CN113101669A - Refreshing method, refreshing device, equipment and medium for virtual object in game - Google Patents

Refreshing method, refreshing device, equipment and medium for virtual object in game Download PDF

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Publication number
CN113101669A
CN113101669A CN202110426881.3A CN202110426881A CN113101669A CN 113101669 A CN113101669 A CN 113101669A CN 202110426881 A CN202110426881 A CN 202110426881A CN 113101669 A CN113101669 A CN 113101669A
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threshold
target virtual
target
virtual object
scene area
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CN202110426881.3A
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焦黎云
林俊斌
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110426881.3A priority Critical patent/CN113101669A/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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding

Abstract

The application provides a refreshing method, a refreshing device, equipment and a medium for a virtual object in a game, wherein the refreshing method comprises the following steps: determining an actual time length for which the number of target virtual objects within a target scene area within the game scene falls from a first threshold to a second threshold when the number of target virtual objects within the target scene area satisfies the first threshold, wherein the second threshold is lower than the first threshold; determining a first updating threshold value of the target virtual object in the target scene area according to the actual duration; and refreshing and generating the target virtual object corresponding to the first updating threshold value in the target scene area.

Description

Refreshing method, refreshing device, equipment and medium for virtual object in game
Technical Field
The application relates to the field of network games, in particular to a refreshing method, a refreshing device, equipment and a medium for virtual objects in games.
Background
Along with the improvement of the life quality of people, the time occupation ratio of leisure and entertainment of each person is gradually increased, the leisure and entertainment modes of each person are various, and the online game is one of the entertainment modes. In the multiplayer online network game, tasks may need to be played in the copy in a strange manner, and when a game scene of the copy is created, the number of monsters considered to be suitable by a developer is dynamically generated according to the number of players in the game scene, so that the players can meet the requirements of the tasks in the scene.
Disclosure of Invention
In view of the above, an object of the present application is to provide a refreshing method, a refreshing apparatus, a device and a medium for refreshing a virtual object in a game, which are used to solve the problem in the prior art that the efficiency of killing a monster by a player does not match the refreshing speed of the monster.
In a first aspect, an embodiment of the present application provides a method for refreshing a virtual object in a game, where the game corresponds to a game scene, and the method for refreshing includes:
determining an actual time length for which the number of target virtual objects within a target scene area within the game scene falls from a first threshold to a second threshold when the number of target virtual objects within the target scene area satisfies the first threshold, wherein the second threshold is lower than the first threshold;
determining a first updating threshold value of the target virtual object in the target scene area according to the actual duration;
and refreshing and generating the target virtual object corresponding to the first updating threshold value in the target scene area.
Optionally, while determining the first update threshold of the target virtual object in the target scene area according to the actual duration, the refresh method further includes:
updating the second threshold value according to the actual duration to obtain a second updated threshold value;
after the target virtual object corresponding to the first update threshold is refreshed and generated in the target scene area, the refreshing method further includes:
and taking the first updating threshold as a new first threshold, taking the second updating threshold as a new second threshold, and returning to the step of determining the actual duration of the reduction of the number of the target virtual objects in the target scene area from the first threshold to the second threshold until the refreshing stopping condition is met.
Optionally, determining a first update threshold of the target virtual object in the target scene area according to the actual duration includes:
if the actual duration is less than a first preset duration and the first threshold is less than a first upper threshold, increasing the first threshold by a first amplitude to obtain a first updating threshold; wherein the first upper threshold is a maximum value of the number of the target virtual objects;
if the actual duration is greater than a second preset duration and the first threshold is greater than a first lower threshold, reducing the first threshold by the first amplitude to obtain a first updating threshold; wherein the first lower threshold is a minimum value of the number of target virtual objects;
if the actual time length is between the first preset time length and the second preset time length, or the actual time length is smaller than the first preset time length and the first threshold is equal to a first preset upper threshold, or if the actual time length is larger than the second preset time length and the first threshold is equal to a first preset lower threshold, the first threshold is determined as the first updating threshold.
Optionally, the refreshing and generating the target virtual object corresponding to the first update threshold in the target scene area includes:
determining the refreshing time of each target virtual object according to the death time of each target virtual object in the list to be refreshed;
determining the refreshing sequence of each target virtual object according to the refreshing time of each target virtual object;
and according to the refreshing sequence of each target virtual object, refreshing and generating the target virtual object corresponding to the first updating threshold value in the target scene area.
Optionally, determining the refresh sequence of each target virtual object according to the refresh time of each target virtual object, including:
and determining the refreshing sequence of each target virtual role according to the refreshing time and the role type of each target virtual object.
Optionally, determining a first update threshold of the target virtual object in the target scene area includes:
if the target scene area is a daily task area, determining a first updating threshold value of the target virtual object in the target scene area by adopting a second amplitude value;
if the target scene area is an uncommon task area, determining a first update threshold of the target virtual object in the target scene area by adopting a third amplitude value; wherein the second amplitude is greater than the third amplitude.
Optionally, the generating of the target virtual object corresponding to the first update threshold in the target scene area includes:
judging whether a target virtual object in a fighting state exists in the at least one group of target virtual objects, wherein the fighting state is that the target virtual object executes attack logic and/or executes attacked logic within a preset time period;
if the target virtual object in the fighting state exists, the target virtual object of the clustering type to which the target virtual object belongs is delayed to be refreshed, and the target virtual object outside the clustering type is refreshed in the target scene area.
Optionally, the refreshing and generating the target virtual object corresponding to the first update threshold in the target scene area includes:
judging whether a target virtual character exists in a target scene area in the game scene;
if the target virtual role exists in the target scene area, refreshing and generating the target virtual object corresponding to the first updating threshold value in the target scene area;
if the target virtual role does not exist in the target scene area, determining the area where the target virtual role is located as a new target scene area;
and refreshing and generating the target virtual object corresponding to the first updating threshold value in the new target scene area.
Optionally, the method further includes:
determining a target scene area in the game scene according to the size of a graphical user interface provided by the terminal device corresponding to the target virtual character and the density of the target virtual object in the game scene; and the terminal equipment displays part of game scenes and the target virtual character through the graphical user interface.
Optionally, after a graphical user interface is provided by the terminal device and the target virtual object corresponding to the first update threshold is generated in the target scene area by refresh, the refresh method further includes:
and displaying the refreshed target virtual object on the graphical user interface.
Optionally, updating the second threshold according to the actual duration to obtain a second updated threshold, including:
if the actual duration is less than a first preset duration and the second threshold is less than a second upper threshold, increasing the second threshold by a fourth amplitude to obtain a second updating threshold; wherein the second upper threshold is a maximum value of the number of target virtual objects;
if the actual time length is greater than a second preset time length and the second threshold is greater than a second lower threshold, reducing the second threshold by the fourth amplitude to obtain a second updating threshold; wherein the second lower threshold is a minimum value of the number of target virtual objects;
if the actual time length is between the first preset time length and the second preset time length, or the actual time length is smaller than the first preset time length and the second threshold is equal to a second preset upper threshold, or if the actual time length is larger than the second preset time length and the second threshold is equal to a second preset lower threshold, the second threshold is determined as the second updating threshold.
In a second aspect, an embodiment of the present application provides a device for refreshing a virtual object in a game, where the game corresponds to a game scene, and the device for refreshing a virtual object in a game includes:
a first determination module, configured to determine, when a number of target virtual objects within a target scene area in the game scene satisfies a first threshold, an actual duration for which the number of target virtual objects within the target scene area decreases from the first threshold to a second threshold, where the second threshold is lower than the first threshold;
a second determining module, configured to determine, according to the actual duration, a first update threshold of the target virtual object in the target scene area;
and the refreshing module is used for refreshing and generating the target virtual object corresponding to the first updating threshold value in the target scene area.
In a third aspect, an embodiment of the present application provides a computer device, which includes a memory, a processor, and a computer program stored on the memory and executable on the processor, and the processor implements the steps of the above method when executing the computer program.
In a fourth aspect, the present application provides a computer-readable storage medium, on which a computer program is stored, and the computer program, when executed by a processor, performs the steps of the above method.
First, when the number of target virtual objects in a target scene area in a game scene meets a first threshold, determining an actual time length for which the number of target virtual objects in the target scene area decreases from the first threshold to a second threshold, wherein the second threshold is lower than the first threshold; then, according to the actual duration, determining a first updating threshold of the target virtual object in the target scene area; and finally, refreshing and generating the target virtual object corresponding to the first updating threshold value in the target scene area.
In some embodiments, the number of the target virtual objects in the target scene area is monitored, when the number of the target virtual objects meets a first threshold, the actual time duration that the number of the target virtual objects in the target scene area is reduced from the first threshold to a second threshold is determined, then the first threshold is adjusted to a first updating threshold according to the actual time duration, the target virtual objects in the target scene area are refreshed according to the first updating threshold, so that the number of the refreshed target virtual objects can be the number of target virtual objects that can be killed by the target virtual character in the target scene area as soon as possible, the strangulation efficiency of the target virtual character in the target scene area is matched with the refreshing speed of the target virtual object in the target scene area, and the strangulation efficiency of the target virtual character is improved.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
Fig. 1 is a schematic flowchart of a method for refreshing a virtual object in a game according to an embodiment of the present disclosure;
FIG. 2 is a flowchart illustrating a detailed method for refreshing a virtual object in a game according to an embodiment of the present disclosure;
FIG. 3 is a schematic structural diagram of an apparatus for refreshing a virtual object in a game according to an embodiment of the present disclosure;
fig. 4 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all the embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the present application without making any creative effort, shall fall within the protection scope of the present application.
In some network games, tasks may need to be completed by attacking NPCs (non-player characters) in a specific game scene (e.g., a duplicate game scene), and when the game scene is created, in order to enable a player to complete the tasks, the number of NPCs considered by a developer to be appropriate in the game scene is dynamically generated, and the NPCs in the game scene are refreshed according to the appropriate number of NPCs.
In the prior art, the NPC is refreshed in the game scene by the following steps:
step 1, judging whether to refresh the NPC in the game scene at the current moment according to the time difference between the current moment and the previous refresh moment;
step 2, if the time difference between the current time and the previous refreshing time does not meet the preset time difference, the NPC in the game scene is not refreshed at the current time;
and 3, if the time difference between the current moment and the previous refreshing moment meets the preset time difference, refreshing the NPCs in the game scene at the current moment according to the preset number.
In the game scene, the number of players is not fixed, and may increase or decrease with the passage of time, so based on the prior art, the NPCs in the game scene are refreshed according to the fixed frequency and the fixed number, the NPCs in the game scene may not meet the mission requirement of the players, and the players may fail too fast due to too many NPCs in the game scene, which are caused by the mismatch between the refreshing speed of the NPCs in the game scene and the strangulation efficiency of the players.
Based on the above defects, an embodiment of the present application provides a method for refreshing a virtual object in a game scene, as shown in fig. 1, including the following steps:
s101, when the number of target virtual objects in a target scene area in the game scene meets a first threshold, determining the actual time length for the number of the target virtual objects in the target scene area to be reduced from the first threshold to a second threshold, wherein the second threshold is lower than the first threshold;
s102, determining a first updating threshold value of the target virtual object in the target scene area according to the actual time length;
s103, refreshing and generating the target virtual object corresponding to the first updating threshold value in the target scene area.
The virtual object refreshing method in the embodiment of the application can be applied to a server, and can be a cloud game when the virtual object refreshing method in the game is operated on the server.
Cloud gaming refers to a gaming regime based on cloud computing. In the running mode of the cloud game, a running main body of a game program and a game picture presenting main body are separated, the storage and running of information processing in the game are completed on a cloud game server, and a cloud game client is used for receiving and sending data and presenting a game picture, for example, the cloud game client can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; however, the terminal device performing the game data processing is a cloud game server in the cloud. When a game is played, a player operates the cloud game client to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the cloud game client through a network, and finally the cloud game client decodes the data and outputs the game pictures.
The method is characterized in that a refreshing method of virtual objects in the game is operated on a server for explanation, a game scene is a virtual world in which a target virtual object and/or a virtual character perform activities, and the game scene is displayed through terminal equipment. The terminal device is an electronic device with a touch function, such as a smart phone. The terminal device provides a graphical user interface, the graphical user interface is an interface rendered on a display screen of the terminal device and used for man-machine interaction, the graphical user interface comprises a touch control used for game control, content displayed in the graphical user interface also comprises a game picture, and the game picture can be a part of game scenes. The terminal device can respond to the touch operation of the touch control component in the graphical user interface, and control the virtual character to execute a virtual action in the game scene, such as moving in the game scene, releasing skills and the like. The game scene may include any one or more of the following game elements: landform, mountain rock, flowers and plants, river, building, virtual character, target virtual object, game property, etc. In general, a game scene is provided with a virtual camera, and a game screen displayed on a graphical user interface is a part of game scene contents captured by the virtual camera. For example, in a first person game, a virtual camera may be disposed on the head (e.g., eye position) of a target virtual character controlled by a player, the virtual camera moves following the movement of the target virtual character, and the orientation of the virtual camera rotates following the rotation of the virtual body, so that a game screen presented on a graphical user interface is a part of a game scene in front of the target virtual character by a preset range. As another example, in the third person game, the virtual camera may be disposed directly above or behind a target virtual character controlled by the player, and thus, the game screen presented on the graphical user interface is a part of the game scene including the target virtual character. And the terminal equipment logs in the account of the target virtual role, and the target virtual role is controlled by the terminal equipment. A virtual object refers to a dynamic object that can be controlled in a virtual scene. Alternatively, the dynamic object may be a virtual character, a virtual animal, an animation character, or the like. The target virtual object is a Character that a Player controls through an input device, or an Artificial Intelligence (AI) set in a virtual environment match-up through training, or a Non-Player Character (NPC) set in a virtual scene match-up. Optionally, the target virtual object is a virtual character playing a game in a virtual scene. Optionally, the number of target virtual objects in the virtual scene match is preset, or is dynamically determined according to the number of clients participating in the match, which is not limited in the embodiment of the present application. Wherein the target virtual character is a virtual object controlled by the current player through the terminal device. The target virtual Character is an Artificial Intelligence (AI) set in a virtual environment battle by training, or a Non-Player Character (NPC) set in a virtual scene battle. In the application, the virtual role and the target virtual object are in an enemy relationship.
Next, each step of the refresh method of the virtual object in the game in the present exemplary embodiment will be further described.
S101, when the number of the target virtual objects in the target scene area in the game scene meets a first threshold value, determining the actual time length for the number of the target virtual objects in the target scene area to be reduced from the first threshold value to a second threshold value, wherein the second threshold value is lower than the first threshold value.
In step S101, the target scene area is an area where a target virtual character controlled by the terminal device in the game scene is located, and the target scene area may be determined according to a size of a graphical user interface provided by the terminal device and a density of the target virtual character in the game scene, where the size of the graphical user interface refers to a size of the graphical user interface. The density of the target virtual objects in the game scene is determined based on the distribution of the virtual objects in the game scene, and the larger the number of the target virtual objects in the unit area, the higher the density of the target virtual objects in the unit area, and the smaller the number of the target virtual objects in the unit area, the lower the density of the target virtual objects in the unit area. Due to the fact that the density degrees of the target virtual objects corresponding to different areas in the game scene are different, in order to enable the strangulation efficiency of the target virtual objects in the different areas in the game scene to be more balanced, the target virtual objects are adaptively refreshed in the different areas in the game scene. For the region with higher density of the target virtual role, the speed of refreshing the target virtual object is improved; and for the area with lower density of the target virtual role, reducing the speed of refreshing the target virtual object. The size of the target scene area is typically 4 to 6 times the size of the graphical user interface provided by the terminal device controlling the target avatar. In the process of dividing the areas in the game scene, in order to make the density of the target virtual objects in each area relatively balanced, the size of the divided area is determined according to the density of the target virtual objects, and therefore, the size of the target scene area is determined in 4-6 times of the size of the graphical user interface according to the density of the target virtual objects. By the method for determining the size of the target scene area, the density of the target virtual objects among different areas in the game scene can be balanced, and the strangulation efficiency of different target virtual characters in the game scene is balanced.
The first threshold is a number or a ratio, and is used to determine a starting time of calculating an actual time length when the number of the target virtual objects in the target scene area decreases from the first threshold to the second threshold, that is, to monitor the number of the target virtual objects in the target scene area in the game scene, and to start timing when the number of the target virtual objects in the target scene area in the game scene meets the first threshold. The second threshold is a number or a ratio, and is used for determining an end time of calculating an actual time length during which the number of the target virtual objects in the target scene area decreases from the first threshold to the second threshold, and is also used for determining a refresh time for refreshing the target virtual objects in the target scene area. The first threshold is greater than the second threshold. When the first threshold is the number, the second threshold is also the number; when the first threshold is a proportion, the second threshold is a proportion, the determination can be made according to actual conditions, the first threshold and the second threshold are both numbers, and when the first threshold and the second threshold are both proportions, the scheme is also applicable. And monitoring the number of the target virtual objects in the target scene area in the game scene, and ending timing when the number of the target virtual objects in the target scene area in the game scene is reduced to a second threshold value. And calculating the actual time length for the number of the target virtual objects in the target scene area to be reduced from the first threshold value to the second threshold value according to the timing starting time and the timing ending time.
In specific implementation, the number of the target virtual objects in the target scene area in the game scene is monitored in real time, and the actual time length for the number of the target virtual objects in the target scene area to be reduced from the first threshold value to the second threshold value is calculated according to the moment when the number of the target virtual objects in the target scene area meets the first threshold value and the moment when the number of the target virtual objects in the target scene area is reduced to the second threshold value. After the actual time length is calculated, the speed at which the target virtual object is destroyed in the target scene area can be determined according to the actual time length, that is, the speed at which the target virtual object is destroyed is determined based on the ratio of the difference between the first threshold and the second threshold to the actual time length. The faster the target virtual object is destroyed, the higher the stunting efficiency of the target virtual character, and the slower the target virtual object is destroyed, the lower the stunting efficiency of the target virtual character. Only after the actual time length is determined, the subsequent steps S102 and S103 are performed.
S102, determining a first updating threshold value of the target virtual object in the target scene area according to the actual time length.
In step S102, the first update threshold is a number or a ratio, and is used to determine the number of target virtual objects generated in the target scene area.
In the specific implementation, as can be seen from the above description, the longer the actual time length is, the slower the speed at which the target virtual object is destroyed is, and the shorter the actual time length is, the faster the speed at which the target virtual object is destroyed is. In order to improve the strangeness killing efficiency of the virtual character in each target scene area and reduce the situation that the virtual character has no target virtual object to kill, the first updating threshold value is determined according to the actual time length. When the actual time length is shorter, the first threshold may be increased, that is, the first update threshold is greater than the first threshold, and the adjustment of the first threshold is determined according to the actual condition (actual time length), so that, in addition to increasing the first threshold, in the case of a shorter actual time length, the first threshold may remain unchanged or be decreased, that is, the first update threshold may be equal to the first threshold or may be smaller than the first threshold.
S103, refreshing and generating the target virtual object corresponding to the first updating threshold value in the target scene area.
In step S103, after determining the refresh number (first update threshold) that the target virtual object can be refreshed in the target scene area in the game scene, the target virtual object corresponding to the first update threshold is refreshed in the target scene area, so that the virtual character has a sufficient number of target virtual objects in the target scene area to kill, thereby improving the efficiency of killing strange objects in the game scene.
According to the method and the device, the number of the target virtual objects in the target scene area is monitored, when the number of the target virtual objects meets a first threshold value, the actual time length that the number of the target virtual objects in the target scene area is reduced from the first threshold value to a second threshold value is determined, then the first threshold value is adjusted to a first updating threshold value according to the actual time length, the target virtual objects in the target scene area are refreshed according to the first updating threshold value, the number of the target virtual objects obtained through refreshing can be the target virtual objects which can be killed by the target virtual character in the target scene area as soon as possible, the strangulation efficiency of the target virtual character in the target scene area is matched with the refreshing speed of the target virtual objects in the target scene area, and the strangulation efficiency of the target virtual character is improved.
After the server determines that the target virtual character is refreshed in the target scene area, in order to facilitate the player to control the target virtual character through the terminal device, so that the target virtual character can kill more target virtual objects, the game scene displayed in the graphical user interface of the terminal device needs to be updated, that is, after the target virtual object corresponding to the first update threshold is refreshed and generated in the target scene area through the graphical user interface provided by the terminal device, the refreshing method further includes:
and 106, displaying the refreshed target virtual object on the graphical user interface.
In step 106, the refreshed target virtual object is displayed on the graphical user interface, so that the player can control the target virtual player to kill the target virtual object in the game scene through the target terminal device.
If the target virtual objects in the target scene area are dense more and the speed of destroying the target virtual objects is faster, and the number of the target virtual objects in the target scene area is smaller, the density of the target virtual objects may not match the density of the virtual objects, so that the strangulation efficiency of the target virtual objects is reduced, and therefore, in order to reduce the density of the target virtual objects in the target scene area less (reduce the number of the target virtual objects in the target scene area less), the present application further provides an embodiment of updating the second threshold, that is, while executing step S102, the present solution further includes:
step 104, updating the second threshold value according to the actual duration to obtain a second updated threshold value;
after step S103, the refresh method further includes:
and 105, taking the first updating threshold as a new first threshold, taking the second updating threshold as a new second threshold, and returning to the step of determining the actual duration of the reduction of the number of the target virtual objects in the target scene area from the first threshold to the second threshold until the condition of stopping refreshing is met.
In step 104, the second update threshold is a number or a ratio, and is used to determine the number of times of generating the target virtual object in the target scene area.
In the specific implementation, as can be seen from the above description, the longer the actual time length is, the slower the speed at which the target virtual object is destroyed is, and the shorter the actual time length is, the faster the speed at which the target virtual object is destroyed is. In order to improve the strangeness killing efficiency of the virtual character in each target scene area and reduce the occurrence of the condition that the virtual character has no target virtual object to kill, the second update threshold is determined according to the actual time length, when the actual time length is shorter, the second threshold may be increased, that is, the second update threshold is greater than the second threshold, and of course, the adjustment of the second threshold is determined according to the actual condition (the actual time length), so besides increasing the second threshold, when the actual time length is shorter, the second threshold may remain unchanged, or the second threshold may be decreased, that is, the second update threshold may be equal to or smaller than the second threshold.
In step 105, the refresh stop condition is a condition for stopping refreshing the target virtual object in the target scene area, and the refresh stop condition may be that the virtual character completes a game task, or the virtual character exits from the game scene, and the like, which is not limited in this application.
In a specific implementation, after the second update threshold is determined and the target virtual objects in the target scene area are refreshed, the first update threshold is used as a new first threshold, the second update threshold is used as a new second threshold, the number of the target virtual objects in the target scene area is continuously monitored, the step of determining the actual duration that the number of the target virtual objects in the target scene area is reduced from the first threshold to the second threshold in step S101 is repeatedly executed, that is, the target virtual objects in the target scene area are refreshed adaptively according to the killing condition of the target virtual objects by the target virtual roles in the target scene area, so that the density degree of the target virtual objects in the target scene area is matched with the density degree of the virtual roles, and further the killing efficiency of the target virtual roles is matched with the refreshing speed of the target virtual objects, the strangulation efficiency of the target virtual character is improved.
The adjusting of the first threshold according to the actual time length, that is, determining a first updated threshold, where the adjusting manner of the first threshold is different in different cases, and step S102 includes:
step 1021, if the actual duration is less than a first preset duration and the first threshold is less than a first upper threshold, increasing the first threshold by a first amplitude to obtain the first updating threshold; wherein the first upper threshold is a maximum value of the number of the target virtual objects;
step 1022, if the actual duration is greater than a second preset duration and the first threshold is greater than a first lower threshold, lowering the first threshold by the first amplitude to obtain the first update threshold; wherein the first lower threshold is a minimum value of the number of target virtual objects;
step 1023, if the actual duration is located between the first preset duration and the second preset duration, or the actual duration is less than the first preset duration and the first threshold is equal to the first preset upper threshold, or, if the actual duration is greater than the second preset duration and the first threshold is equal to the first preset lower threshold, the first threshold is determined as the first updating threshold.
In step 1021, the actual time length may be used to represent the speed at which the target virtual object is destroyed in the target scene area, that is, to represent the strangulation efficiency of the target virtual character in the target scene area, and at different times, the speed at which the target virtual object is destroyed may be different, so that it cannot be determined whether the strangulation efficiency of the target virtual character in the target scene area is reasonable or not with a fixed time length, but should be determined with a time length range, for example, the actual time length is 6-8 seconds, and the strangulation efficiency of the target virtual character in the target scene area is reasonable. The time length range in the application can be from a first preset time length to a second preset time length, the first preset time length is less than the second preset time length, and the first preset time length and the second preset time length are set manually. The first amplitude is a magnitude for adjusting the first threshold, and may be a quantity or a proportion, and is set manually. The first upper threshold is the maximum value of the number of the target virtual objects. The number of the target virtual objects in the game scene cannot be increased or decreased without limit, so that the maximum value of the number of the target virtual objects in the target scene area in the game scene is set as a first upper threshold, and the minimum value of the number of the target virtual objects in the target scene area in the game scene is set as a first lower threshold.
In specific implementation, when the actual duration is less than a first preset duration and the first threshold does not reach a first upper threshold yet, it is indicated that the speed at which the target virtual object in the target scene area is destroyed is high, and the strangulation efficiency of the target virtual character is high, the first threshold needs to be increased, that is, the first threshold of the target virtual object in the target scene area is adjusted by a first amplitude value, so as to obtain a first update threshold.
In the step 1022, when the actual time length is greater than the second preset time length and the first threshold has not reached the first lower threshold yet, it indicates that the speed at which the target virtual object in the target scene area is destroyed is slow and the strangulation efficiency of the target virtual character is low, the first threshold needs to be decreased, that is, the first threshold of the target virtual object in the target scene area is adjusted by the first amplitude, so as to obtain the first update threshold.
In the above step 1023, if the actual time length is between the first preset time length and the second preset time length, it indicates that the strangulation efficiency of the virtual character in the target scene area is reasonable, and therefore, the first threshold does not need to be adjusted. If the actual duration is less than the first preset duration, the first threshold is equal to a first preset upper threshold, and the first threshold is the first preset upper threshold, the first threshold cannot be adjusted, so the first threshold is determined as a first update threshold. If the actual duration is greater than the second preset duration, the first threshold is equal to the first preset lower threshold, and the first threshold is the first preset lower threshold, the first threshold cannot be adjusted again, so that the first threshold is determined as the first updating threshold.
In the game scene, the target virtual objects that die earlier are refreshed sooner, and the target virtual objects of different character types may have different refreshing sequences and different refreshing intervals, so as shown in fig. 2, step S103 includes:
s1031, determining the refreshing time of each target virtual object according to the death time of each target virtual object in the list to be refreshed;
s1032, determining the refreshing sequence of each target virtual object according to the refreshing time of each target virtual object;
s1033, according to the refreshing sequence of each target virtual object, the target virtual object corresponding to the first updating threshold is refreshed and generated in the target scene area.
In the above S1031, the to-be-refreshed list is used to store the death time of the destroyed target virtual object in the game scene and the refresh interval, the death time is the time at which the target virtual object is destroyed, and the refresh interval is the time period between the death time and the refresh time of the target virtual object, for example, the refresh interval of the monster a is 2 minutes, the death time thereof is 8 points 36 points, and the refresh time thereof is 8 points 38 points.
In specific implementation, the refresh time of each target virtual object is determined according to the death time and the refresh interval of each target virtual object in the list to be refreshed, that is, the refresh time of the target virtual object is determined according to the sum of the death time and the refresh interval of the target virtual object.
In S1032, in a specific implementation, the refresh time of each target virtual object has a sequence, so that the refresh sequence of each target virtual object may be determined according to the sequence of the refresh time.
Under the condition that the refreshing sequence is determined through the refreshing time, a plurality of virtual roles may correspond to the same refreshing time, and if the virtual roles with the same refreshing time are all refreshed into the target scene area, the number of target virtual objects in the target scene area may be larger than a first updating threshold value, so that the target virtual roles in the target scene area are attacked by more target virtual objects, and the strangulation efficiency of the virtual roles is reduced. Therefore, step S1302 includes:
step 10321, determining a refresh sequence of each target virtual role according to the refresh time and the role type of each target virtual object.
In step 10321, the role type can be a level of the target virtual object, such as a primary target virtual object, a secondary target virtual object, and so on. The refreshing sequence corresponding to different role types is not stopped, the higher the grade is, the higher the refreshing sequence is, and the lower the grade is, the lower the refreshing sequence is.
In the specific implementation, the target virtual objects at the same refreshing time are further sorted according to the role types of the target virtual objects, and the refreshing sequence of the target virtual objects is determined through the refreshing time and the role types, so that the situation that the number of the target virtual objects is larger than a first updating threshold after the target virtual objects in the target scene area are refreshed is greatly reduced, the target virtual roles in the target scene area are attacked by more target virtual objects, and the strangulation efficiency of the target virtual roles is improved.
In a game scene, areas may be divided according to different functions, and the density of virtual characters corresponding to different functions is also different, for example, a daily task area may have a greater number of virtual characters than other scene areas, so that to improve the strangulation efficiency of the virtual characters, an adjustment range for adjusting the first threshold needs to be increased, that is, step S102 includes:
step 1024, if the target scene area is a daily task area, determining a first update threshold of the target virtual object in the target scene area by using a second amplitude value;
step 1025, if the target scene area is an unusual task area, determining a first update threshold of the target virtual object in the target scene area by using a third amplitude value; wherein the second amplitude is greater than the third amplitude.
In step 1024 and step 1025, the second amplitude may be a number or a ratio, and the third amplitude may be a number or a ratio.
In specific implementation, compared with an uncommon task area, the intensity of the target virtual role is higher in the everyday task area than in the non-everyday task area, so that when the first threshold is adjusted for the everyday task area, the adjustment needs to be performed with a higher adjustment amplitude, that is, the second amplitude is larger than the third amplitude, so as to obtain the first update threshold. The method for adjusting the first threshold value can enable the number of the target virtual objects in the target scene area to fully meet the strangulation efficiency of the virtual characters, increase the refreshing number of the target virtual objects in the area with higher density of the virtual characters, reduce the refreshing frequency of the target virtual objects in the target scene area, and further reduce the refreshing work of the server.
For example, if the first threshold values of the daily task area and the non-daily task area are both 100, and the density of the target virtual character is higher in the daily task area than in the non-daily task area, the first update threshold value of the daily task area is adjusted to 150, the second amplitude value of the first update threshold value of the daily task area is adjusted to 50, and the first update threshold value of the non-daily task area is adjusted to 120, and the second amplitude value of the first update threshold value of the non-daily task area is adjusted to 20.
In the game scenario, the types of the target virtual objects include a clustering type, and the target virtual objects of the clustering type appear in groups, for example, each group includes 5-8 target virtual objects. When refreshing the clustered target virtual object, in order to provide a more reasonable experience to the player, it is necessary to ensure that the target virtual object is refreshed (i.e., the number is complemented) without being attacked or being attacked, that is, step S103 includes:
step 1033, determining whether a target virtual object in a fighting state exists in the at least one group of clustered target virtual objects, where the fighting state is that the target virtual object executes attack logic and/or executes attacked logic within a preset time period;
step 1034, if the target virtual object in the fighting state exists, delaying the refreshing of the target virtual object of the clustering type to which the target virtual object belongs, and refreshing and generating the target virtual object except the clustering type in the target scene area.
In step 1033, the combat state is that the target virtual object executes attack logic and/or executes attacked logic within a preset time period, where the execution attack logic is that the target virtual object attacks the virtual character, and the execution attacked logic is that the virtual character attacks the target virtual object.
In step 1034, if the target virtual object of the group type in the battle state exists in the target scene area, it indicates that a virtual character exists in the vicinity of the target virtual object of the group type, in this case, updating the target virtual object of the group type may cause the target virtual character to kill the target virtual object and refresh the target virtual object, which is unreasonable, and therefore, it is necessary to refresh the target virtual objects other than the group type and to refresh the target virtual object of the group type to which the target virtual object belongs after a delay.
For example, if a target virtual object of a grouping type in a battle state exists in the target scene area, the target virtual object of the grouping type in the target scene area may be refreshed after 8 seconds.
In the game scene, the refresh position of each target virtual object is basically fixed, but sometimes the distance between the refresh position of the target virtual object and the position of the target virtual character is long, in order to improve the strangulation efficiency of the virtual character in the target scene area, the refresh position of the target virtual object can be properly adjusted when the target virtual object in the target scene area is refreshed, therefore, step 103 includes:
1035, determining whether a target virtual character exists in a target scene area in the game scene;
step 1036, if the target virtual role exists in the target scene area, refreshing and generating the target virtual object corresponding to the first updating threshold value in the target scene area;
step 1037, if the target virtual character does not exist in the target scene area, determining the area where the target virtual character is located as a new target scene area;
step 1038, refreshing and generating the target virtual object corresponding to the first updating threshold in the new target scene area.
In the above steps 1035 to 1038, if the target virtual character exists in the target scene area, the target virtual object corresponding to the first update threshold is directly generated by refreshing in the target scene area, so that the target virtual character can discover the target virtual object in time, and the strangeness efficiency of the target virtual character is improved. And, if the refresh location of the refreshed target virtual object is not within the target scene area, the refresh location of the refreshed target virtual object may be adjusted to be within the target scene area. If the target virtual character does not exist in the target scene area, which indicates that the position of the target virtual character has moved, a new target scene area needs to be adjusted according to the position of the target virtual character, so that the target virtual object updated in the target scene area is located near the target virtual character, the target virtual character can find the target virtual object as soon as possible, and the strangeness killing efficiency of the target virtual character is improved.
In this application, when the actual duration changes, in addition to adjusting the first threshold, the second threshold may be adjusted, and step 104 includes:
step 1041, if the actual duration is less than a first preset duration and the second threshold is less than a second upper threshold, increasing the second threshold by a fourth amplitude to obtain a second updated threshold; wherein the second upper threshold is a maximum value of the number of target virtual objects that determine to refresh the target virtual object in the target scene area;
step 1042, if the actual duration is greater than a second preset duration and the second threshold is greater than a second lower threshold, lowering the second threshold by the fourth amplitude to obtain the second update threshold; wherein the second lower threshold is a minimum value of the number of target virtual objects determined to refresh the target virtual object in the target scene area;
step 1043, if the actual duration is between the first preset duration and the second preset duration, or the actual duration is less than the first preset duration and the second threshold is equal to a second preset upper threshold, or if the actual duration is greater than the second preset duration and the second threshold is equal to a second preset lower threshold, determining the second threshold as the second updating threshold.
In step S1041, a second threshold is used to determine a time when the target virtual object is refreshed in the target scene area. Therefore, a second upper threshold corresponding to a second threshold is a maximum value of the number of target virtual objects for determining to refresh the target virtual objects in the target scene area; the second lower threshold corresponding to the second threshold is a minimum value of the number of the target virtual objects for determining that the target virtual objects are refreshed in the target scene area. The fourth amplitude is a magnitude for adjusting the second threshold, and is set artificially, and the fourth amplitude may be a number or a proportion.
In specific implementation, when the actual duration is less than the first preset duration and the second threshold does not reach the second upper threshold yet, it is indicated that the speed at which the target virtual object in the target scene area is destroyed is fast, and the strangulation efficiency of the target virtual character is high, the second threshold needs to be increased, that is, the second threshold of the target virtual object in the target scene area is adjusted by the fourth amplitude, so as to obtain the second updated threshold.
In the step 1042, when the actual duration is greater than the second preset duration and the second threshold does not reach the second lower threshold yet, it is indicated that the speed at which the target virtual object in the target scene area is destroyed is slow and the efficiency of killing the strange of the target virtual character is low, the second threshold needs to be decreased, that is, the second threshold of the target virtual object in the target scene area is adjusted by the fourth amplitude to obtain the second updated threshold.
In the above step 1043, if the actual time length is between the first preset time length and the second preset time length, it indicates that the strangulation efficiency of the virtual character in the target scene area is reasonable, and therefore, the second threshold does not need to be adjusted. If the actual duration is less than the first preset duration, the second threshold is equal to a second preset upper threshold, and the second threshold is the second preset upper threshold, the second threshold cannot be adjusted, so that the second threshold is determined as a second updating threshold. If the actual time length is greater than a second preset time length, the second threshold is equal to a second preset lower threshold, and the second threshold is the second preset lower threshold, the second threshold cannot be adjusted, so that the second threshold is determined as a second updating threshold.
In a game scene, the amplitudes of the first threshold adjustment values corresponding to different functional regions are different, and similarly, the amplitudes of the second threshold adjustment values corresponding to different functional regions may also be different, that is, step 104 includes:
step 1044 of determining a second update threshold of the target virtual object in the target scene area by using a fifth amplitude value if the target scene area is a daily task area;
step 1045, if the target scene area is an unusual task area, determining a second update threshold of the target virtual object in the target scene area by using a sixth amplitude value; wherein the fifth amplitude is greater than the sixth amplitude.
In the above step 1044 and step 1045, the fifth amplitude may be a number or a ratio, and the sixth amplitude may be a number or a ratio.
In specific implementation, compared with an uncommon task area, the intensity of the target virtual role is higher in the everyday task area than in the non-everyday task area, so that when the second threshold is adjusted for the everyday task area, the adjustment needs to be performed with a higher adjustment range, that is, the fifth amplitude is greater than the sixth amplitude, so as to obtain the second update threshold. The method for adjusting the second threshold value can enable the number of the target virtual objects in the target scene area to fully meet the strangulation efficiency of the target virtual characters, increase the refreshing number of the target virtual objects in the area with higher density of the target virtual characters, reduce the refreshing frequency of the target virtual objects in the target scene area, and further reduce the refreshing work of the server.
An embodiment of the present application provides a device for refreshing a virtual object in a game, as shown in fig. 3, where the game corresponds to a game scene, and the device for refreshing a virtual object includes:
a first determining module 301, configured to determine, when a number of target virtual objects within a target scene area in the game scene satisfies a first threshold, an actual duration for which the number of target virtual objects within the target scene area decreases from the first threshold to a second threshold, where the second threshold is lower than the first threshold;
a second determining module 302, configured to determine a first update threshold of the target virtual object in the target scene area according to the actual duration;
a refreshing module 303, configured to refresh the target virtual object corresponding to the first update threshold in the target scene area.
Optionally, the refreshed device further includes:
the third determining module is used for updating the second threshold value according to the actual duration to obtain a second updated threshold value;
the refresh apparatus further includes:
and the stopping module is used for taking the first updating threshold as a new first threshold, taking the second updating threshold as a new second threshold, and returning to the step of determining the actual duration of the reduction of the number of the target virtual objects in the target scene area from the first threshold to the second threshold until the condition of stopping refreshing is met.
Optionally, the second determining module includes:
a first determining unit, configured to increase the first threshold by a first amplitude value if the actual duration is less than a first preset duration and the first threshold is less than a first upper threshold, so as to obtain the first update threshold; wherein the first upper threshold is a maximum value of the number of the target virtual objects;
a second determining unit, configured to reduce the first threshold by the first amplitude to obtain the first update threshold if the actual duration is greater than a second preset duration and the first threshold is greater than a first lower threshold; wherein the first lower threshold is a minimum value of the number of target virtual objects;
a third determining unit, configured to determine the first threshold as the first update threshold if the actual duration is between the first preset duration and the second preset duration, or if the actual duration is less than the first preset duration and the first threshold is equal to a first preset upper threshold, or if the actual duration is greater than the second preset duration and the first threshold is equal to a first preset lower threshold.
Optionally, the refresh module includes:
the time determining unit is used for determining the refreshing time of each target virtual object according to the death time of each target virtual object in the list to be refreshed;
the sequence determining unit is used for determining the refreshing sequence of each target virtual object according to the refreshing time of each target virtual object;
and the first refreshing unit is used for refreshing and generating the target virtual object corresponding to the first updating threshold value in the target scene area according to the refreshing sequence of each target virtual object.
Optionally, the order determining unit includes:
and the sequence determining subunit is used for determining the refreshing sequence of each target virtual role according to the refreshing time and the role type of each target virtual object.
Optionally, the second determining module includes:
a first adjusting unit, configured to determine a first update threshold of the target virtual object in the target scene area by using a second amplitude value if the target scene area is a daily task area;
a second adjusting unit, configured to determine, if the target scene area is an uncommon task area, a first update threshold of the target virtual object in the target scene area by using a third amplitude value; wherein the second amplitude is greater than the third amplitude.
Optionally, the refresh module includes:
the first judging unit is used for judging whether a target virtual object in a fighting state exists in the target virtual objects of the at least one group of clustering types, wherein the fighting state is that the target virtual object executes attack logic and/or executes attacked logic within a preset time period;
and the second refreshing unit is used for delaying refreshing the target virtual object of the clustering type to which the target virtual object belongs and refreshing and generating the target virtual object except the clustering type in the target scene area if the target virtual object in the fighting state exists.
Optionally, the refresh module includes:
a second judgment unit, configured to judge whether a target virtual character exists in a target scene area in the game scene;
a third updating unit, configured to update and generate the target virtual object corresponding to the first updating threshold in the target scene area if the target virtual character exists in the target scene area;
the updating unit is used for determining the area where the target virtual character is located as a new target scene area if the target virtual character does not exist in the target scene area;
and the fourth refreshing unit is used for refreshing and generating the target virtual object corresponding to the first updating threshold in the new target scene area.
Optionally, the apparatus further comprises:
the size determining module is used for determining a target scene area in the game scene according to the size of a graphical user interface provided by the terminal equipment corresponding to the target virtual character and the density of the target virtual object in the game scene; and the terminal equipment displays part of game scenes and the target virtual character through the graphical user interface.
Optionally, the refresh apparatus further includes:
and the display module is used for displaying the refreshed target virtual object on the graphical user interface.
Optionally, the third determining module includes:
a fourth determining unit, configured to increase the second threshold by a fourth amplitude value if the actual duration is less than a first preset duration and the second threshold is less than a second upper threshold, so as to obtain a second updated threshold; wherein the second upper threshold is a maximum value of the number of target virtual objects;
a fifth determining unit, configured to decrease the second threshold by the fourth amplitude value if the actual duration is greater than a second preset duration and the second threshold is greater than a second lower threshold, so as to obtain a second updated threshold; wherein the second lower threshold is a minimum value of the number of target virtual objects;
a sixth determining unit, configured to determine the second threshold as the second update threshold if the actual duration is between the first preset duration and the second preset duration, or if the actual duration is less than the first preset duration and the second threshold is equal to the second preset upper threshold, or if the actual duration is greater than the second preset duration and the second threshold is equal to the second preset lower threshold.
Corresponding to the method for refreshing the virtual object in the game in fig. 1, an embodiment of the present application further provides a computer device 400, as shown in fig. 4, the device includes a memory 401, a processor 402, and a computer program stored on the memory 401 and operable on the processor 402, where the processor 402 implements the method for refreshing the virtual object in the game when executing the computer program.
Specifically, the memory 401 and the processor 402 can be general memories and processors, which are not limited to the specific embodiments, and when the processor 402 runs the computer program stored in the memory 401, the refreshing method of the virtual object in the game can be executed, so that the problem that the efficiency of killing the monsters by the player does not match the refreshing speed of the monsters in the prior art is solved.
Corresponding to the method for refreshing the virtual object in the game in fig. 1, an embodiment of the present application further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and the computer program is executed by a processor to perform the steps of the method for refreshing the virtual object in the game.
Specifically, the storage medium can be a general-purpose storage medium, such as a mobile disk, a hard disk, and the like, when a computer program on the storage medium is executed, the method can execute the method for refreshing the virtual objects in the game, and solves the problem that the efficiency of killing monsters by players does not match with the refreshing speed of monsters in the prior art, the method monitors the number of target virtual objects in the target scene area, determines the actual time length for which the number of target virtual objects in the target scene area decreases from the first threshold value to the second threshold value when the number of target virtual objects meets the first threshold value, then adjusts the first threshold value to the first updating threshold value according to the actual time length, refreshes the target virtual objects in the target scene area according to the first updating threshold value, so that the number of target virtual objects obtained by refreshing can be the target virtual objects which can be killed as soon as possible in the target scene area by the target virtual character, the strangulation efficiency of the target virtual character in the target scene area is matched with the refreshing speed of the target virtual object in the target scene area, and the strangulation efficiency of the target virtual character is improved.
In the embodiments provided in the present application, it should be understood that the disclosed method and apparatus may be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions when actually implemented, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus once an item is defined in one figure, it need not be further defined and explained in subsequent figures, and moreover, the terms "first", "second", "third", etc. are used merely to distinguish one description from another and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the present disclosure, which should be construed in light of the above teachings. Are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (14)

1. A method for refreshing a virtual object in a game, wherein the game corresponds to a game scene, and the method for refreshing the virtual object in the game comprises the following steps:
determining an actual time length for which the number of target virtual objects within a target scene area within the game scene falls from a first threshold to a second threshold when the number of target virtual objects within the target scene area satisfies the first threshold, wherein the second threshold is lower than the first threshold;
determining a first updating threshold value of the target virtual object in the target scene area according to the actual duration;
and refreshing and generating the target virtual object corresponding to the first updating threshold value in the target scene area.
2. The refresh method of claim 1, wherein while determining the first update threshold for the target virtual object within the target scene area based on the actual time duration, the refresh method further comprises:
updating the second threshold value according to the actual duration to obtain a second updated threshold value;
after the target virtual object corresponding to the first update threshold is refreshed and generated in the target scene area, the refreshing method further includes:
and taking the first updating threshold as a new first threshold, taking the second updating threshold as a new second threshold, and returning to the step of determining the actual duration of the reduction of the number of the target virtual objects in the target scene area from the first threshold to the second threshold until the refreshing stopping condition is met.
3. The refresh method of claim 1, wherein determining a first update threshold for the target virtual object within the target scene area based on the actual duration comprises:
if the actual duration is less than a first preset duration and the first threshold is less than a first upper threshold, increasing the first threshold by a first amplitude to obtain a first updating threshold; wherein the first upper threshold is a maximum value of the number of the target virtual objects;
if the actual duration is greater than a second preset duration and the first threshold is greater than a first lower threshold, reducing the first threshold by the first amplitude to obtain a first updating threshold; wherein the first lower threshold is a minimum value of the number of target virtual objects;
if the actual time length is between the first preset time length and the second preset time length, or the actual time length is smaller than the first preset time length and the first threshold is equal to a first preset upper threshold, or if the actual time length is larger than the second preset time length and the first threshold is equal to a first preset lower threshold, the first threshold is determined as the first updating threshold.
4. The method according to claim 1, wherein refreshing the target virtual object corresponding to the generation of the first update threshold in the target scene area comprises:
determining the refreshing time of each target virtual object according to the death time of each target virtual object in the list to be refreshed;
determining the refreshing sequence of each target virtual object according to the refreshing time of each target virtual object;
and according to the refreshing sequence of each target virtual object, refreshing and generating the target virtual object corresponding to the first updating threshold value in the target scene area.
5. The refresh method of claim 4, wherein determining the refresh sequence of each target virtual object according to the refresh time of each target virtual object comprises:
and determining the refreshing sequence of each target virtual role according to the refreshing time and the role type of each target virtual object.
6. The refresh method of claim 1, wherein determining a first update threshold for the target virtual object within the target scene area comprises:
if the target scene area is a daily task area, determining a first updating threshold value of the target virtual object in the target scene area by adopting a second amplitude value;
if the target scene area is an uncommon task area, determining a first update threshold of the target virtual object in the target scene area by adopting a third amplitude value; wherein the second amplitude is greater than the third amplitude.
7. The refresh method according to claim 1, wherein the target virtual objects include at least one group of target virtual objects of a clustering type, and refreshing the target virtual objects corresponding to the generation of the first update threshold in the target scene area comprises:
judging whether a target virtual object in a fighting state exists in the at least one group of target virtual objects, wherein the fighting state is that the target virtual object executes attack logic and/or executes attacked logic within a preset time period;
if the target virtual object in the fighting state exists, the target virtual object of the clustering type to which the target virtual object belongs is delayed to be refreshed, and the target virtual object outside the clustering type is refreshed in the target scene area.
8. The method according to claim 1, wherein refreshing the target virtual object corresponding to the generation of the first update threshold in the target scene area comprises:
judging whether a target virtual character exists in a target scene area in the game scene;
if the target virtual role exists in the target scene area, refreshing and generating the target virtual object corresponding to the first updating threshold value in the target scene area;
if the target virtual role does not exist in the target scene area, determining the area where the target virtual role is located as a new target scene area;
and refreshing and generating the target virtual object corresponding to the first updating threshold value in the new target scene area.
9. The refresh method of claim 8, further comprising:
determining a target scene area in the game scene according to the size of a graphical user interface provided by the terminal device corresponding to the target virtual character and the density of the target virtual object in the game scene; and the terminal equipment displays part of game scenes and the target virtual character through the graphical user interface.
10. The refresh method according to claim 1, wherein after the target virtual object corresponding to the first update threshold is refreshed and generated in the target scene area by providing a graphical user interface through a terminal device, the refresh method further comprises:
and displaying the refreshed target virtual object on the graphical user interface.
11. The refresh method of claim 2, wherein updating the second threshold according to the actual duration to obtain a second updated threshold comprises:
if the actual duration is less than a first preset duration and the second threshold is less than a second upper threshold, increasing the second threshold by a fourth amplitude to obtain a second updating threshold; wherein the second upper threshold is a maximum value of the number of target virtual objects;
if the actual time length is greater than a second preset time length and the second threshold is greater than a second lower threshold, reducing the second threshold by the fourth amplitude to obtain a second updating threshold; wherein the second lower threshold is a minimum value of the number of target virtual objects;
if the actual time length is between the first preset time length and the second preset time length, or the actual time length is smaller than the first preset time length and the second threshold is equal to a second preset upper threshold, or if the actual time length is larger than the second preset time length and the second threshold is equal to a second preset lower threshold, the second threshold is determined as the second updating threshold.
12. A device for refreshing a virtual object in a game, wherein the game corresponds to a game scene, the device comprising:
a first determination module, configured to determine, when a number of target virtual objects within a target scene area in the game scene satisfies a first threshold, an actual duration for which the number of target virtual objects within the target scene area decreases from the first threshold to a second threshold, where the second threshold is lower than the first threshold;
a second determining module, configured to determine, according to the actual duration, a first update threshold of the target virtual object in the target scene area;
and the refreshing module is used for refreshing and generating the target virtual object corresponding to the first updating threshold value in the target scene area.
13. A computer arrangement comprising a memory, a processor and a computer program stored on the memory and executable on the processor, characterized in that the steps of the method according to any of the preceding claims 1-11 are implemented by the processor when executing the computer program.
14. A computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, is adapted to carry out the steps of the method of any one of the preceding claims 1 to 11.
CN202110426881.3A 2021-04-20 2021-04-20 Refreshing method, refreshing device, equipment and medium for virtual object in game Pending CN113101669A (en)

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