CN113509723B - Interaction method and device for fight game, computer storage medium and electronic equipment - Google Patents

Interaction method and device for fight game, computer storage medium and electronic equipment Download PDF

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Publication number
CN113509723B
CN113509723B CN202110912824.6A CN202110912824A CN113509723B CN 113509723 B CN113509723 B CN 113509723B CN 202110912824 A CN202110912824 A CN 202110912824A CN 113509723 B CN113509723 B CN 113509723B
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virtual
fight
combat
area
candidate
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CN113509723A (en
Inventor
王程之
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • 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
    • A63F13/843Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
    • 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
    • A63F2300/30Features 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 output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The disclosure relates to the technical field of games, and provides an interaction method of a fight game, an interaction device of the fight game, a computer storage medium and electronic equipment, wherein the interaction method of the fight game comprises the following steps: providing a graphical user interface through terminal equipment, wherein the graphical user interface is at least provided with a fight area and a candidate area, the candidate area comprises at least one virtual fight object, and the virtual fight object is displayed in the fight area in response to a dragging operation acting on the virtual fight object, and the dragging operation is an operation of dragging the virtual fight object from a first candidate position to a first control area; and controlling to change the display position of the virtual fight object in the fight area in response to the touch operation acted on the first control area so as to change the virtual fight object from the first display position to the second display position. The method and the device can reduce the operation complexity of the self-propelled chess game and realize one-hand operation.

Description

Interaction method and device for fight game, computer storage medium and electronic equipment
Technical Field
The disclosure relates to the technical field of games, and in particular relates to an interaction method of a fight game, an interaction device of the fight game, a computer storage medium and electronic equipment.
Background
The self-playing chess is an emerging chess game, and after the two players place the owned virtual fight objects (commonly called as 'chesses') on the chessboard, the game application program automatically controls the virtual fight objects to fight and outputs fight results.
However, in the current mobile terminal self-playing game, a player needs to switch among a plurality of interfaces when adjusting the array capacity, the operation is complex and complicated, the array capacity information is inconvenient to memorize, and meanwhile, when the screen of the mobile terminal is larger, the single-hand operation of the player is inconvenient to realize the chessboard design of the existing game.
It should be noted that the information disclosed in the foregoing background section is only for enhancing understanding of the background of the present disclosure.
Disclosure of Invention
The invention aims to provide an interaction method of a fight game, an interaction device of the fight game, a computer storage medium and electronic equipment, so that the defects of complex operation and inconvenience in one-hand operation in the related self-propelled chess game are overcome at least to a certain extent.
Other features and advantages of the present disclosure will be apparent from the following detailed description, or may be learned in part by the practice of the disclosure.
According to a first aspect of the present disclosure, there is provided an interaction method of a combat game, including: providing a graphical user interface through a terminal device, wherein the graphical user interface at least displays a fight area and a candidate area, and the candidate area comprises at least one virtual fight object, and the method comprises the following steps: displaying the virtual combat object in the combat zone in response to a drag operation acting on the virtual combat object, wherein the drag operation is an operation of dragging the virtual combat object from a first candidate location to a first control zone; and controlling to change the display position of the virtual fight object in the fight area in response to the touch operation acted on the first control area so as to change the virtual fight object from the first display position to the second display position.
In an exemplary embodiment of the present disclosure, the first control region is located within the candidate region.
In an exemplary embodiment of the present disclosure, the method further comprises: and when the drag operation starts, graphically displaying the first control area.
In an exemplary embodiment of the present disclosure, the method further comprises: and hiding the first control area when the touch operation on the first control area is finished.
In an exemplary embodiment of the present disclosure, the step of displaying the virtual fight object within the fight area includes: determining an initial display position of the virtual fight object, wherein the initial display position is a random display position or a default display position in the fight area; if the initial display position is empty, displaying the virtual fight object at the initial display position; and if the initial display position is not empty, deleting the virtual fight object displayed in the initial display position and displaying the virtual fight object.
In an exemplary embodiment of the present disclosure, the method further comprises: and responding to the touch operation of the virtual fight object displayed in the fight area, and controlling to delete the virtual fight object displayed in the fight area.
In an exemplary embodiment of the present disclosure, the touch operation for the virtual combat object displayed in the combat area includes: clicking operation of a virtual fight object displayed in the fight area is acted; and/or drag operation of dragging the virtual fight object displayed in the fight area from the fight area to a second control area; and/or drag operation of dragging the virtual fight object displayed in the fight area to the outside of the fight area.
In an exemplary embodiment of the present disclosure, after displaying the virtual combat object within the combat zone, the method further includes: displaying the first candidate position in the candidate region as blank; or controlling the virtual fight objects positioned behind the first candidate position in the candidate region to sequentially complement each other so as to cover the first candidate position; or redisplaying the virtual fight object at the first candidate position.
In an exemplary embodiment of the present disclosure, after redisplaying the virtual combat object at the first candidate location, the method further includes: controlling to delete the virtual fight object displayed in the fight area in response to a touch operation acting on the virtual fight object displayed in the first candidate position; the touch operation comprises a clicking operation of the virtual fight object acting on the first candidate position; and/or drag operation of dragging the virtual fight object at the first candidate position from the first candidate position to a second control area.
In an exemplary embodiment of the present disclosure, after the step of controlling the changing of the display position of the virtual fight object within the fight zone, the method further comprises: and responding to an array holding instruction, and generating first combat array information according to the virtual combat object displayed in the combat zone and the display position of the virtual combat object in the combat zone.
In an exemplary embodiment of the present disclosure, the step of causing the virtual fight object to change from the first display position to the second display position includes: determining whether the second display position is empty; if yes, displaying the virtual fight object at the second display position; and if not, deleting the virtual fight object displayed in the second display position and displaying the virtual fight object.
In an exemplary embodiment of the present disclosure, the graphical user interface further comprises a stumbling effect display area, the method further comprising: and graphically displaying a binding effect identifier corresponding to the binding effect triggered by the battle array capacity formed by the virtual battle objects in the battle area in the binding effect display area.
In an exemplary embodiment of the present disclosure, after the step of graphically displaying the friendship effect identification corresponding to the friendship effect triggered by the battle array capacity constituted by the virtual battle object in the battle area in the friendship effect display area, the method further includes: in response to the addition or deletion of the virtual combat object within the combat zone, a stumbling effect identification is newly added or the displayed stumbling effect identification is updated within the stumbling effect display zone.
In an exemplary embodiment of the present disclosure, the step of adding a binding attribute identifier in the binding effect display area specifically includes: responding to the new addition of the virtual fight objects in the fight area, and acquiring attributes of the new addition of the virtual fight objects and other virtual fight objects in the fight area, wherein the attributes are used for indicating triggerable stumbling effects of different virtual fight objects; and in response to the attribute combination relation satisfied between the newly added virtual fight object and the other virtual fight objects, newly adding a corresponding stumbling effect identifier in the stumbling effect display area.
In an exemplary embodiment of the present disclosure, the step of updating the displayed indicator of the binding attribute within the binding effect display area specifically includes: in response to the deletion of the virtual combat object within the combat zone, obtaining attributes of the deleted virtual combat object and other virtual combat objects of the combat zone, wherein the attributes are used for indicating triggerable stumbling effects of combinations of different virtual combat objects; updating the displayed stumbling effect identification within the stumbling effect display area in response to the attribute combination relationship satisfied between the deleted virtual combat object and the other virtual combat object.
In an exemplary embodiment of the present disclosure, the method further comprises: and responding to the clicking operation of the virtual fight object in the candidate area, and displaying detailed information of the virtual fight object, wherein the detailed information at least comprises attributes of the virtual fight object, and the attributes are used for indicating triggerable stumbling effects of different virtual fight objects.
In an exemplary embodiment of the present disclosure, the combat zone is located above the candidate zone; the first control region is located at a lower left corner or a lower right corner of the candidate region.
According to a second aspect of the present disclosure, there is provided an interactive apparatus for a combat game, comprising: providing a graphical user interface through a terminal device, wherein the graphical user interface at least displays a fight area and a candidate area, and the candidate area comprises at least one virtual fight object, and the device comprises: an object display module configured to display the virtual combat object in the combat area in response to a drag operation acting on the virtual combat object, wherein the drag operation is an operation of dragging the virtual combat object from a first candidate position to a first control area; and the position changing module is used for controlling and changing the display position of the virtual fight object in the fight area in response to the touch operation acted on the first control area so as to change the virtual fight object from the first display position to the second display position.
According to a third aspect of the present disclosure, there is provided a computer storage medium having stored thereon a computer program which, when executed by a processor, implements the interactive method of a combat game as described in the first aspect above.
According to a fourth aspect of the present disclosure, there is provided an electronic device comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the interactive method of the game of battle of the first aspect described above via execution of the executable instructions.
As can be seen from the above technical solutions, the interaction method of the fight game, the interaction device of the fight game, the computer storage medium, and the electronic device in the exemplary embodiments of the present disclosure have at least the following advantages and positive effects:
In the technical solutions provided in some embodiments of the present disclosure, on one hand, the fight area and the candidate area are displayed on the graphical user interface at the same time, the fight area and the candidate area are integrated in the same graphical user interface, and when an operation of dragging the virtual fight object from the first candidate position (located in the candidate area) to the first control area is received, the virtual fight object is displayed in the fight area, so that the player can display the virtual fight object in the candidate area into the fight area without switching the interface, thereby realizing adjustment of the fight capacity, solving the problem that the player is required to continuously switch among multiple interfaces in the relevant self-propelled chess game to adjust the fight capacity, and improving the operation convenience. On the other hand, by setting the first control area, when the touch operation acting on the first control area is received, the display position of the virtual fight object in the fight area is controlled to be changed, so that the user can change the virtual fight object from the first display position to the second display position only through simple touch in the first control area, the operation flow can be simplified, the operation range of fingers can be reduced, the one-hand operation of the user can be realized, and the operation efficiency can be improved.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the disclosure and together with the description, serve to explain the principles of the disclosure. It will be apparent to those of ordinary skill in the art that the drawings in the following description are merely examples of the disclosure and that other drawings may be derived from them without undue effort.
FIGS. 1A-1F show a schematic diagram of an operational flow in a related self-play game;
FIG. 2 illustrates a flow diagram of an interactive method of a combat game in an embodiment of the present disclosure;
FIG. 3 illustrates a schematic diagram of a game display interface in an embodiment of the present disclosure;
FIG. 4 illustrates a schematic diagram of another game display interface in an embodiment of the present disclosure;
FIG. 5 illustrates a flow chart of displaying a virtual combat object within a combat zone in an embodiment of the present disclosure;
FIG. 6 illustrates a schematic diagram of yet another game display interface in an embodiment of the present disclosure;
FIG. 7 illustrates a schematic diagram of yet another game display interface in an embodiment of the present disclosure;
FIG. 8 illustrates a schematic diagram of a game display interface in an embodiment of the present disclosure;
FIG. 9 illustrates a flow diagram of adding a splice effect identification within a splice effect display area in an embodiment of the present disclosure;
FIG. 10 illustrates a flow diagram of updating a displayed delinquent effect identification within a delinquent effect display region;
FIG. 11 illustrates a schematic structural diagram of an interactive apparatus for a combat game in an exemplary embodiment of the present disclosure;
fig. 12 shows a schematic structural diagram of an electronic device in an exemplary embodiment of the present disclosure.
Detailed Description
Example embodiments will now be described more fully with reference to the accompanying drawings. However, the exemplary embodiments may be embodied in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of embodiments of the present disclosure. One skilled in the relevant art will recognize, however, that the aspects of the disclosure may be practiced without one or more of the specific details, or with other methods, components, devices, steps, etc. In other instances, well-known technical solutions have not been shown or described in detail to avoid obscuring aspects of the present disclosure.
The terms "a," "an," "the," and "said" are used in this specification to denote the presence of one or more elements/components/etc.; the terms "comprising" and "having" are intended to be inclusive and mean that there may be additional elements/components/etc. in addition to the listed elements/components/etc.; the terms "first" and "second" and the like are used merely as labels, and are not intended to limit the number of their objects.
Furthermore, the drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and thus a repetitive description thereof will be omitted. Some of the block diagrams shown in the figures are functional entities and do not necessarily correspond to physically or logically separate entities.
FIGS. 1A-1F show a schematic diagram of the operation flow of the related self-playing game, as shown in FIGS. 1A-1F, when the user needs to adjust the battle array, the following operations are needed in sequence:
① Clicking a 'chessboard' button on the array capacity;
② Press and drag the chessman;
③ Clicking a button to save the configuration;
④ Clicking a closing button to exit the interface;
⑤ Clicking the army lineup;
⑥ The array properties are checked.
Therefore, the scheme has the advantages of large operation amount, long operation flow and lower efficiency, and a user cannot check the fight array capacity attribute at the same time when adjusting the positions of the chessmen, if the array capacity attribute needs to be checked, the current interface needs to be closed, the interface content of the upper layer is returned, then the array capacity list is clicked to open the array capacity attribute panel, the operation is long, and the memory of the user is inconvenient. Meanwhile, when the screen size is larger, the related self-propelled chess game is often difficult to operate by one hand, the user needs to use the other hand to perform auxiliary operation, and the user experience is poor.
In view of this, in the embodiments of the present disclosure, an interaction method for a combat game is provided first, which overcomes, at least to some extent, the drawbacks of complex operation flow and high difficulty of one-hand operation in a related self-playing chess game.
Fig. 2 is a flow chart illustrating an interaction method of a combat game in an embodiment of the present disclosure, and an execution subject of the interaction method of the combat game may be a client that runs the combat game. Specifically, when the fight game is a stand-alone game (that is, an electronic game that can be independently executed using only one computer or other game platform), the client may directly process the game operation after receiving the game operation instruction, and display the operation result. When the fight game is a network game (that is, an individual multi-player online game with considerable sustainability, which aims to achieve entertainment, leisure, communication and virtual achievement, by taking the internet as a transmission medium, taking a game operator server and a user computer as a processing terminal and taking game client software as an information interaction window), the client can upload relevant operation data to the game server after receiving a game operation instruction, and display an operation result according to feedback data of the game server.
Referring to fig. 2, an interactive method of a combat game according to an embodiment of the present disclosure includes the steps of:
step S210, responding to the drag operation acted on the virtual fight object, and displaying the virtual fight object in the fight area;
In step S220, in response to the touch operation applied to the first control area, the control changes the display position of the virtual fight object in the fight area so that the virtual fight object is changed from the first display position to the second display position.
In the technical solution provided in the embodiment shown in fig. 2, on the one hand, by integrating the fight area and the candidate area in the same graphical user interface, and displaying the virtual fight object in the fight area when receiving the operation of dragging the virtual fight object from the first candidate position (located in the candidate area) to the first control area, the player can display the virtual fight object in the candidate area in the fight area without switching the interface, so as to realize adjustment of the fight capacity, solve the problem that the player needs to continuously switch among multiple interfaces in the relevant self-propelled chess game to adjust the fight capacity, and improve the operation convenience. On the other hand, by setting the first control area, when the touch operation acting on the first control area is received, the display position of the virtual fight object in the fight area is controlled to be changed, so that the user can change the virtual fight object from the first display position to the second display position only through simple touch in the first control area, the operation flow can be simplified, the operation range of fingers can be reduced, the one-hand operation of the user can be realized, and the operation efficiency can be improved.
The specific implementation of the steps in fig. 2 is described in detail below:
The fight game in the present disclosure may be a self-propelled chess game, wherein the self-propelled chess is a chess game in which chess pieces are laid out in advance before the fight of a chess game, and in the fight process, the chess pieces can be automatically fighted according to the pre-layout. The chessman can be represented by a virtual fight object, and the virtual fight object automatically releases various skills to fight in the fight process. The fight is usually made by a round system, and when all the pieces of a fight party are gusted out (i.e. the life value of a virtual fight object is reduced to zero), the party is a loser of the fight.
In the combat stage, the user can purchase a virtual combat role by using virtual currency, the virtual combat object can be a virtual chess piece, a virtual character, a virtual animal, a cartoon character and the like, and the virtual combat object can be displayed by adopting a three-dimensional model so as to improve the image degree, and specifically, the virtual combat object can be set by himself according to actual conditions, and the invention is not particularly limited.
The interactive method of the fight game in the present disclosure may be applied to a terminal device that provides a graphical user interface. The terminal device may be any of a variety of electronic devices having a display screen and supporting web browsing, including, but not limited to, smart phones, tablet computers, car computers, laptop computers, desktop computers, and the like. A graphical user interface is a form of user interface that allows a user to interact with an electronic device not through a text interface, typing command labels, or text navigation, but through icons and visual indicators (e.g., auxiliary symbol cues).
For example, taking a combat game as a vertical screen game as an example, referring to fig. 3, fig. 3 shows a schematic diagram of a display interface of the combat game in an embodiment of the disclosure, 300 is the terminal device, 301 is the graphical user interface, at least one combat area 302 and one candidate area 303 are displayed in the graphical user interface, and in view of that the user operates the candidate area more frequently, the candidate area is located below the combat area in the disclosure, so that the user can operate the candidate area conveniently.
The combat zone 302, i.e. a zone for preparing combat and conducting combat in the self-propelled chess game, referring to fig. 3, may be displayed in the form of a chessboard, and the chessboard includes a plurality of combat chess grids with the same size, where the combat chess grids are used for placing the combat chess pieces in the combat process, and the shapes of the combat chess grids may be square, rectangular, circular, hexagonal, etc., and may be set by themselves according to practical situations, which is not particularly limited in the present disclosure.
The candidate area 303 is used for placing a number of virtual combat objects, which do not participate in combat during the combat process, and which can be adjusted by the player into the combat area during the preparation phase. For example, the candidate area may be set in a list form, and then, the user may view all the virtual combat objects in a manner of sliding up and down, so as to realize the visual and orderly display of the plurality of virtual combat objects.
Illustratively, when a single click operation for a virtual fight object within the candidate region is detected, for example: a clicking operation may display detailed information of the virtual combat object at the location where it is located, for example, attributes of the virtual combat object may be displayed to indicate a triggerable stumbling effect of a combination of different virtual combat objects.
Wherein each chess piece in the self-propelled chess game has respective attributes, and the attributes comprise at least two of the following attributes: the embodiment of the present application does not limit specific types of attributes, such as camping (e.g., a alliance, B alliance, center stand, etc.), occupation of the chess pieces (e.g., people, soldiers, americans, artillery, warriors, shooters, armies, stingers, gunmen, fighters, etc.), attack types of the chess pieces (e.g., magic, physical, etc.), identities of the chess pieces (e.g., noble, devil, fairy, etc.), vital values, attack forces, ranges, attack speeds, and detailed description information of what kind of stumbling effect the chess pieces and which combination of chess pieces can trigger, etc.
Optionally, each virtual fight object has at least two dimensions of attributes, and the equipment carried by the virtual fight object can promote the attributes of the virtual fight object.
Referring next to fig. 2, in step S210, a virtual fight object is displayed in a fight area in response to a drag operation acting on the virtual fight object.
In this step, when a drag operation of the user to drag the virtual fight object from the first candidate position (i.e., the position in the candidate area where the virtual fight object was located before being selected) to the first control area is detected, the virtual fight object may be displayed in the fight area.
Specifically, referring next to fig. 3, considering the operation habits (right-hand operation) of most users, the first control area 304 may be located at the lower right corner of the candidate area 303 to facilitate the flexible operation of the users, but may be located at the lower left corner, and may be set by themselves according to the actual situation, which is not particularly limited in the present disclosure. The first control area may be a virtual rocker area, based on which the selected virtual fight object may be controlled to move (may be set to move in 4 directions, 8 directions, or 360 degrees in all directions), so as to adjust the position of the virtual fight object in the fight area, thereby reducing the operation complexity, reducing the operation interruption caused by "multi-hand operation", "multi-interface jump", and so on, and improving the operation efficiency.
Thus, when a drag operation of the virtual fight object by the user is detected (or when a long press/hold by the user or a gravity press of 3Dtouch on a certain virtual fight object is detected), the first control area may be graphically displayed in the candidate area 303, for example: a transparent sector area is displayed suspended above the candidate area, whereby a virtual fight object shielding the lower right corner of the candidate area can be avoided. It should be noted that the first control area may be set to be square, round, rectangular or other irregular shapes, and may be set according to the actual situation, which is not particularly limited in the present disclosure.
After the first control area is graphically displayed, referring to fig. 4, fig. 4 shows a schematic diagram of another game display interface in an embodiment of the disclosure, specifically showing that in response to a drag operation applied to a virtual fight object, the schematic diagram of the virtual fight object is displayed in the fight area, and when the user drags the virtual fight object in the first control area in the lower right corner to the first candidate position, that is, a position area where the virtual fight object in the second row and the second column in the candidate area is located, the virtual fight object is displayed on the chessboard of the fight area.
When the virtual fight object is displayed in the fight area, reference may be made to fig. 5, and fig. 5 shows a flowchart of displaying the virtual fight object in the fight area in the embodiment of the disclosure, including step S501 to step S503:
in step S501, an initial display position of the virtual fight target is determined.
In this step, the initial display position may be a random display position or a default display position in the war zone.
In an optional embodiment, when the touch point of the drag operation is detected to enter the first control area, a display position may be randomly selected in the combat area, and the virtual combat object may be displayed on the random display position.
In an alternative embodiment, a default display position may be preset in the combat area, and when the touch point of the drag operation is detected to enter the first control area, the virtual combat object may be displayed in the default display position.
In an optional implementation manner, the first control area may be divided into a plurality of sub-areas in advance, when the touch point of the drag operation is detected to enter the first control area, the sub-area where the initial position of the touch point is located is determined, and when the initial position of the touch point is located in a different sub-area, different default display positions of the virtual fight object in the fight area are set. For example, when the touch point of the drag operation is detected to enter the sub-area a of the first control area, the virtual combat object may be displayed at a default display position a in the combat area; when the touch point of the drag operation is detected to enter the sub-area B of the first control area, the virtual fight object can be displayed at the default display position B in the fight area, and the virtual fight object can be set according to the actual situation.
In step S502, if the initial display position is empty, the virtual fight target is displayed in the initial display position.
In this step, it is possible to detect whether or not the initial display position is empty, and when the initial display position is empty, the virtual opponent can be displayed at the initial display position.
In step S503, if the initial display position is not empty, the virtual combat object displayed in the initial display position is deleted and the virtual combat object is displayed.
In this step, when the initial display position is detected not to be empty, the virtual fight target displayed in the initial display position may be deleted first, and the virtual fight target may be displayed in the initial display position.
After displaying the virtual fight object in the fight area, the first candidate position in the candidate area may be displayed as blank; or, sequentially complementing the virtual fight objects in the candidate region after the first candidate position in order to cover the first candidate position; or redisplaying the virtual fight object at the first candidate position.
With continued reference to fig. 2, in step S220, in response to the touch operation acting on the first control area, control changes the display position of the virtual fight object within the fight area such that the virtual fight object is changed from the first display position to the second display position.
In this step, after it is detected that the user drags the virtual combat object from the first candidate position to the first control area, if a touch operation (for example, a sliding operation continuous with the drag operation) is detected in the first control area when the touch point does not leave the first control area, the display position of the virtual combat object can be controlled to move synchronously with the touch point position of the touch operation, so that the display position of the virtual combat object in the combat area can be changed.
Specifically, reference may be made to fig. 6, and fig. 6 illustrates a schematic diagram of a game display interface according to an embodiment of the disclosure, specifically illustrating a schematic diagram of controlling changing a display position of a virtual combat object in a combat zone in response to a touch operation applied to the first control zone, and after a user drags the virtual combat object from a first candidate position to the first control zone, at this time, if it is detected that a user finger does not leave the first control zone and slides on the first control zone, the virtual combat object displayed in the combat zone may be controlled to move accordingly.
For example, when the user's finger is slid to the left, the virtual combat object can be controlled to move to the left of its initial display position, and when the user's finger is slid to the right, the virtual combat object can be controlled to move to the right of its initial display position. For example, when the user's finger slides 0.5 cm in the first control area, the virtual fight object may be preset to move 1 chess grid or the like in the same direction in the fight area, so as to ensure the accuracy of game control.
Further, when the virtual combat object moves to the second display position in the combat zone, referring to fig. 7, fig. 7 is a schematic diagram showing a game display interface in accordance with another embodiment of the present disclosure, specifically showing that if the touch operation is detected to be finished (i.e. the user releases the finger, and the finger leaves the first control zone), the virtual combat object is placed in the second display position so as to successfully add the virtual combat object in the combat zone. Meanwhile, with continued reference to fig. 7, when the touch operation acting on the first control area is detected to be finished, the first control area can be hidden, so that icons which are temporarily unavailable to the user can be hidden, the icon occupation of the graphical user interface is saved, and the interface is ensured to be concise.
When the virtual fight object is displayed at the second display position, whether the second display position is empty or not may be detected, and if the second display position is empty, the virtual fight object may be displayed at the second display position, otherwise, the virtual fight object originally displayed at the second display position may be deleted, and further, the virtual fight object may be placed at the second display position.
In an alternative implementation, referring to fig. 8, fig. 8 illustrates a schematic diagram of a game display interface in an embodiment of the disclosure, specifically illustrating deletion of a virtual fight object, after a user drags the virtual fight object to a first control area, if the user needs to regret (e.g., the user wants to discard the virtual fight object and reselect another virtual fight object in a candidate area), the virtual fight object may be directly dragged from the first control area to a second control area 305 (i.e., a semitransparent sector deletion area in the drawing) to discard the virtual fight object and delete the virtual fight object.
It should be noted that the second control area and the first control area are located at different positions of the candidate area, and there is no overlap between the two areas. For example, the first control region may be located at the lower right corner of the candidate region, and the second control region may be located at the lower left corner of the candidate region. Or the first control area may be located at the lower left corner of the candidate area, and the second control area may be located at the lower right corner of the candidate area, which may be set by itself according to the actual situation, which is not particularly limited in the present disclosure.
After the step S210, i.e., after the virtual combat object is displayed in the combat zone, if the user wants to adjust the combat lineup in the combat zone, the virtual combat object displayed in the combat zone may be touch-controlled to be deleted.
In an alternative embodiment, the user may click directly on the virtual combat object to be deleted, deleting it. At this time, whether the first candidate position where the deleted virtual object is initially located is empty may be detected, if so, the deleted virtual combat object may be directly displayed on the first candidate position, otherwise, a target position (for example, a position at the last of the list) may be newly added in the candidate area, and the deleted virtual combat object may be displayed in the newly added target position, which may be set by itself according to the actual situation, which is not particularly limited in the present disclosure.
In another alternative embodiment, the user may first select the virtual combat object to be deleted, and then drag the virtual combat object to the second control area, so as to delete the virtual combat object displayed in the combat area.
In yet another alternative embodiment, the user may drag the virtual combat object displayed within the combat zone outside the combat zone to delete it.
After the user adjusts the combat lineup according to his own will, the lineup saving button can be clicked to generate a lineup saving instruction, at this time, in the case that the combat game is a stand-alone game, the client can generate combat lineup information according to the virtual combat objects displayed in the combat zone and the display position of each virtual combat object in the combat zone after receiving the lineup saving instruction, and save the combat lineup information to the local folder. When the combat game is a network game, the client can generate combat lineup information after receiving the lineup preservation instruction, and upload the combat lineup information to the game server, so that the game server can preserve the combat lineup information. For example, the fight array information may include an attack force corresponding to the fight array, a defeatable array type, and the like.
After the step S210, that is, after the virtual fight object is displayed in the fight area, if the virtual fight object is redisplayed in the first candidate position (that is, the virtual fight object is displayed in the fight area and the virtual fight object is displayed in the first candidate position), if the user wants to delete the virtual fight object displayed in the fight area, the user may perform a touch operation on the virtual fight object displayed in the first candidate position to delete the virtual fight object displayed in the fight area.
In an alternative embodiment, the user may click on the virtual object displayed in the first candidate location, so as to delete the virtual combat object displayed in the combat area.
In another alternative embodiment, the user may drag the virtual combat object displayed in the first candidate location from the first candidate location to the second control area, so as to delete the virtual combat object displayed in the combat area.
With continued reference to FIG. 2, a stumbling effect display area 306 is also included in the graphical user interface of the present disclosure, and the stumbling effect display area 306 may be located between the combat area and the candidate area, i.e., below the combat area and above the candidate area. By integrating the fight area 301, the candidate area 302, and the stumbling effect display area 306 belonging to the self-propelled chess preparation system into one graphical user interface, the screen space of the terminal device is fully utilized and the operation efficiency is improved without affecting the player operation and the conventional functions of the game system.
The above-mentioned binding effect display area may display a binding effect identifier corresponding to the binding effect triggered by a combat lineup constituted by a virtual combat object in the combat area. Referring to fig. 3, the binding effect display area 306 displays, from left to right, the binding effect identifications are, in order, "fight binding BUFF", "wizard binding BUFF", "bronzin binding BUFF", "doctor binding BUFF", "wild animal binding BUFF", "monster binding BUFF", "engineer binding BUFF". Therefore, the method and the device can meet the requirements of a user for adjusting the fight array capacity and checking the stumbling effect corresponding to the fight array capacity in one interface on the premise that the interfaces do not need to be frequently switched.
In response to a new addition of a virtual combat object within the combat zone, a stumbling effect identification may be newly added within the stumbling effect display zone. Specifically, referring to fig. 9, fig. 9 is a schematic flow chart of adding a binding effect identifier in a binding effect display area in an embodiment of the disclosure, including steps S901-S902:
In step S901, in response to the new addition of the virtual fight object in the fight area, the attributes of the newly added virtual fight object and other virtual fight objects in the fight area are acquired.
In this step, when a virtual combat object is newly added in the combat zone, the attribute of the newly added virtual combat object and the attribute of other virtual objects in the combat zone can be obtained.
In step S902, in response to the attribute combination relationship satisfied between the newly added virtual fight object and the other virtual fight objects, a corresponding friedel effect identification is newly added in the friedel effect display area.
In this step, when the combination relationship of the attributes is satisfied between the newly added virtual combat object and other virtual combat objects (for example, the newly added virtual combat object has the same attribute as other virtual combat objects, or, for example, the newly added virtual combat object has an attribute of a complementary type with other virtual combat objects), and the sum of the numbers reaches a preset number threshold, the virtual combat object having the attribute or all the virtual combat objects in the combat area can obtain the gain effect corresponding to the attribute. For example, when 2 virtual fighter objects with fighter attributes are simultaneously included in the fighter area, 10% of defensive power addition is obtained for all the virtual fighter objects in the fighter area; when the fight area simultaneously comprises 4 virtual fight objects with fighters as attributes, all the virtual fight objects acquire 20% of defensive power addition; when 3 virtual fight objects with the attribute of the eidolon are simultaneously included in the fight area, all the virtual fight objects obtain 20% of evasion probability addition.
For example, when the newly added virtual fight object is a "soldier", and 2 soldiers exist in the fight area, and 3 soldiers trigger the "a+" skill, after the newly added virtual fight object is added, a stumbling effect identifier corresponding to the "a+" skill can be newly added in the stumbling effect display area, and the identifier is lit to indicate that the stumbling effect is activated, and meanwhile, the number corresponding to the "a+" skill, text description information and the like can be displayed, so that the action, influence and the like of the "a+" skill can be known without clicking by a user, and the game operation efficiency is improved.
Referring next to FIG. 7, after the virtual combat object is newly added, the stumbling effect identification displayed by the stumbling effect display area 306 may be updated to reflect the change in attributes of the current combat lineup. For example, when the newly added virtual fight object is a "artillery" and the fight area is a "army", and the two do not satisfy the attribute combination relationship, after the newly added virtual fight object is added, an "a+" mark may be newly added in the friendship effect display area, and the mark may be gray to indicate that the friendship effect is to be activated.
In response to the deletion of the virtual combat object in the combat zone, the stumbling effect identification displayed in the stumbling effect display zone can also be updated in real time, so that the user can intuitively know the actual force condition of the current array capacity. Specifically, referring to fig. 10, fig. 10 shows a flow chart of updating a displayed indicator of a binding effect in a binding effect display area in an embodiment of the present disclosure, including steps S1001 to S1002:
In step S1001, in response to deletion of the virtual fight object in the fight area, attributes of the deleted virtual fight object and other virtual fight objects of the fight area are acquired.
In this step, when the virtual fight object in the fight area is deleted, the attribute of the deleted virtual fight object may be acquired, and the attribute of other virtual fight objects in the fight area may be acquired.
In step S1002, the displayed friendship effect identification is updated within the friendship effect display area in response to the attribute combination relationship satisfied between the deleted virtual combat object and the other virtual combat object.
In this step, when the deleted virtual combat object and other virtual combat objects satisfy the attribute combination relationship, for example: referring to the explanation of step S902, when the deleted virtual fight object is "a artillery", and two "artillery" remain in the fight area, the lit "a+" flag displayed before the stumbling effect display area may be updated to gray to indicate that it is a stumbling effect to be activated.
When the attribute combination relationship is not satisfied between the deleted virtual fight object and other virtual fight objects, for example: referring to the explanation of step S902, when the deleted virtual combat object is "artillery" and the combat area is "army adviser", the indicator of the stumbling effect corresponding to the "a+" skill to be activated, which is displayed before the stumbling effect display area, may be deleted.
Therefore, the method and the device can adjust icon information displayed in the friedel effect display area according to the fight lineup in the fight area in real time, remind the user of paying attention to lineup conditions in the first time, facilitate the user to adjust fight thinking in time, accelerate game rhythm and optimize fight experience of the user.
It should be noted that the present disclosure may also be applied to a scenario in which a combat game is a landscape game, in which a graphical user interface may be divided into an upper portion and a lower portion (for example, the upper portion may be abbreviated as a first interface, the lower portion may be abbreviated as a second interface, and an area of the first interface is smaller than that of the second interface), and further, a combat area may be displayed in the first interface, a candidate area may be displayed in the second interface, and a first control area may be set in a lower right corner of the candidate area, and a second control area may be set in a lower left corner of the candidate area. In an exemplary embodiment, a third interface may be further separated from the left side or the right side of the first interface, and the above-mentioned binding effect display area may be displayed in the third interface, so as to display a binding effect identifier corresponding to the binding effect triggered by the battle array capacity formed by the virtual battle object. The size and the position of the related area or the control can be set according to the actual situation, and the disclosure is not limited in particular.
Based on the above technical scheme, on the one hand, according to the method, the combat zone and the candidate zone are displayed on the graphical user interface at the same time, when the operation of dragging the virtual combat object from the first candidate position (located in the candidate zone) to the first control zone is received, the virtual combat object is displayed in the combat zone, so that a player can display the virtual combat object in the candidate zone to the combat zone without switching the interface, the adjustment of combat lineup is realized, the problem that the player is required to continuously switch among a plurality of interfaces in the relevant self-propelled chess game to adjust combat lineup is solved, and the operation convenience is improved. On the other hand, by setting the first control area, when the touch operation acting on the first control area is received, the display position of the virtual fight object in the fight area is controlled to be changed, so that the user can change the virtual fight object from the first display position to the second display position only through simple touch in the first control area, the operation flow can be simplified, the operation range of fingers can be reduced, the one-hand operation of the user can be realized, and the operation efficiency can be improved.
The present disclosure also provides an interaction device for a combat game, and fig. 11 shows a schematic structural diagram of the interaction device for a combat game in an exemplary embodiment of the present disclosure; as shown in fig. 11, the interactive apparatus 1100 for a combat game may include an object display module 1110 and a location change module 1120. Wherein:
And an object display module 1110 configured to display the virtual combat object in the combat area in response to a drag operation acting on the virtual combat object, where the drag operation is an operation of dragging the virtual combat object from a first candidate location to a first control area.
And a position changing module 1120, configured to control and change a display position of the virtual combat object in the combat zone in response to a touch operation applied to the first control zone, so that the virtual combat object is changed from a first display position to a second display position.
In an exemplary embodiment of the present disclosure, the first control region is located within the candidate region.
In an exemplary embodiment of the present disclosure, the object display module 1110 is configured to:
And when the drag operation starts, graphically displaying the first control area.
In an exemplary embodiment of the present disclosure, the object display module 1110 is configured to:
and hiding the first control area when the touch operation on the first control area is finished.
In an exemplary embodiment of the present disclosure, the object display module 1110 is configured to:
Determining an initial display position of the virtual fight object, wherein the initial display position is a random display position or a default display position in the fight area; if the initial display position is empty, displaying the virtual fight object at the initial display position; and if the initial display position is not empty, deleting the virtual fight object displayed in the initial display position and displaying the virtual fight object.
In an exemplary embodiment of the present disclosure, the object display module 1110 is configured to:
And responding to the touch operation of the virtual fight object displayed in the fight area, and controlling to delete the virtual fight object displayed in the fight area.
In an exemplary embodiment of the present disclosure, a touch operation on the virtual combat object displayed in the combat area includes: clicking operation of a virtual fight object displayed in the fight area is acted; and/or drag operation of dragging the virtual fight object displayed in the fight area from the fight area to a second control area; and/or drag operation of dragging the virtual fight object displayed in the fight area to the outside of the fight area.
In an exemplary embodiment of the present disclosure, the object display module 1110 is configured to:
Displaying the first candidate position in the candidate region as blank; or controlling the virtual fight objects positioned behind the first candidate position in the candidate region to sequentially complement each other so as to cover the first candidate position; or redisplaying the virtual fight object at the first candidate position.
In an exemplary embodiment of the present disclosure, the object display module 1110 is configured to:
Controlling to delete the virtual fight object displayed in the fight area in response to a touch operation acting on the virtual fight object displayed in the first candidate position; the touch operation comprises a clicking operation of the virtual fight object acting on the first candidate position; and/or drag operation of dragging the virtual fight object at the first candidate position from the first candidate position to a second control area.
In an exemplary embodiment of the present disclosure, the location change module 1120 is configured to:
And responding to an array holding instruction, and generating first combat array information according to the virtual combat object displayed in the combat zone and the display position of the virtual combat object in the combat zone.
In an exemplary embodiment of the present disclosure, the location change module 1120 is configured to:
Determining whether the second display position is empty; if yes, displaying the virtual fight object at the second display position; and if not, deleting the virtual fight object displayed in the second display position and displaying the virtual fight object.
In an exemplary embodiment of the present disclosure, the graphical user interface further includes a stumbling effect display area, an object display module 1110 configured to:
And graphically displaying a binding effect identifier corresponding to the binding effect triggered by the battle array capacity formed by the virtual battle objects in the battle area in the binding effect display area.
In an exemplary embodiment of the present disclosure, the object display module 1110 is configured to:
in response to the addition or deletion of the virtual combat object within the combat zone, a stumbling effect identification is newly added or the displayed stumbling effect identification is updated within the stumbling effect display zone.
In an exemplary embodiment of the present disclosure, the object display module 1110 is configured to:
Responding to the new addition of the virtual fight objects in the fight area, and acquiring attributes of the new addition of the virtual fight objects and other virtual fight objects in the fight area, wherein the attributes are used for indicating triggerable stumbling effects of different virtual fight objects; and in response to the attribute combination relation satisfied between the newly added virtual fight object and the other virtual fight objects, newly adding a corresponding stumbling effect identifier in the stumbling effect display area.
In an exemplary embodiment of the present disclosure, the object display module 1110 is configured to:
In response to the deletion of the virtual combat object within the combat zone, obtaining attributes of the deleted virtual combat object and other virtual combat objects of the combat zone, wherein the attributes are used for indicating triggerable stumbling effects of combinations of different virtual combat objects; updating the displayed stumbling effect identification within the stumbling effect display area in response to the attribute combination relationship satisfied between the deleted virtual combat object and the other virtual combat object.
In an exemplary embodiment of the present disclosure, the object display module 1110 is configured to:
And responding to the clicking operation of the virtual fight object in the candidate area, and displaying detailed information of the virtual fight object, wherein the detailed information at least comprises attributes of the virtual fight object, and the attributes are used for indicating triggerable stumbling effects of different virtual fight objects.
In an exemplary embodiment of the present disclosure, the combat zone is located above the candidate zone; the first control region is located at a lower left corner or a lower right corner of the candidate region.
The specific details of each module in the interaction device of the fight game are described in detail in the corresponding interaction method of the fight game, so that the details are not repeated here.
It should be noted that although in the above detailed description several modules or units of a device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functionality of two or more modules or units described above may be embodied in one module or unit in accordance with embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into a plurality of modules or units to be embodied.
Furthermore, although the steps of the methods in the present disclosure are depicted in a particular order in the drawings, this does not require or imply that the steps must be performed in that particular order, or that all illustrated steps be performed, to achieve desirable results. Additionally or alternatively, certain steps may be omitted, multiple steps combined into one step to perform, and/or one step decomposed into multiple steps to perform, etc.
From the above description of embodiments, those skilled in the art will readily appreciate that the example embodiments described herein may be implemented in software, or may be implemented in software in combination with the necessary hardware. Thus, the technical solution according to the embodiments of the present disclosure may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (may be a CD-ROM, a U-disk, a mobile hard disk, etc.) or on a network, including several instructions to cause a computing device (may be a personal computer, a server, a mobile terminal, or a network device, etc.) to perform the method according to the embodiments of the present disclosure.
The present application also provides a computer-readable storage medium that may be included in the electronic device described in the above embodiments; or may exist alone without being incorporated into the electronic device.
The computer readable storage medium can be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or a combination of any of the foregoing. More specific examples of the computer-readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the context of this disclosure, a computer-readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
A computer readable storage medium may transmit, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device. Program code embodied on a computer readable storage medium may be transmitted using any appropriate medium, including but not limited to: wireless, wire, fiber optic cable, RF, etc., or any suitable combination of the foregoing.
The computer-readable storage medium carries one or more programs which, when executed by one such electronic device, cause the electronic device to implement the methods described in the embodiments above.
In addition, an electronic device capable of realizing the method is provided in the embodiment of the disclosure.
Those skilled in the art will appreciate that the various aspects of the present disclosure may be implemented as a system, method, or program product. Accordingly, various aspects of the disclosure may be embodied in the following forms, namely: an entirely hardware embodiment, an entirely software embodiment (including firmware, micro-code, etc.) or an embodiment combining hardware and software aspects may be referred to herein as a "circuit," module "or" system.
An electronic device 1200 according to such an embodiment of the present disclosure is described below with reference to fig. 12. The electronic device 1200 shown in fig. 12 is merely an example, and should not be construed as limiting the functionality and scope of use of the disclosed embodiments.
As shown in fig. 12, the electronic device 1200 is in the form of a general purpose computing device. Components of electronic device 1200 may include, but are not limited to: the at least one processing unit 1210, the at least one memory unit 1220, a bus 1230 connecting the different system components (including the memory unit 1220 and the processing unit 1210), and a display unit 1240.
Wherein the storage unit stores program code that is executable by the processing unit 1210 such that the processing unit 1210 performs steps according to various exemplary embodiments of the present disclosure described in the above-described "exemplary methods" section of the present specification. For example, the processing unit 1210 may perform the steps as shown in fig. 2: step S210, responding to a drag operation acted on the virtual fight object, and displaying the virtual fight object in the fight area, wherein the drag operation is an operation of dragging the virtual fight object from a first candidate position to a first control area; and step S220, controlling to change the display position of the virtual fight object in the fight area so as to change the virtual fight object from the first display position to the second display position in response to the touch operation acted on the first control area.
The storage unit 1220 may include a readable medium in the form of a volatile storage unit, such as a Random Access Memory (RAM) 12201 and/or a cache memory 12202, and may further include a Read Only Memory (ROM) 12203.
Storage unit 1220 may also include a program/utility 12204 having a set (at least one) of program modules 12205, such program modules 12205 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of which may include an implementation of a network environment.
Bus 1230 may be a local bus representing one or more of several types of bus structures including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, or using any of a variety of bus architectures.
The electronic device 1200 may also communicate with one or more external devices 1300 (e.g., keyboard, pointing device, bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 1200, and/or any device (e.g., router, modem, etc.) that enables the electronic device 1200 to communicate with one or more other computing devices. Such communication may occur through an input/output (I/O) interface 1250. Also, the electronic device 1200 may communicate with one or more networks such as a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network such as the internet through the network adapter 1260. As shown, the network adapter 1260 communicates with other modules of the electronic device 1200 over bus 1230. It should be appreciated that although not shown, other hardware and/or software modules may be used in connection with electronic device 1200, including, but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, data backup storage systems, and the like.
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any adaptations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.

Claims (17)

1. An interactive method for a combat game, characterized in that a graphical user interface is provided by a terminal device, the graphical user interface displaying at least a combat zone and a candidate zone, the candidate zone including at least one virtual combat object, the method comprising:
Displaying the virtual combat object in the combat zone in response to a drag operation acting on the virtual combat object, wherein the drag operation is an operation of dragging the virtual combat object from a first candidate location to a first control zone; the first control region is located within the candidate region;
controlling to change the display position of the virtual fight object in the fight area in response to the touch operation acted on the first control area so as to change the virtual fight object from a first display position to a second display position;
graphically displaying the first control area when the drag operation starts;
and hiding the first control area when the touch operation on the first control area is finished.
2. The method of claim 1, wherein the step of displaying the virtual combat object within the combat zone comprises:
determining an initial display position of the virtual fight object, wherein the initial display position is a random display position or a default display position in the fight area;
if the initial display position is empty, displaying the virtual fight object at the initial display position;
and if the initial display position is not empty, deleting the virtual fight object displayed in the initial display position and displaying the virtual fight object.
3. The method according to claim 1, wherein the method further comprises:
And responding to the touch operation of the virtual fight object displayed in the fight area, and controlling to delete the virtual fight object displayed in the fight area.
4. A method according to claim 3, wherein the touch operation on the virtual combat object displayed in the combat zone comprises:
clicking operation of a virtual fight object displayed in the fight area is acted; and/or
A drag operation of dragging the virtual fight object displayed in the fight area from the fight area to a second control area; and/or
And dragging the virtual fight object displayed in the fight area to the outside of the fight area.
5. The method of claim 1, wherein after displaying the virtual combat object within the combat zone, the method further comprises:
Displaying the first candidate position in the candidate region as blank; or (b)
Controlling virtual fight objects positioned behind the first candidate position in the candidate region to sequentially complement each other so as to cover the first candidate position; or (b)
Redisplaying the virtual fight object at the first candidate position.
6. The method of claim 5, wherein after redisplaying the virtual combat object at the first candidate location, the method further comprises:
Controlling to delete the virtual fight object displayed in the fight area in response to a touch operation acting on the virtual fight object displayed in the first candidate position;
the touch operation comprises a clicking operation of the virtual fight object acting on the first candidate position; and/or
And dragging the virtual fight object at the first candidate position from the first candidate position to a second control area.
7. The method of claim 1, wherein after the step of controlling changing the display position of the virtual combat object within the combat zone, the method further comprises:
And responding to an array holding instruction, and generating first combat array information according to the virtual combat object displayed in the combat zone and the display position of the virtual combat object in the combat zone.
8. The method of claim 1, wherein the step of causing the virtual fight object to change from the first display position to the second display position comprises:
Determining whether the second display position is empty;
If yes, displaying the virtual fight object at the second display position;
and if not, deleting the virtual fight object displayed in the second display position and displaying the virtual fight object.
9. The method of claim 1, wherein the graphical user interface further comprises a stumbling effect display area, the method further comprising:
And graphically displaying a binding effect identifier corresponding to the binding effect triggered by the battle array capacity formed by the virtual battle objects in the battle area in the binding effect display area.
10. The method of claim 9, wherein after the step of graphically displaying the indicator of the stumbling effect corresponding to the stumbling effect triggered by the battle array capacity constituted by the virtual battle objects within the battle area in the stumbling effect display area, the method further comprises:
in response to the addition or deletion of the virtual combat object within the combat zone, a stumbling effect identification is newly added or the displayed stumbling effect identification is updated within the stumbling effect display zone.
11. The method of claim 10, wherein the step of adding a binding attribute identifier within the binding effect display area, specifically comprises:
Responding to the new addition of the virtual fight objects in the fight area, and acquiring attributes of the new addition of the virtual fight objects and other virtual fight objects in the fight area, wherein the attributes are used for indicating triggerable stumbling effects of different virtual fight objects;
And in response to the attribute combination relation satisfied between the newly added virtual fight object and the other virtual fight objects, newly adding a corresponding stumbling effect identifier in the stumbling effect display area.
12. A method according to claim 10, wherein the step of updating the displayed identity of the binding attribute within the binding effect display area comprises:
in response to the deletion of the virtual combat object within the combat zone, obtaining attributes of the deleted virtual combat object and other virtual combat objects of the combat zone, wherein the attributes are used for indicating triggerable stumbling effects of combinations of different virtual combat objects;
Updating the displayed stumbling effect identification within the stumbling effect display area in response to the attribute combination relationship satisfied between the deleted virtual combat object and the other virtual combat object.
13. The method according to claim 1, wherein the method further comprises:
And responding to the clicking operation of the virtual fight object in the candidate area, and displaying detailed information of the virtual fight object, wherein the detailed information at least comprises attributes of the virtual fight object, and the attributes are used for indicating triggerable stumbling effects of different virtual fight objects.
14. The method of any one of claims 1 to 13, wherein the combat zone is located above the candidate zone;
The first control region is located at a lower left corner or a lower right corner of the candidate region.
15. An interactive apparatus for a combat game, wherein a graphical user interface is provided by a terminal device, said graphical user interface displaying at least a combat zone and a candidate zone, said candidate zone including at least one virtual combat object, said apparatus comprising:
An object display module configured to display the virtual combat object in the combat area in response to a drag operation acting on the virtual combat object, wherein the drag operation is an operation of dragging the virtual combat object from a first candidate position to a first control area; the first control region is located within the candidate region;
A position changing module, configured to control and change a display position of the virtual combat object in the combat zone in response to a touch operation acting on the first control zone, so that the virtual combat object is changed from a first display position to a second display position;
The object display module is further configured to graphically display the first control area when the drag operation starts;
and hiding the first control area when the touch operation on the first control area is finished.
16. A computer storage medium having stored thereon a computer program, which when executed by a processor implements the interactive method of a combat game according to any of claims 1 to 14.
17. An electronic device, comprising:
a processor; and
A memory for storing executable instructions of the processor;
wherein the processor is configured to perform the interactive method of the combat game of any of claims 1 to 14 via execution of the executable instructions.
CN202110912824.6A 2021-08-10 2021-08-10 Interaction method and device for fight game, computer storage medium and electronic equipment Active CN113509723B (en)

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JPH11276716A (en) * 1998-03-27 1999-10-12 Casio Comput Co Ltd Game device and storage medium
CN111282274A (en) * 2020-02-14 2020-06-16 腾讯科技(深圳)有限公司 Virtual object layout method, device, terminal and storage medium
CN111870956A (en) * 2020-08-21 2020-11-03 网易(杭州)网络有限公司 Method and device for split-screen display of game fighting, electronic equipment and storage medium
CN112057855A (en) * 2020-09-15 2020-12-11 网易(杭州)网络有限公司 Method and device for displaying game interface, game client and medium
CN112843737A (en) * 2021-01-28 2021-05-28 腾讯科技(深圳)有限公司 Virtual object display method, device, terminal and storage medium
CN112891944A (en) * 2021-03-26 2021-06-04 腾讯科技(深圳)有限公司 Interaction method and device based on virtual scene, computer equipment and storage medium

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH11276716A (en) * 1998-03-27 1999-10-12 Casio Comput Co Ltd Game device and storage medium
CN111282274A (en) * 2020-02-14 2020-06-16 腾讯科技(深圳)有限公司 Virtual object layout method, device, terminal and storage medium
CN111870956A (en) * 2020-08-21 2020-11-03 网易(杭州)网络有限公司 Method and device for split-screen display of game fighting, electronic equipment and storage medium
CN112057855A (en) * 2020-09-15 2020-12-11 网易(杭州)网络有限公司 Method and device for displaying game interface, game client and medium
CN112843737A (en) * 2021-01-28 2021-05-28 腾讯科技(深圳)有限公司 Virtual object display method, device, terminal and storage medium
CN112891944A (en) * 2021-03-26 2021-06-04 腾讯科技(深圳)有限公司 Interaction method and device based on virtual scene, computer equipment and storage medium

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