold, calculating a fourth central point corresponding to the second target position after moving for a second length along the second direction, a fifth central point corresponding to the second target position after moving for the second length along the first direction, a sixth central point corresponding to the second target position after moving for the second length along the third direction, and a seventh central point corresponding to the second target position after moving for the second length along the fourth direction, wherein the fourth direction is a direction corresponding to the first direction after rotating for a first angle along the first coordinate axis, and the third direction is an opposite direction of the fourth direction; and determining a fourth parameter pair comprising a fourth central point and the first direction, a fifth parameter pair comprising a fifth central point and the second direction, a sixth parameter pair comprising a sixth central point and the fourth direction, and a seventh parameter pair comprising a seventh central point and the third direction to obtain a plurality of candidate parameter pairs.
For example, if the distance | D | of the two parties is smaller than the minimum distance value allowed in the battlefield or larger than the maximum distance value allowed in the battlefield, the server may calculate, with P2 as the starting point: c3 ═ P2-V ×, C4 ═ P2+ V ×.k. The server can rotate V by 90 ° along the y-axis to obtain V1, and with P2 as a starting point, respectively calculate: C5-P2-V1 k, C6-P2 + V1 k, where k is a fixed value, C3, C4, C5, and C6 are taken as battlefield center points, and V, -V, V1, and V1 are taken as battlefield directions, to obtain four candidate parameter pairs.
Optionally, in this embodiment, calculating the plurality of candidate region ranges corresponding to the plurality of candidate parameter pairs includes: sequentially selecting each candidate parameter pair from the plurality of candidate parameter pairs to obtain a current candidate parameter pair, wherein the current candidate parameter pair comprises a current candidate battlefield central point and a current candidate battlefield direction; according to the current candidate battlefield central point and the current candidate battlefield direction, four current reference vertexes are calculated, wherein the four current reference vertexes comprise: the current candidate battlefield center point moves along the current candidate battlefield direction for a first reference vertex corresponding to the current candidate battlefield center point after moving for a third length, the current candidate battlefield center point moves along the opposite direction of the current candidate battlefield direction for a second reference vertex corresponding to the current candidate battlefield center point after moving for the third length, the current candidate battlefield center point moves along the fifth direction for a third reference vertex corresponding to the current candidate battlefield center point after moving for the third length, the current candidate battlefield center point moves along the opposite direction of the fifth direction for a fourth reference vertex corresponding to the current candidate battlefield center point after moving for the third length, and the fifth direction is the direction corresponding to the current candidate battlefield direction after rotating for a second angle along the second; according to the four current reference vertexes, calculating a current reference rectangular area with the four current reference vertexes as vertexes; and projecting the current reference rectangular area into a target three-dimensional scene to obtain a current candidate area range corresponding to the current candidate parameter pair, wherein the candidate area ranges comprise the current candidate area range.
For example, for a battle scene of turn battle, the way to generate the battlefield area range may be: the battlefield direction V is rotated by 90 degrees along the y axis to obtain V1, and 4 vertexes of a battlefield rectangle, namely R1 ═ C + x V, R2 ═ C + x ═ V1, R3 ═ C-x V, and R4 ═ C-x V1, are calculated through a battlefield central point C and a battlefield diagonal half-length x. The shape of the battlefield may be a rectangle rotated by 45 degrees (for example, the current reference rectangular area), and the diagonal line x refers to the length of the diagonal line of the rectangle, and this value may be preset or determined according to the first position and the second position.
For each of the plurality of candidate area ranges, the server may determine a target area parameter corresponding to each candidate area range, and the target area parameter may be used to indicate a degree of matching of the candidate area range with the turn battle, that is, to indicate a degree of suitability of the candidate area range as a battle scene of the turn battle.
According to the target area parameters, the server can select a target parameter pair from a plurality of candidate parameter pairs, namely, a target battlefield central point and a target battlefield direction. The method for selecting the target parameter pair may be as follows: the candidate parameter pair with the highest matching degree with the turn battle is selected as the target parameter pair, or one of one or more candidate parameters with the matching degree with the turn battle higher than a certain threshold value is selected as the target parameter pair.
According to the embodiment, the rationality of determining the battlefield central points and the battlefield directions can be improved and the fighting experience for the turn battle is improved by determining the combination of the candidate battlefield central points and the candidate battlefield directions of the battle scene and selecting the target battlefield central points and the target battlefield directions according to the target area parameters.
As an alternative embodiment, calculating the target region parameter corresponding to each of the plurality of candidate region ranges comprises:
s151, calculating the available battlefield proportion of each candidate area range, wherein the available battlefield proportion is used for representing the proportion of the range which is allowed to be used for fighting scenes in each candidate area range to each candidate area range;
s152, calculating the visual battlefield proportion of each candidate area range, wherein the visual battlefield proportion is used for representing the proportion of an area which is not blocked between the position of the camera of the target battle and the position of the camera of each candidate area range in each candidate area range;
wherein, the target area parameters comprise a battlefield available proportion and a battlefield visible proportion.
The target area parameter includes at least one of: the server may select a target parameter pair from the plurality of candidate parameter pairs according to the battlefield availability ratio and/or the battlefield visibility ratio of the candidate area range.
For a candidate area range, the server may calculate a battlefield availability ratio of the candidate area range, the battlefield availability ratio being used to indicate a ratio of a range of battle scenes allowed for turn-based battles in the candidate area range to the candidate area range.
For a candidate area range, the server may calculate a battlefield visible proportion of the candidate area range, the battlefield visible proportion being used to represent a proportion of an area of the candidate area range that is not blocked from a position where the camera of the turn battle is located.
According to the embodiment, the battlefield available proportion and the battlefield visual proportion are used as the basis for selecting the battlefield central point and the battlefield direction of the battlefield scene, so that the selection rationality of the battlefield central point and the battlefield direction of the battlefield scene can be improved, and the generation rationality of the battlefield scene is further improved.
As an alternative embodiment, calculating the battlefield availability ratio for each candidate area range includes:
s161, dividing each candidate region range into a plurality of region meshes;
s162, calculating the maximum height of each area grid in the plurality of area grids through physical detection;
s163, recording the number of available grids in the multiple area grids, wherein the available grids are the area grids in the multiple area grids, and the corresponding maximum height of the area grids is within the available height range of the battle scene;
and S164, determining the proportion between the number of the available grids and the number of the multiple area grids as the battlefield available proportion.
For a candidate area range, the server may divide the candidate area range into a plurality of area meshes (e.g., square meshes, etc.). For each area grid, the server may calculate the maximum height of the area grid through physical detection. The shapes and the number of the area grids may be configured as required, for example, the higher the precision requirement of the battlefield availability ratio is, the smaller the shape of the divided area grid is, the larger the number of the area grid is, and conversely, the larger the shape of the divided area grid is, the smaller the number of the area grid is, which is not limited in this embodiment.
The server may record an area grid for which an absolute value of a height difference between a maximum height of the area grid and a center point of the candidate battlefield is less than or equal to a height difference threshold as an available grid, record a number of all available grids of the plurality of area grids, and determine a proportion between the number of available grids and a total number of the plurality of area grids as a battlefield availability proportion for the range of the candidate area.
For example, the manner of calculating the battlefield availability ratio may be: the available range of the battlefield height is calculated by taking the central point of the battlefield (for example, C) as the origin, and the height value of the central point of the battlefield can be added or subtracted with a fixed numerical value (height difference threshold value) to be used as the available range of the battlefield height. A range in a battlefield (for example, a candidate area range) may be divided into a grid (area grid) of a certain size, a maximum height h of the grid is calculated by physical detection, whether the grid is within the range is determined, if yes, the grid is recorded as an available grid, and finally: the battlefield availability ratio is available lattice number ÷ total lattice number × 100%.
By the embodiment, the candidate area range is divided into the plurality of area grids, and the area available proportion is determined according to the number of the available area grids and the total number of the plurality of area grids, so that the flexibility of calculating the area available proportion can be improved, and the efficiency of calculating the area available proportion can be improved.
As an alternative embodiment, calculating the visual proportion of the battlefield for each candidate area range comprises:
s171, calculating the position of the camera of the target battle after entering the target battle according to the candidate battle field central point and the candidate battle field direction of each candidate area range;
s172, sampling each candidate region range for multiple times to obtain multiple sampling points of each candidate region range;
s173, determining the visual sampling points which are not blocked with the position of the camera in the plurality of sampling points in a ray detection mode;
and S174, determining the proportion between the number of the visual sampling points and the number of the plurality of sampling points as the battlefield visual proportion.
For a candidate area range, the server may calculate the position of the camera in the post-battle turn battle according to the candidate central point and the candidate battlefield direction of the candidate area range, and the calculation manner may refer to the related art, which is not described in detail in this embodiment.
The server may sample the candidate region range multiple times to obtain multiple sampling points of the candidate region range. The sampling points may be obtained by uniformly sampling the candidate region range, where uniform sampling refers to: the distribution of the sampling points in the range of the candidate area is uniform. The number of the sampling points may be configured as required, for example, the higher the precision requirement of the battlefield visual scale is, the larger the number of the sampling points is, and conversely, the smaller the number of the sampling points is, which is not limited in the embodiment.
For a sampling point, the server can determine whether the position of the sampling point and the position of the camera is blocked or not in a ray detection mode, record the sampling point which is not blocked as a visible sampling point, record the number of all visible sampling points in the plurality of sampling points, and determine the proportion between the number of the visible sampling points and the total number of the plurality of sampling points as the visual proportion of the battlefield in the candidate area range.
For example, the way to calculate the visual scale of the battlefield may be: the default position where the camera is located after coming in and going out of a battle is calculated by using the current battle field central point and the battle field direction, a plurality of points are sampled in the battle field, whether the camera position blocks a battle field sampling point or not is judged by using ray detection, if the camera position does not block the sampling point, the camera position is recorded as a visible point, and finally the following steps are calculated: the visual proportion of the battlefield is visual point number divided by total sampling point number multiplied by 100%.
Through this embodiment, through carrying out ray detection to a plurality of sampling points in the candidate region scope, confirm the visual sampling point in a plurality of sampling points, can improve the flexibility that regional visual proportion calculated, promote regional visual proportion calculated efficiency.
As an alternative embodiment, before creating a fighting scene corresponding to the target fighting according to the target area range of the game scene, the method further includes:
s181, obtaining a target object set in a target area range through physical detection, wherein the target object set is a set of physical object objects bound with collision objects in the target area range;
creating a battle scene corresponding to a target battle according to a target area range of a game scene comprises:
s182, creating a battle scene corresponding to the target battle according to the target area range and the target object set, wherein the battle scene comprises a battle field object set, and battle field objects in the battle field object set correspond to physical objects in the target object set one by one.
The manner of obtaining the target object set within the target area range through physical detection is similar to the foregoing, and is not described herein again.
According to the target area range and the target object set, the server may generate a battle scene of turn-based battle, where the battle scene is a three-dimensional scene covering the target area range, that is, the battle scene is a three-dimensional scene and is consistent (completely consistent or substantially consistent) with the scene of the target area range, for example, at least the topographic information of the battle scene is matched with the topographic information of the target area range. And the battlefield scene comprises a battlefield object set, the battlefield objects in the battlefield object set correspond to the physical objects in the target object set one by one, and the one-to-one correspondence means that the battlefield objects and the corresponding physical objects are identical in data such as types, form attributes, position coordinates and the like.
According to the embodiment, the physical object set in the target area range is obtained through physical detection, the battle scene is created according to the target area range and the physical object set, the battle scene and the scene before battle are consistent in performance can be guaranteed, visual information of the battle scene is enriched, and visual experience of a user is improved.
The following explains a control method of a battle game in the embodiment of the present application with an optional example. In this example, the target battle game is a turn-based game, the target battle is a turn-based battle, and the turn-based battle is a cross-terrain battle, i.e., a battle not on one plane. The battle is not on a plane, and the battle has the additive effects of deepening injury, dizziness caused by falling, cliff falling and the like. The target battle is a round battle of two teams, corresponding to an aggressor group and a victim group.
As shown in fig. 5, the control method of the battle game in the present example may include the steps of:
in step S502, a character to be entered into a battle in both teams (or a battle group) is calculated.
The server can respectively calculate the characters needing to be battled in both teams or the battle group and respectively store the characters into the attacker group and the victim group.
Step S504, determining the battlefield boundary and the battlefield physical object, and creating a battlefield physical scene.
The server can calculate the range of the battlefield area, obtain the object set in the range of the battlefield through physical detection, and create a battlefield physical scene (battle scene) through the calculated battlefield objects. The created physical scene is a subset of the original game scene, contains physical objects used in the battlefield, and has the same position and shape as the original scene.
Step S506, all station sites in the battlefield are calculated, and the fighting positions of the characters in the fighting grouping list are determined.
The server can calculate all station sites in the battlefield and determine the engagement positions of the respective engagement characters (the respective characters in the engagement grouping list).
Step S508, the client is informed of the character list and the fighting position of the attack group and the attacked group, as well as the central point and the direction of the battlefield.
The server may inform the client of the character lists and engagement locations of the attack and hit groups, as well as the battlefield center point and the battlefield direction.
Step S510, the roles of the two battles are respectively added into the battlefield scene, and the target battle in the battlefield scene is started.
The client can start to carry out fighting pre-expression on the part of characters according to the notification of the server, control the characters of both fighting parties to be respectively added into a battlefield scene, and start target fighting in the battlefield scene.
For skills in a battlefield, physical judgment can be performed according to physical objects in a battle scene, and an attack target and objects which can be influenced are determined through range detection. For the battlefield projectile, the battlefield projectile can be detected in a ray detection mode, and whether the battlefield projectile is blocked by the battlefield object or not is judged.
By the aid of the method, a battle scene is consistent with a scene before battle, terrain and objects in a battle field can directly influence battle logic, battle increases change of spatial dimension, information displayed in the battle scene is enriched, game experience of players is improved, related personnel are not required to make and configure the game, and labor cost is reduced.
It should be noted that, for simplicity of description, the above-mentioned method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present application is not limited by the order of acts described, as some steps may occur in other orders or concurrently depending on the application. Further, those skilled in the art should also appreciate that the embodiments described in the specification are preferred embodiments and that the acts and modules referred to are not necessarily required in this application.
Through the above description of the embodiments, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but the former is a better implementation mode in many cases. Based on such understanding, the technical solutions of the present application may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present application.
According to still another aspect of the embodiments of the present application, there is also provided a control apparatus for a battle game for implementing the control method for a battle game described above. Fig. 6 is a block diagram of a control device of an alternative battle game according to an embodiment of the present application, and as shown in fig. 6, the device may include:
a first obtaining unit 602, configured to obtain a trigger operation executed on a game scene of a target battle game displayed on a target client, where the trigger operation is used to trigger entry into a battle scene corresponding to a target battle;
a first display unit 604, connected to the first obtaining unit 602, configured to display a battle scene on a target area range of a game scene in response to a trigger operation, where the battle scene is a three-dimensional scene covering the target area range;
and a first control unit 606 connected to the first display unit 604 and configured to control each of the plurality of fighting characters of the target battle to perform a fighting operation, wherein the fighting operation is used to control each of the fighting characters to enter a corresponding fighting position in the fighting scene.
It should be noted that the first obtaining unit 602 in this embodiment may be configured to execute the step S202, the first displaying unit 604 in this embodiment may be configured to execute the step S204, and the first controlling unit 606 in this embodiment may be configured to execute the step S206.
Through the modules, the triggering operation executed on the game scene of the target fighting game displayed on the target client is obtained, and the triggering operation is used for triggering the target fighting game to enter the fighting scene corresponding to the target fighting; responding to the trigger operation, and displaying a fighting scene on a target area range of the game scene, wherein the fighting scene is a three-dimensional scene covering the target area range; the method comprises the steps that each fighting character in a plurality of fighting characters for controlling target fighting executes fighting operation, wherein the fighting operation is used for controlling each fighting character to enter a corresponding fighting position in a fighting scene, the problem that the visual experience of a user is poor due to the fact that the displayed fighting scene is too monotonous in a round game control mode in the related technology is solved, the visual information of the fighting scene is enriched, and the visual experience of the user is improved.
As an alternative embodiment, the first obtaining unit 602 includes:
the first obtaining module is used for obtaining a first moving operation executed on a first fighting role in a game scene, wherein the first moving operation is used for controlling the first fighting role to move to a target position, and the target position is a position where a trigger prop of a target fighting is located;
and the second obtaining module is used for obtaining a second mobile operation executed on a second fighting role in the game scene, wherein the second mobile operation is used for controlling the second fighting role to collide with a third fighting role, and the second fighting role and the third fighting role belong to different fighting parties.
As an alternative embodiment, the first control unit comprises:
the first control module is used for controlling each fighting character in the first character list to enter a corresponding first fighting position in a fighting scene, wherein the first character list comprises the fighting characters belonging to a first competitor in the plurality of fighting characters;
and the second control module is used for controlling each fighting character in the second character list to enter a corresponding second fighting position in the fighting scene, wherein the second character list comprises the fighting characters belonging to a second fighting party in the plurality of fighting characters, and the first fighting position and the second fighting position are positioned in different areas of the fighting scene.
As an alternative embodiment, the apparatus further comprises:
a second obtaining unit configured to obtain, in a target battle process, a first skill operation released in the target battle after each of a plurality of battle characters that control the target battle performs an engagement operation;
the determining unit is used for determining a skill release range corresponding to the first skill operation, wherein the skill release range is a skill configuration range of the first skill operation within the boundary range of the battle scene;
and the second control unit is used for controlling the release of the first skill operation within the skill release range.
As an optional embodiment, a battlefield object set is displayed in a battle scene, one battlefield object in the battlefield object set is matched with one physical object which is located in a target area range and is bound with a collision object, and a skill release range comprises a first battlefield object;
the above-mentioned device still includes:
the first playing unit is used for playing a first smashing animation of the first battlefield object under the condition that a first damage amount of the first battlefield object subjected to the first skill operation is larger than or equal to a first damage amount threshold value after the first skill operation is controlled to be released within the skill release range;
and the third control unit is used for controlling the form of the first battlefield object to be switched from the first form to the second form under the condition that the first damage amount of the first battlefield object subjected to the first technical operation is smaller than the first damage amount threshold, wherein the second form is the first damage form of the first battlefield object subjected to the first technical operation.
As an alternative embodiment, the apparatus further comprises:
a third obtaining unit, configured to obtain, during a target battle, a second skill operation released in the target battle after each of a plurality of battle characters that control the target battle performs an engagement operation, where the second skill operation is used to control a fourth battle character to move from a first position to a second position where the fourth battle character is currently located;
and the fourth control unit is used for controlling the fourth fighting character to fall from the second position under the condition that the second position is the suspended position in the fighting scene, and displaying a second damage amount received by the fourth fighting character, wherein the second damage amount is the damage amount caused by the falling of the second position to the fourth fighting character.
As an alternative embodiment, the apparatus further comprises:
the second playing unit is used for playing the falling animation of the fourth fighting character in the process of controlling the fourth fighting character to fall from the second position;
and the third playing unit is used for playing the first vertigo animation of the fourth fighting character after controlling the fourth fighting character to fall from the second position.
As an optional embodiment, a battlefield object set is displayed in a battle scene, and one battlefield object in the battlefield object set is matched with one physical object which is located in the target area range and is bound with a collision object;
the above-mentioned device still includes:
and the fifth control unit is used for controlling the fourth fighting character to impact the second battlefield object in the process of moving from the first position to the second position and displaying a third damage amount of impact damage suffered by the fourth fighting character under the condition that the second battlefield object is included between the first position and the second position after the second skill operation released in the target battle is obtained.
As an alternative embodiment, the apparatus further comprises:
the fourth playing unit is used for playing the second smashing animation of the second battlefield object under the condition that the damage quantity of the second battlefield object caused by impact damage is larger than or equal to the second damage quantity threshold value after the fourth battlefield character is controlled to impact the second battlefield object in the process of moving from the first position to the second position, and controlling the fourth battlefield character to continue to move to the second position;
and the sixth control unit is used for controlling the fourth fighting character to stop moving to the second position and/or playing a second dizziness animation of the fourth fighting character under the condition that the damage amount of the impact damage to the second fighting object is smaller than the second damage amount threshold value.
As an optional embodiment, a battlefield object set is displayed in a battle scene, and one battlefield object in the battlefield object set is matched with one physical object which is located in the target area range and is bound with a collision object; the above-mentioned device still includes:
a fourth obtaining unit, configured to obtain, after each of a plurality of fighting characters that control a target battle performs an engagement operation, a third skill operation released in the target battle in a process of the target battle, where the third skill operation is an operation of projecting a first battle field projectile in a target direction, and a projection path of the first battle field projectile includes a third battle field object;
the fifth playing unit is used for playing a third crushing animation of the third battlefield object under the condition that the fourth damage amount of the third battlefield object subjected to the third technical operation is greater than or equal to the third damage amount threshold value;
and the seventh control unit is used for controlling the first battlefield projectile to stop projecting along the target direction and/or controlling the form of the third battlefield article to be switched from the third form to the fourth form when the fourth damage amount of the third battlefield article subjected to the third skill operation is smaller than the third damage amount threshold, wherein the fourth form is the second damage form of the third battlefield article subjected to the third skill operation.
As an alternative embodiment, the apparatus further comprises:
and a sixth playing unit, configured to display a second battlefield projectile corresponding to the first battlefield projectile when the third battlefield object allows the target control operation to be performed on the target attribute of the first battlefield projectile after acquiring the third skill operation released in the target battle, wherein the second battlefield projectile is a battlefield projectile obtained after the target control operation is performed on the target attribute of the first battlefield projectile.
As an alternative embodiment, the apparatus further comprises:
a second display unit for displaying a plurality of virtual characters marked as a fighting state in the game scene after each of a plurality of fighting characters controlling the target fighting performs a fighting operation, wherein each of the plurality of virtual characters corresponds to one of the plurality of fighting characters.
According to still another aspect of the embodiments of the present application, there is also provided a control apparatus for a battle game for implementing the control method for a battle game described above. Fig. 7 is a block diagram of a control device of an alternative battle game according to an embodiment of the present application, and as shown in fig. 7, the device may include:
a first detection unit 702, configured to detect a trigger operation performed on a game scene of a target battle game, where the trigger operation is used to trigger entry into a battle scene corresponding to a target battle;
a creating unit 704, connected to the first detecting unit 702, configured to create, in response to a trigger operation, a battle scene corresponding to a target battle according to a target area range of a game scene, where the battle scene is a three-dimensional scene covering the target area range;
and a synchronization unit 706 connected to the creation unit 704, for synchronizing the battle scene to the target client to display the battle scene on the target area range of the game scene displayed on the target client, wherein the target client runs the target battle game.
It should be noted that the first detecting unit 702 in this embodiment may be configured to execute the step S402, the creating unit 704 in this embodiment may be configured to execute the step S404, and the synchronizing unit 706 in this embodiment may be configured to execute the step S206.
Detecting a trigger operation executed on a game scene of a target battle game through the modules, wherein the trigger operation is used for triggering to enter a battle scene corresponding to a target battle; responding to the trigger operation, and creating a fighting scene corresponding to a target fighting according to a target area range of the game scene, wherein the fighting scene is a three-dimensional scene covering the target area range; the battle scene is synchronized to the target client side, so that the battle scene is displayed in the target area range of the game scene displayed on the target client side, wherein the target client side runs the target battle game, the problem that the control mode of turn-based games in the related technology is poor in user visual experience caused by too monotonous displayed battle scene is solved, the visual information of the battle scene is enriched, and the visual experience of the user is improved.
As an alternative embodiment, the creating unit 704 includes:
the system comprises a determining module, a judging module and a judging module, wherein the determining module is used for determining a first target position of a first competitor and a second target position of a second competitor of a target battle, the first target position is the position of the first competitor in a game scene, and the second target position is the position of the second competitor in the game scene;
the calculating module is used for calculating a target area range in a game scene according to the first target position and the second target position;
and the creating unit is used for creating a fighting scene corresponding to the target fighting according to the target area range.
As an alternative embodiment, the calculation module comprises:
the determining submodule is used for determining a target battlefield central point and a target battlefield direction of a battlefield scene according to the first target position and the second target position;
and the calculating submodule is used for calculating the target area range in the game scene according to the target battlefield central point and the target battlefield direction.
As an alternative embodiment, the first determination submodule includes:
the first calculating subunit is used for calculating a plurality of candidate parameter pairs of the battle scene according to the first target position and the second target position, wherein one candidate parameter pair in the candidate parameter pairs comprises a candidate battlefield central point and a candidate battlefield direction;
a second calculating subunit, configured to calculate a plurality of candidate region ranges corresponding to a plurality of candidate parameter pairs, where the plurality of candidate parameter pairs correspond to the plurality of candidate region ranges one to one;
the third calculating subunit is used for calculating a target region parameter corresponding to each candidate region range in the plurality of candidate region ranges, wherein the target region parameter is used for expressing the matching degree of each candidate region range and the target battle;
and the selecting subunit is used for selecting a target parameter pair from the candidate parameter pairs according to the target area parameters, wherein the target parameter pair comprises a target battlefield central point and a target battlefield direction.
As an alternative embodiment, the third calculation subunit comprises:
the first calculating subunit is used for calculating the available battlefield proportion of each candidate area range, wherein the available battlefield proportion is used for representing the proportion of the range which is allowed to be used for fighting scenes in each candidate area range to each candidate area range;
the second calculating subunit is used for calculating the battlefield visual proportion of each candidate area range, wherein the battlefield visual proportion is used for representing the proportion of an area which is not blocked between the position of the camera of the target battle and the position of the camera of each candidate area range in each candidate area range;
wherein, the target area parameters comprise a battlefield available proportion and a battlefield visible proportion.
As an alternative embodiment, the first computation subunit includes:
a division sub-module for dividing each candidate region range into a plurality of region meshes;
a first calculation sub-module for calculating a maximum height of each of the plurality of area grids through physical detection;
the recording secondary submodule is used for recording the number of available grids in the multiple area grids, wherein the available grids are the area grids in the multiple area grids, and the corresponding maximum height of the area grids is within the available height range of the battle scene;
a first determining sub-module for determining a ratio between the number of available grids and the number of the plurality of area grids as a battlefield available ratio.
As an alternative embodiment, the second computational subunit includes:
the second calculation submodule is used for calculating the position of a camera of the target battle after the camera enters the target battle according to the candidate battle field central point and the candidate battle field direction of each candidate area range;
the sampling sub-module is used for sampling each candidate area range for multiple times to obtain multiple sampling points of each candidate area range;
the second determining secondary sub-module is used for determining the visual sampling points which are not blocked with the position of the camera in the plurality of sampling points in a ray detection mode;
and the third determining sub-module is used for determining the proportion between the number of the visual sampling points and the number of the plurality of sampling points as the battlefield visual proportion.
As an alternative embodiment, the apparatus further comprises: a second detection unit, the creation unit including: a module is created in which, among other things,
the second detection unit is used for acquiring a target object set in a target area range through physical detection before a combat scene corresponding to target combat is created according to the target area range of the game scene, wherein the target object set is a set of physical objects bound with collision bodies in the target area range;
the creating module is used for creating a battle scene corresponding to the target battle according to the target area range and the target object set, wherein the battle scene comprises a battle field object set, and battle field objects in the battle field object set correspond to physical objects in the target object set one by one.
It should be noted here that the modules described above are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the disclosure of the above embodiments. It should be noted that the modules described above as a part of the apparatus may be operated in a hardware environment as shown in fig. 1, and may be implemented by software, or may be implemented by hardware, where the hardware environment includes a network environment.
According to still another aspect of the embodiments of the present application, there is also provided an electronic device for implementing the control method of the battle game described above, which may be a server, a terminal, or a combination thereof.
Fig. 8 is a block diagram of an alternative electronic device according to an embodiment of the present application, and as shown in fig. 8, the electronic device includes a memory 802 and a processor 804, the memory 802 stores a computer program, and the processor 804 is configured to execute steps in any of the method embodiments described above through the computer program.
Optionally, in this embodiment, the electronic apparatus may be located in at least one network device of a plurality of network devices of a computer network.
The memory 802 may be used to store software programs and modules, such as program instructions/modules corresponding to the method and apparatus for controlling a battle game in the embodiment of the present invention, and the processor 804 executes various functional applications and data processing by running the software programs and modules stored in the memory 802, so as to implement the method for controlling a battle game. The memory 802 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 802 can further include memory located remotely from the processor 804, which can be connected to the terminal over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof. The memory 802 may be, but is not limited to being, used to store game applications, resource data, and the like.
As an example, as shown in fig. 8, the memory 802 may include, but is not limited to, a first obtaining unit 602, a first display unit 604, and a first control unit 606 in the control device of the battle game. In addition, other module units in the control device for the battle game can be included, but not limited to, and are not described in detail in this example.
As another example, the memory 802 may include, but is not limited to, the first detecting unit 702, the creating unit 704, and the synchronizing unit 706 in the control device of the battle game. In addition, other module units in the control device for the battle game can be included, but not limited to, and are not described in detail in this example.
Optionally, the transmitting device 806 is configured to receive or transmit data via a network. Examples of the network may include a wired network and a wireless network. In one example, the transmission device 806 includes a Network adapter (NIC) that can be connected to a router via a Network cable and other Network devices to communicate with the internet or a local area Network. In one example, the transmission device 806 is a Radio Frequency (RF) module, which is used for communicating with the internet in a wireless manner.
In addition, the electronic device further includes: a display 808 for a display interface of a target game (e.g., a game scene, a battle scene); and a connection bus 810 for connecting the respective module components in the electronic device.
Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments, and this embodiment is not described herein again.
It can be understood by those skilled in the art that the structure shown in fig. 8 is only an illustration, and the device implementing the method for controlling a battle game may be a terminal device, and the terminal device may be a terminal device such as a smart phone (e.g., an Android phone, an iOS phone, etc.), a tablet computer, a palm computer, a Mobile Internet Device (MID), a PAD, and the like. Fig. 8 is a diagram illustrating a structure of the electronic device. For example, the terminal device may also include more or fewer components (e.g., network interfaces, display devices, etc.) than shown in FIG. 8, or have a different configuration than shown in FIG. 8.
Those skilled in the art will appreciate that all or part of the steps in the methods of the above embodiments may be implemented by a program instructing hardware associated with the terminal device, where the program may be stored in a computer-readable storage medium, and the storage medium may include: flash disks, Read-Only memories (ROMs), Random Access Memories (RAMs), magnetic or optical disks, and the like.
According to still another aspect of an embodiment of the present application, there is also provided a storage medium. Alternatively, in the present embodiment, the storage medium may be configured to store program codes for executing the control method of the above-described match-up game.
Optionally, in this embodiment, the storage medium may be located on at least one of a plurality of network devices in a network shown in the above embodiment.
Optionally, the specific example in this embodiment may refer to the example described in the above embodiment, which is not described again in this embodiment.
Optionally, in this embodiment, the storage medium may include, but is not limited to: various media capable of storing program codes, such as a U disk, a ROM, a RAM, a removable hard disk, a magnetic disk, or an optical disk.
The above-mentioned serial numbers of the embodiments of the present application are merely for description and do not represent the merits of the embodiments.
The integrated unit in the above embodiments, if implemented in the form of a software functional unit and sold or used as a separate product, may be stored in the above computer-readable storage medium. Based on such understanding, the technical solution of the present application may be substantially implemented or a part of or all or part of the technical solution contributing to the prior art may be embodied in the form of a software product stored in a storage medium, and including instructions for causing one or more computer devices (which may be personal computers, servers, network devices, or the like) to execute all or part of the steps of the method described in the embodiments of the present application.
In the above embodiments of the present application, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the several embodiments provided in the present application, it should be understood that the disclosed client may be implemented in other manners. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one type of division of logical functions, and there may be other divisions when actually implemented, for example, a plurality of units or components may be combined or may be integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution provided in the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The foregoing is only a preferred embodiment of the present application and it should be noted that those skilled in the art can make several improvements and modifications without departing from the principle of the present application, and these improvements and modifications should also be considered as the protection scope of the present application.

Claims (24)

1. A method of controlling a battle game, comprising:
acquiring a trigger operation executed on a game scene of a target fighting game displayed on a target client, wherein the trigger operation is used for triggering to enter a fighting scene corresponding to target fighting;
responding to the trigger operation, displaying the battle scene on a target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range;
and controlling each fighting character in a plurality of fighting characters of the target fighting to execute a fighting operation, wherein the fighting operation is used for controlling each fighting character to enter a corresponding fighting position in the fighting scene.
2. The method of claim 1, wherein obtaining the trigger action performed on the game scene of the target match-up game displayed on the target client comprises one of:
acquiring a first mobile operation executed on a first fighting character in the game scene, wherein the first mobile operation is used for controlling the first fighting character to move to a target position, and the target position is a position where a trigger prop of the target fighting is located;
and acquiring a second mobile operation executed on a second fighting character in the game scene, wherein the second mobile operation is used for controlling the second fighting character to collide with a third fighting character, and the second fighting character and the third fighting character belong to different fighting parties.
3. The method of claim 1, wherein the controlling each of the plurality of competitor characters of the target battle to perform a battle entry operation comprises:
controlling each fighting character in a first character list to enter a corresponding first fighting position in the fighting scene, wherein the first character list comprises the fighting characters belonging to a first competitor in the plurality of fighting characters;
and controlling each fighting character in a second character list to enter a corresponding second fighting position in the fighting scene, wherein the second character list comprises the fighting characters belonging to a second competitor in the plurality of fighting characters, and the first fighting position and the second fighting position are positioned in different areas of the fighting scene.
4. The method of claim 1, wherein after each of the plurality of competitor characters that control the target battle perform a battle entry operation, the method further comprises:
acquiring a first skill operation released in the target battle in the process of the target battle;
determining a skill release range corresponding to the first skill operation, wherein the skill release range is a skill configuration range of the first skill operation within the boundary range of the battle scene;
controlling release of the first skill operation within the skill release range.
5. The method of claim 4, wherein a battlefield object set is displayed in the battle scene, one battlefield object in the battlefield object set is matched with one physical object element which is located in the target area range and is bound with a collision body, and the skill release range comprises a first battlefield object;
after the controlling releases the first skill operation within the skill release range, the method further comprises:
playing a first shredding animation of the first battlefield object when a first damage amount of the first battlefield object subjected to the first technical operation is greater than or equal to a first damage amount threshold;
and when the first damage amount of the first battlefield object subjected to the first technical operation is smaller than a first damage amount threshold value, controlling the form of the first battlefield object to be switched from a first form to a second form, wherein the second form is a first damaged form of the first battlefield object after being subjected to the first technical operation.
6. The method of claim 1, wherein after each of the plurality of competitor characters that control the target battle perform a battle entry operation, the method further comprises:
in the process of the target battle, acquiring a second skill operation released in the target battle, wherein the second skill operation is used for controlling a fourth battle character to move from a first position to a second position where the fourth battle character is located;
and under the condition that the second position is a suspended position in the battle scene, controlling the fourth fighting character to fall from the second position, and displaying a second damage amount suffered by the fourth fighting character, wherein the second damage amount is a damage amount caused by the second position falling to the fourth fighting character.
7. The method of claim 6,
in the process of controlling the fall of the fourth competitor character from the second position, the method further comprises: playing the falling animation of the fourth fighting character;
after the controlling the fourth competitor character falls from the second location, the method further comprises: and playing the first vertigo animation of the fourth fighting role.
8. The method of claim 6, wherein a set of battlefield objects is displayed in the battle scene, one battlefield object in the set of battlefield objects matches one physical object within the target area and bound with a collision volume;
after the acquiring of the second skill operation released in the target battle, the method further comprises:
and under the condition that a second battlefield object is included between the first position and the second position, controlling the fourth battlefield character to impact the second battlefield object in the process of moving from the first position to the second position, and displaying a third damage amount of impact damage to the fourth battlefield character.
9. The method of claim 8, wherein after said controlling said fourth competitor character to impact said second battlefield item during movement from said first position to said second position, said method further comprises:
under the condition that the damage amount of the impact damage to the second battlefield object is larger than or equal to a second damage amount threshold value, playing a second smashing animation of the second battlefield object, and controlling the fourth battle role to continue to move to the second position;
and under the condition that the damage amount of the impact damage to the second battlefield object is smaller than a second damage amount threshold value, controlling the fourth battle role to stop moving to the second position, and/or playing a second dizziness animation of the fourth battle role.
10. The method of claim 1, wherein a set of battlefield objects is displayed in the battle scene, one battlefield object in the set of battlefield objects matches one physical object within the target area and bound with a collision volume;
after each of the plurality of battle characters controlling the target battle performs a battle entry operation, the method further comprises:
acquiring a third skill operation released in the target battle in the process of the target battle, wherein the third skill operation is an operation of projecting a first battle field projectile to a target direction, and a projection path of the first battle field projectile comprises a third battle field object;
playing a third crushing animation of the third battlefield object under the condition that a fourth damage amount of the third battlefield object subjected to the third technical operation is greater than or equal to a third damage amount threshold value;
and when a fourth damage amount of the third battlefield object subjected to the third skill operation is smaller than a third damage amount threshold value, controlling the first battlefield projectile to stop projecting along the target direction, and/or controlling the form of the third battlefield object to be switched from a third form to a fourth form, wherein the fourth form is a second damaged form of the third battlefield object after being subjected to the third skill operation.
11. The method of claim 10, wherein after said obtaining a third skill maneuver released in said target combat, said method further comprises:
displaying a second battlefield projectile corresponding to the first battlefield projectile if the third battlefield object allows a target control operation to be performed on a target attribute of the first battlefield projectile, wherein the second battlefield projectile is a battlefield projectile obtained after the target control operation is performed on the target attribute of the first battlefield projectile.
12. The method according to any one of claims 1 to 11, wherein after each of the plurality of battle characters controlling the target battle performs a battle-in operation, the method further comprises:
displaying a plurality of virtual characters marked as battle states in the game scene, wherein each virtual character of the plurality of virtual characters corresponds to one battle character of the plurality of battle characters.
13. A method of controlling a battle game, comprising:
detecting a trigger operation executed on a game scene of a target battle game, wherein the trigger operation is used for triggering to enter a battle scene corresponding to target battle;
responding to the trigger operation, and creating a fighting scene corresponding to the target fighting according to a target area range of the game scene, wherein the fighting scene is a three-dimensional scene covering the target area range;
synchronizing the battle scene to a target client to display the battle scene on the target area range of the game scene displayed on the target client, wherein the target client has the target battle game running thereon.
14. The method of claim 13, wherein creating the battle scene corresponding to the target battle according to a target area range of the game scene comprises:
determining a first target position of a first competitor and a second target position of a second competitor of the target battle, wherein the first target position is a position of the first competitor in a game scene, and the second target position is a position of the second competitor in the game scene;
calculating the target area range in the game scene according to the first target position and the second target position;
and creating the battle scene corresponding to the target battle according to the target area range.
15. The method of claim 14, wherein the calculating the target area range in the game scene according to the first target position and the second target position comprises:
determining a target battlefield central point and a target battlefield direction of the battlefield scene according to the first target position and the second target position;
and calculating the target area range in the game scene according to the target battlefield central point and the target battlefield direction.
16. The method of claim 15, wherein determining a target battlefield center point and a target battlefield direction for the battle scene from the first target location and the second target location comprises:
calculating a plurality of candidate parameter pairs of the battle scene according to the first target position and the second target position, wherein one candidate parameter pair of the candidate parameter pairs comprises a candidate battlefield central point and a candidate battlefield direction;
calculating a plurality of candidate region ranges corresponding to the plurality of candidate parameter pairs, wherein the plurality of candidate parameter pairs are in one-to-one correspondence with the plurality of candidate region ranges;
calculating a target area parameter corresponding to each candidate area range in the plurality of candidate area ranges, wherein the target area parameter is used for representing the matching degree of each candidate area range and the target battle;
and selecting a target parameter pair from the candidate parameter pairs according to the target area parameter, wherein the target parameter pair comprises the target battlefield central point and the target battlefield direction.
17. The method of claim 16, wherein the calculating target region parameters corresponding to each of the plurality of candidate region regions comprises:
calculating a battlefield available proportion of each candidate area range, wherein the battlefield available proportion is used for representing the proportion of the range which is allowed to be used for the battle scene in each candidate area range to each candidate area range;
calculating the battlefield visible scale of each candidate area range, wherein the battlefield visible scale is used for representing the proportion of an area which is not blocked between the position of the camera of the target battle and the position of the camera of the target battle in each candidate area range;
wherein the target area parameters include the battlefield availability scale and the battlefield visibility scale.
18. The method of claim 17, wherein said calculating a battlefield availability ratio for each of said candidate area regions comprises:
dividing each of the candidate region ranges into a plurality of region meshes;
calculating a maximum height of each of the plurality of area meshes through physical detection;
recording the number of available grids in the plurality of area grids, wherein the available grids are area grids in the plurality of area grids, and the corresponding maximum height is within the available height range of the battle scene;
determining a ratio between the number of available grids and the number of the plurality of area grids as the battlefield availability ratio.
19. The method of claim 17, wherein said calculating a battlefield visibility scale for each of said candidate area regions comprises:
calculating the position of the camera of the target battle after entering the target battle according to the candidate battle field central point and the candidate battle field direction of each candidate area range;
sampling each candidate region range for multiple times to obtain multiple sampling points of each candidate region range;
determining visual sampling points which are not blocked between the positions of the plurality of sampling points and the position of the camera in a ray detection mode;
and determining the proportion between the number of the visual sampling points and the number of the plurality of sampling points as the battlefield visual proportion.
20. The method according to any one of claims 13 to 19,
before the creating the battle scene corresponding to the target battle according to the target area range of the game scene, the method further comprises: obtaining a target object set in the target area range through physical detection, wherein the target object set is a set of physical object objects bound with collision bodies in the target area range;
the creating of the battle scene corresponding to the target battle according to the target area range of the game scene comprises: and creating the battle scene corresponding to the target battle according to the target area range and the target object set, wherein the battle scene comprises a battle field object set, and battle field objects in the battle field object set correspond to physical objects in the target object set in a one-to-one mode.
21. A control device for a battle game, comprising:
the system comprises a first acquisition unit, a second acquisition unit and a third acquisition unit, wherein the first acquisition unit is used for acquiring a trigger operation executed on a game scene of a target fighting game displayed on a target client, and the trigger operation is used for triggering to enter a fighting scene corresponding to target fighting;
the first display unit is used for responding to the trigger operation and displaying the battle scene on a target area range of the game scene, wherein the battle scene is a three-dimensional scene covering the target area range;
the first control unit is used for controlling each fighting character in the plurality of fighting characters of the target fighting to execute a fighting operation, wherein the fighting operation is used for controlling each fighting character to enter a corresponding fighting position in the fighting scene.
22. A control device for a battle game, comprising:
the first detection unit is used for detecting a trigger operation executed on a game scene of a target battle game, wherein the trigger operation is used for triggering to enter a battle scene corresponding to target battle;
the creating unit is used for responding to the triggering operation and creating the fighting scene corresponding to the target fighting according to a target area range of the game scene, wherein the fighting scene is a three-dimensional scene covering the target area range;
a synchronization unit, configured to synchronize the battle scene to a target client to display the battle scene on the target area range of the game scene displayed on the target client, where the target client runs the target battle game.
23. A computer-readable storage medium, in which a computer program is stored, wherein the computer program is configured to perform the method of any one of claims 1 to 12 or to perform the method of any one of claims 13 to 20 when the computer program is run.
24. An electronic apparatus comprising a memory and a processor, wherein the memory has stored therein a computer program, and wherein the processor is arranged to perform the method of any one of claims 1 to 12 or to perform the method of any one of claims 13 to 20 by means of the computer program.
CN202011017884.3A 2020-09-24 2020-09-24 Method and apparatus for controlling battle game, storage medium, and electronic apparatus Pending CN112156459A (en)

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CN112717398A (en) * 2021-01-20 2021-04-30 上海莉莉丝网络科技有限公司 Game object combat control method, computer readable storage medium and intelligent terminal
CN112717399A (en) * 2021-01-20 2021-04-30 上海莉莉丝网络科技有限公司 Game object combat control method, computer readable storage medium and intelligent terminal
CN113413591A (en) * 2021-07-20 2021-09-21 网易(杭州)网络有限公司 Information processing method, device, terminal and storage medium
WO2024037151A1 (en) * 2022-08-19 2024-02-22 腾讯科技(深圳)有限公司 Turn-based battle interface display method and apparatus, device, and medium

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CN113413591A (en) * 2021-07-20 2021-09-21 网易(杭州)网络有限公司 Information processing method, device, terminal and storage medium
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