CN113663330B - Game role control method, game role control device, storage medium and electronic equipment - Google Patents

Game role control method, game role control device, storage medium and electronic equipment Download PDF

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Publication number
CN113663330B
CN113663330B CN202111040132.3A CN202111040132A CN113663330B CN 113663330 B CN113663330 B CN 113663330B CN 202111040132 A CN202111040132 A CN 202111040132A CN 113663330 B CN113663330 B CN 113663330B
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character
fight
virtual
identification
target virtual
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CN113663330A (en
Inventor
曹金旭
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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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features 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
    • A63F2300/303Features 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 for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/306Features 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 for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
    • 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)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The present disclosure provides a game character control method, apparatus, medium and device, and relates to the technical field of games, including: acquiring information of fight positions in at least part of virtual scenes outside the target virtual scene; determining a relative position relation between the fight position and the target virtual scene, and determining a first display position on the graphical user interface according to the relative position relation; displaying a first position identifier for referring to the fight position at a first display position and/or displaying a first character identifier for referring to a virtual fight character placed at the fight position; and in response to the selection operation of the character identifications of the diagonal candidate areas, determining a target virtual fight character, and in response to the selection operation of the first position identification or the first character identification, placing the target virtual fight character at the fight position pointed by the first position identification or replacing the virtual fight character pointed by the first character identification with the target virtual fight character so as to optimize the user experience of adjusting the fight position of the game character.

Description

Game role control method, game role control device, storage medium and electronic equipment
Technical Field
The present disclosure relates to the field of game technologies, and in particular, to a game character control method, a game character control device, a computer-readable storage medium, and an electronic apparatus.
Background
In the board game, after the player places the owned virtual fight character on the board, the game application program automatically controls the virtual fight object to fight, and outputs the fight result. In this process, the player may need to adjust the array capacity of the virtual opponent character.
In the related art, when the chessboard is large and is difficult to display in the same game interface, a player generally needs to switch back and forth among a plurality of interfaces in the process of adjusting the array capacity of the virtual fighting character, so that the operation is complex and complicated, the array capacity information is inconvenient to memorize, and the game experience of the player is affected.
It should be noted that the information disclosed in the above background section is only for enhancing understanding of the background of the present disclosure and thus may include information that does not constitute prior art known to those of ordinary skill in the art.
Disclosure of Invention
The present disclosure provides a game character control method, a game character control device, a computer-readable storage medium, and an electronic apparatus, and further solves, at least to some extent, the problem of complicated and complex operations in adjusting a virtual fighting position in the related art.
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 a game character control method, the game including a virtual fight character and a virtual scene for providing a game fight environment, the virtual scene including a plurality of fight positions for placing the virtual fight character therein, the method comprising: providing a display graphical user interface through terminal equipment, wherein the content displayed in the graphical user interface comprises a scene display area and a role candidate area, the scene display area is used for displaying a target virtual scene, the target virtual scene is a local area in the current game visual field range in the virtual scene, and the role candidate area is used for displaying at least one role identifier indicating a virtual fight role; acquiring information of fight positions in at least part of virtual scenes outside the target virtual scene; determining a relative position relation between the fight position and the target virtual scene, and determining a first display position on the graphical user interface according to the relative position relation; displaying a first position identifier for referring to the fight position at the first display position, and/or displaying a first character identifier for referring to a virtual fight character placed at the fight position; and in response to a selection operation of the character identifier of the character candidate area, determining a target virtual fight character, and in response to a selection operation of the first position identifier or the first character identifier, placing the target virtual fight character at a fight position pointed by the first position identifier or replacing the virtual fight character pointed by the first character identifier with the target virtual fight character.
In an exemplary embodiment of the present disclosure, the step of determining a target virtual fight character in response to a selection operation of a character identifier of the character candidate area, and placing the target virtual fight character at a fight position referred to by the first position identifier or replacing a virtual fight character referred to by the first character identifier with the target virtual fight character in response to a selection operation of the first position identifier or the first character identifier includes: and in response to a drag operation of dragging the character identifier of the character candidate area from the character candidate area to the first position identifier or the first character identifier, placing a virtual fight character corresponding to the dragged character identifier at a fight position pointed by the first position identifier or replacing the virtual fight character pointed by the first character identifier with the virtual fight character corresponding to the dragged character identifier.
In an exemplary embodiment of the present disclosure, the method further comprises: in response to a selection operation of a virtual fight character placed at a fight position in the target virtual scene, determining a target virtual fight character, and in response to a selection operation for the first position identification or the first character identification, placing the target virtual fight character at the fight position indicated by the first position identification or replacing the virtual fight character indicated by the first character identification with the target virtual fight character.
In an exemplary embodiment of the present disclosure, the step of determining a target virtual fight character in response to a selection operation of a virtual fight character placed at a fight position in the target virtual scene, and placing the target virtual fight character at the fight position pointed to by the first position identification or replacing the virtual fight character pointed to by the first character identification with the target virtual fight character in response to a selection operation for the first position identification or the first character identification includes: and in response to a drag operation of dragging the virtual fight character at the fight position in the target virtual scene from the fight position to the first position mark or the first character mark, placing the dragged virtual fight character at the fight position pointed by the first position mark or replacing the virtual fight character pointed by the first character mark with the dragged virtual fight character.
In an exemplary embodiment of the present disclosure, the character identification and the first character identification comprise any one or more of: the character head of the virtual fight character, the character name of the virtual fight character and the identity number of the virtual fight character.
In an exemplary embodiment of the present disclosure, after the step of placing the target virtual combat character at the combat location referred to by the first location identification or replacing the virtual combat character referred to by the first character identification with the target virtual combat character, the method further includes: and switching the target virtual scene displayed in the current game visual field range so that the content displayed by the target virtual scene comprises the target virtual fight role.
In an exemplary embodiment of the present disclosure, the method further comprises: and in response to a selection operation of the character identification of the character candidate area, determining a target virtual fight character, and in response to a selection operation of a fight position in the target virtual scene or a virtual fight character on the fight position, placing the target virtual fight character on the fight position or replacing the virtual fight character on the fight position with the target virtual fight character.
In an exemplary embodiment of the present disclosure, the method further comprises: controlling to delete the virtual fight character on the fight position in the dragged virtual scene in response to the drag operation of the virtual fight character on the fight position in the virtual scene; wherein the drag operation includes: and dragging the virtual fight character from the fight position to the character candidate area, or dragging the virtual fight character out of the fight position, or dragging the first character label from the first display position to the character candidate area.
In one exemplary embodiment of the present disclosure, the first display position is located at an edge position of the scene display area.
In an exemplary embodiment of the present disclosure, the method further comprises: displaying a stumbling effect identifier corresponding to a stumbling effect triggered by a combat lineup formed by the virtual combat roles in the virtual scene in the graphical user interface; when detecting that the virtual fight character in the virtual scene is newly added, deleted or replaced, newly adding the stumbling effect identifier or updating the exhibited stumbling effect identifier.
According to a second aspect of the present disclosure, there is provided a game character control apparatus, the game including a virtual fight character and a virtual scene for providing a game fight environment, the virtual scene including a plurality of fight positions for placing the virtual fight character therein, the apparatus comprising: the user interface display module is used for providing a display graphical user interface through the terminal equipment, wherein the content displayed in the graphical user interface comprises a scene display area and a role candidate area, the scene display area is used for displaying a target virtual scene, the target virtual scene is a local area in the current game visual field range in the virtual scene, and the role candidate area is used for displaying at least one role identifier referring to a virtual fight role; the fight position acquisition module is used for acquiring information of fight positions in at least part of virtual scenes outside the target virtual scene; the display position determining module is used for determining the relative position relation between the fight position and the target virtual scene and determining a first display position on the graphical user interface according to the relative position relation; the identification display module is used for displaying a first position identification for referring to the fight position at the first display position and/or displaying a first character identification for referring to a virtual fight character placed at the fight position; and the first position adjustment module is used for responding to the selection operation of the character identification of the character candidate area, determining a target virtual fight character, and responding to the selection operation of the first position identification or the first character identification, and placing the target virtual fight character at the fight position pointed by the first position identification or replacing the virtual fight character pointed by the first character identification with the target virtual fight character.
According to a third aspect of the present disclosure, there is provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements the above-described game character control method.
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 execute the above game character control method via execution of the executable instructions.
The technical scheme of the present disclosure has the following beneficial effects:
in the game role control process, on one hand, through the relative position relation between the fight position outside the target virtual scene and the target virtual scene, the position identification outside the target virtual scene for referring to the fight position or the display position of the role identification of the virtual fight role placed at the fight position on the graphical user interface is determined, so that the fight position or the virtual fight role of a player positioned outside the current game visual field range can be prompted, an operable object is provided for adjusting the array capacity of the virtual fight role, and convenience is provided for adjusting the game role. On the other hand, by integrating the first display position, the character candidate area and the scene display area in the same graphical user interface, not only is the array capacity of the virtual fight character adjusted, but also the player does not need to switch the target virtual scene displayed in the current game visual field range back and forth, so that the user operation can be greatly simplified, and the user experience is further 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 some embodiments of the present disclosure and that other drawings may be derived from these drawings without undue effort.
Fig. 1 is a flowchart showing a game character control method in the present exemplary embodiment;
FIGS. 2A-2G are diagrams showing examples of position adjustment of a virtual combat character in the present exemplary embodiment;
fig. 3 is a block diagram showing a configuration of a game character control device in the present exemplary embodiment;
fig. 4 shows an electronic device for implementing the above method in the present exemplary embodiment.
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.
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. These functional entities may be implemented in software or in one or more hardware modules or integrated circuits or in different networks and/or processor devices and/or microcontroller devices.
Herein, "first," "second," and the like are labels for specific objects, and do not limit the number or order of objects.
In the related art, a player adjusts the array capacity of a virtual fighting character by switching back and forth among a plurality of interfaces. For example: when the player wants to place the virtual fight character a in the fight position B, if the virtual fight character a is located in the character candidate area (if the virtual fight character a is not located in the character candidate area, the virtual fight character a needs to be recovered in advance from the virtual scene including the virtual fight character a to the character candidate area), the virtual scene displayed in the current scene display area is the virtual scene S1, the fight position B is included in the virtual scene S2, and the player needs to manually switch the current virtual scene S1 to the virtual scene S2, and drag the virtual fight character a in the character candidate area to the fight position B. Therefore, the existing virtual fight character array capacity adjustment mode is complex and complicated in operation, and players cannot intuitively know the position situation of the virtual fight character at the first time, so that array capacity information is inconvenient to memorize, and the game experience effect of the players is poor.
In view of one or more of the above problems, exemplary embodiments of the present disclosure provide a game character control method, the game including a virtual fight character and a virtual scene for providing a game fight environment, the virtual scene including a plurality of fight positions for placing the virtual fight character.
The execution subject of the game character control method may be a client that runs a fight 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.
It should be noted that the game role control method can be applied to a chessboard type game scene. The chessboard type game is a chessboard type game in which the chesses are laid out in advance before the chess plays, and the chesses can be automatically played according to the pre-laid out in the playing process. The chessman can be represented by a virtual fight character, and the virtual fight character 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 player can purchase a virtual combat character by using virtual currency, the virtual combat character can be a virtual chess piece, a virtual character, a virtual animal, a cartoon character and the like, and the virtual combat character can be displayed by adopting a three-dimensional model so as to improve the image degree, and the virtual combat character can be specifically set according to the actual situation by himself.
Fig. 1 shows a schematic flow of a game character control method in the present exemplary embodiment, including the following steps S110 to S150:
step S110, a display graphical user interface is provided through terminal equipment, the content displayed in the graphical user interface comprises a scene display area and a role candidate area, the scene display area is used for displaying a target virtual scene, the target virtual scene is a local area in the current game visual field range of the virtual scene, and the role candidate area is used for displaying at least one role identifier which refers to a virtual fight role;
Step S120, obtaining information of fight positions in at least part of virtual scenes outside the target virtual scene;
step S130, determining the relative position relation between the fight position and the target virtual scene, and determining a first display position on the graphical user interface according to the relative position relation;
step S140, displaying a first position identifier for referring to the fight position at a first display position, and/or displaying a first character identifier for referring to a virtual fight character placed at the fight position;
step S150, in response to the selection operation of the character identifications of the candidate diagonal areas, determining a target virtual fight character, and in response to the selection operation of the first position identification or the first character identification, placing the target virtual fight character at the fight position pointed by the first position identification or replacing the virtual fight character pointed by the first character identification with the target virtual fight character.
In the game role control process, on one hand, through the relative position relation between the fight position outside the target virtual scene and the target virtual scene, the position identification outside the target virtual scene for referring to the fight position or the display position of the role identification of the virtual fight role placed at the fight position on the graphical user interface is determined, so that the fight position or the virtual fight role of a player positioned outside the current game visual field range can be prompted, an operable object is provided for adjusting the array capacity of the virtual fight role, and convenience is provided for adjusting the game role. On the other hand, by integrating the first display position, the character candidate area and the scene display area in the same graphical user interface, not only is the array capacity of the virtual fight character adjusted, but also the player does not need to switch the target virtual scene displayed in the current game visual field range back and forth, so that the user operation can be greatly simplified, and the user experience is further improved.
Each step in fig. 1 is specifically described below.
Step S110, a display graphical user interface is provided through the terminal equipment, the content displayed in the graphical user interface comprises a scene display area and a role candidate area, the scene display area is used for displaying a target virtual scene, the target virtual scene is a local area in the current game visual field range of the virtual scene, and the role candidate area is used for displaying at least one role identifier which refers to a virtual fight role.
The terminal device may be various 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).
The scene display area is an area in the graphical user interface that occupies a majority of the area of the graphical user interface and is used to display the target virtual scene, as shown by area 210 in FIG. 2A. When the virtual scene is larger, the scene display area can display the local virtual scene in the current game visual field range, and can not display all the virtual scenes in the current game visual field range at the same time, wherein the target virtual scene is the local virtual scene displayed in the current scene display area.
The character candidate area is an area in the graphical user interface in which character identifications of a number of virtual opponent characters can be placed, as shown by area 220 in fig. 2A. The character identifier of the virtual fight character refers to an image or character identifier capable of representing identity information of the virtual fight character, and can comprise any one or more of the following: the character head image of the virtual fight character, the character name of the virtual fight character and the identity number of the virtual fight character. The virtual fight character corresponding to the character identifier contained in the character candidate area does not participate in fight in the fight process, and can be adjusted to the virtual scene by the player in the fight preparation stage. By way of example, the candidate areas may be set in a list form, so that the player may view the character identifications of all the virtual combat objects in a sliding manner, so as to intuitively and orderly display the character identifications of a plurality of virtual combat objects.
As shown in fig. 2A, the graphical user display interface is divided into a scene display area 210 and a character candidate area 220. The scene display area 210 displays a target virtual scene, in which virtual combat characters are placed, and the virtual combat characters are placed at corresponding hexagonal combat positions, where the hexagonal combat positions are an exemplary representation, and specifically, the combat position form may be set by itself according to actual situations, which is not particularly limited in the present disclosure. The character candidate area 220 displays a character identifier 221, a character identifier 222, a character identifier 223, and a character identifier 224, which refer to different virtual combat characters, where the character identifiers are an exemplary representation, specifically, the number of character identifiers in the character candidate area 220 and the virtual combat characters represented by the character identifiers may be set according to the actual situation, which is not limited in this disclosure.
Step S120, obtaining information of the fight position in at least part of the virtual scenes outside the target virtual scene.
The virtual scene comprises a plurality of fight positions and can be used for placing virtual fight objects which fight in the fight process. The acquired information of the fight position may be position coordinate information of the fight position in the virtual scene, azimuth information relative to the current target virtual scene, and related data representing the fight position such as a fight position number.
Step S130, determining the relative position relation between the fight position and the target virtual scene, and determining a first display position on the graphical user interface according to the relative position relation.
The relative positional relationship refers to the azimuth relationship of the fight position relative to the target virtual scene, and the relative positional relationship between the fight position and the target virtual scene can be determined according to the acquired information of the fight position in at least part of the virtual scenes outside the target virtual scene.
The first display position may be an edge position located in the scene display area, and the edge position (including an upper edge, a lower edge, a left edge and a right edge) specifically located in the scene display area may correspond to a relative positional relationship between the combat position and the target virtual scene. For example, when the fight position is located on the right side of the target virtual scene, the right edge position of the scene display area may be determined as the first display position. By the aid of the method, shielding of other operable objects in the graphical user interface can be avoided, corresponding identification information can be displayed at the display position, and normal operation of a user is not affected. In addition, the player can prompt the azimuth of the corresponding fight position on the display position relative to the current target virtual scene, so that the player can quickly switch to the virtual scene of the corresponding fight position on the display position through the sliding target virtual scene interface based on the azimuth, and the convenience of searching the fight position by the user is improved. It should be noted that, the sliding direction is opposite to the edge position where the display position is located, for example, when the first display position is located at the right edge of the scene display area, it indicates that the corresponding fight position exists in the virtual scene on the right side of the target virtual scene, and the interface including the fight position can be switched by sliding the target virtual scene to the left; when the first display position is positioned at the upper edge of the scene display area, the corresponding fight position exists in the virtual scene above the target virtual scene, and the interface containing the fight position can be switched by sliding the target virtual scene downwards.
It should be noted that, since the number of the combat locations outside the target virtual scene may be one or more, more than one first display locations may be determined.
Step S140, displaying a first position identifier for referring to the fight position at the first display position, and/or displaying a first character identifier for referring to the virtual fight character placed at the fight position.
The first location identifier refers to an image or text identifier capable of referring to a combat location. For example, it may be an identification such as a number, name, or pattern that uniquely refers to a certain combat location. The first character identifier refers to an image or character identifier capable of referring to a virtual fighting character at a fighting position, and may include any one or more of the following: the character head of the virtual fight character, the character name of the virtual fight character, and the identity number of the virtual fight character are shown as a first character identifier 211, a first character identifier 212, and a first character identifier 213 in fig. 2A. The first character identifier may be the same as or different from the character identifier in the candidate area, and specifically, may be set by itself according to the actual situation, which is not particularly limited in the present disclosure.
It should be noted that, when the first position identifier and/or the first character identifier are displayed at the first display position, the first position identifier and/or the first character identifier may be displayed in the following several manners:
when a virtual fight role exists in a fight position outside a target virtual scene, only displaying a first role identifier for referring to the virtual fight role placed in the fight position; when the virtual fight role does not exist in the fight position outside the target virtual scene, no mark is displayed in the first display position.
Secondly, when a virtual fight role exists in a fight position outside a target virtual scene, displaying a first position identifier for indicating the fight position and a first role identifier for indicating the virtual fight role placed in the fight position in a first display position; and when the virtual fight role does not exist in the fight position outside the target virtual scene, displaying a first position identifier for referring to the fight position in a first display position.
And thirdly, when the virtual fight character exists at the fight position outside the target virtual scene, displaying a first character identifier for indicating the virtual fight character placed at the fight position at a first display position, and when the virtual fight character does not exist at the fight position outside the target virtual scene, displaying the first position identifier for indicating the fight position.
The display process of the first position mark and/or the first corner mark in the scene display area is not only convenient for a player to know and memorize the character array, but also can indicate the position and the direction of the fight position and/or the direction of the virtual fight character on the fight position, provide game strategy guidance for the player, and provide an object capable of being interactively operated for the array adjustment of the virtual fight character so as to provide convenience for realizing the station adjustment of the game character.
Step S150, in response to the selection operation of the character identifications of the candidate diagonal areas, determining a target virtual fight character, and in response to the selection operation of the first position identification or the first character identification, placing the target virtual fight character at the fight position pointed by the first position identification or replacing the virtual fight character pointed by the first character identification with the target virtual fight character.
In the step S150, the virtual combat character corresponding to the character identifier in the character candidate area can be directly adjusted to the virtual scene outside the target virtual scene, so that the game scene does not need to be switched back and forth, and the complex player operation is simplified. The selection operation may be clicking, long pressing, dragging, or the like, and the virtual fight character corresponding to the character identifier selected by the player in the character candidate area may be used as the target virtual fight character. When the player performs the selection operation on the first position identification, the target virtual fight character can be placed at the fight position pointed by the first position identification selected by the player, and if the virtual fight character originally exists at the fight position, the character identification of the target virtual fight character can be replaced by the character identification of the original virtual fight character in the character candidate area, so that the original virtual fight character is recovered in the character candidate area. When the player performs the selection operation with respect to the first character identification, the virtual fight character indicated by the first character identification selected by the player may be replaced with the target virtual fight character, and the character identification of the target virtual fight character may be replaced with the character identification of the virtual fight character indicated by the first character identification in the character candidate area.
In an alternative embodiment, the steps of determining the target virtual fight character in response to the selection operation of the character identifier of the diagonal candidate area, and placing the target virtual fight character at the fight position pointed by the first position identifier or replacing the virtual fight character pointed by the first character identifier with the target virtual fight character in response to the selection operation of the first position identifier or the first character identifier may be further implemented by: and in response to a drag operation of dragging the character identifier of the character candidate area from the character candidate area to the first position identifier or the first character identifier, placing the virtual fight character corresponding to the dragged character identifier at the fight position pointed by the first position identifier or replacing the virtual fight character pointed by the first character identifier with the virtual fight character corresponding to the dragged character identifier.
As shown in fig. 2B, according to the drag operation of the player, the character identifier 221 in the character candidate area 220 may be dragged to the first character identifier 212, so as to implement a function of replacing the virtual fight character indicated by the first character identifier 212 with the virtual fight character corresponding to the dragged character identifier 221.
According to the method, the character identification of the selected character candidate area and the selected first position identification or the first character identification can be determined based on the starting position and the ending position of the drag operation, the position of the virtual fight character can be adjusted through simple drag operation, the operation is convenient, frequent switching of game interfaces is not needed, and the efficiency of character array adjustment of players can be improved.
It should be noted that, the dragging of the character identifier of the character candidate area and the first position identifier or the first character identifier may be bidirectional, that is, in response to the dragging operation of dragging the first position identifier or the first character identifier to the character identifier of the character candidate area, the virtual combat character corresponding to the character identifier is placed at the combat position pointed by the dragged first position identifier or the virtual combat character pointed by the dragged first character identifier is replaced by the virtual combat character corresponding to the character identifier, so as to improve the flexibility of the player operation, as shown in fig. 2C, the first character identifier 212 may be dragged to the position of the character identifier 221 in the character candidate area 220 according to the dragging operation of the player, so as to implement the function of replacing the virtual combat character pointed by the first character identifier 212 with the virtual combat character corresponding to the character identifier 221 in the character candidate area.
In an alternative embodiment, the method may further include determining a target virtual fight character in response to a selection operation of the virtual fight character placed at the fight position in the target virtual scene, and placing the target virtual fight character at the fight position indicated by the first position identification or replacing the virtual fight character indicated by the first character identification with the target virtual fight character in response to a selection operation for the first position identification or the first character identification.
In the above process, the virtual combat character at the combat position selected by the player in the target virtual scene is taken as the target virtual combat character. When a player selects a first position identification, a target virtual fight role can be placed at a fight position pointed by the first position identification, and if the virtual fight role originally exists at the fight position, the virtual fight role pointed by the first angle identification can be placed at the fight position where the target virtual fight role originally exists in the target virtual scene. When the player performs the selection operation on the first character mark, the virtual fight character pointed by the first character mark can be replaced by the target virtual fight character, and the virtual fight character pointed by the first character mark is placed at the original position of the target virtual fight character in the target virtual scene.
In the process, the station positions of the virtual fight roles in the target virtual scene can be directly adjusted, the virtual fight roles in the target virtual scene are adjusted to the virtual scene outside the target virtual scene, the virtual fight roles do not need to be recycled from the target virtual scene to the role candidate area and then put into the virtual scene, and the operation flow of the station position adjustment of the virtual fight roles is simplified.
In an alternative embodiment, the step of determining the target virtual fight character in response to the selection operation of the virtual fight character placed at the fight position in the target virtual scene, and placing the target virtual fight character at the fight position pointed to by the first position identifier or replacing the virtual fight character pointed to by the first character identifier with the target virtual fight character in response to the selection operation of the first position identifier or the first character identifier may be further implemented by: in response to a drag operation of dragging the virtual fight character at the fight position in the target virtual scene from the fight position to the first position identification or the first character identification, the dragged virtual fight character is placed at the fight position pointed by the first position identification or the virtual fight character pointed by the first character identification is replaced by the dragged virtual fight character.
As shown in fig. 2D, the virtual combat character 232 at the combat position in the target virtual scene may be dragged to the first corner mark 212 according to the dragging operation of the player, so as to implement the function of replacing the virtual combat character pointed by the first corner mark 212 with the virtual combat character 232.
According to the method, the virtual fight role of the fight position in the selected target virtual scene and the selected first position mark or the first role mark can be determined based on the starting position and the ending position of the drag operation, the position of the virtual fight role can be adjusted through simple drag operation, the operation is convenient, frequent game interface switching is not needed, and the efficiency of matrix adjustment of the player roles can be improved.
It should be noted that, the dragging between the virtual fight character at the fight position in the target virtual scene and the first position identifier or the first character identifier may be bidirectional, that is, in response to the dragging of the first position identifier or the first character identifier to the virtual fight object at the fight position in the target virtual scene, the virtual fight character at the fight position in the target virtual scene is placed at the fight position pointed by the dragged first position identifier or the virtual fight character pointed by the first character identifier is replaced with the virtual fight character at the fight position in the target virtual scene, as shown in fig. 2E, the first character identifier 212 may be dragged to the virtual fight character 232 at the fight position in the target virtual scene according to the dragging operation of the player, so as to realize the function of replacing the virtual fight character pointed by the first character color mark 212 with the virtual fight character 232.
In an alternative embodiment, the target combat position may be further determined in response to a selection operation of the combat position in the target virtual scene, and the virtual combat character referred to by the first character identification may be placed in the target combat position in response to a selection operation for the first character identification.
The process can directly adjust the virtual fight roles outside the target virtual scene to the fight positions in the target virtual scene, and the player does not need to manually switch game interfaces, so that the flexibility of adjusting the role station positions is further enhanced.
In an alternative embodiment, the method may further include determining a target virtual fight character in response to a selection operation of character identification of the diagonal candidate region, and placing the target virtual fight character in the fight position or replacing the virtual fight character in the fight position with the target virtual fight character in response to a selection operation for the fight position or the virtual fight character in the fight position in the target virtual scene.
In the process, the virtual fight role corresponding to the role identifier in the role candidate area can be adjusted to the target virtual scene so as to meet the requirement of the player on adjusting the role station in the current scene display area. When the virtual fight role does not exist in the selected fight position, the target virtual fight role can be directly placed in the fight position; when the virtual fight character exists in the selected fight position, the virtual fight character in the fight position can be replaced by the target virtual fight character, and the original virtual fight character in the fight position is recovered to the character candidate area.
As shown in fig. 2F, the character identifier 223 in the character candidate area may be dragged to the fight position 241 according to the drag operation of the player, so that the function of placing the virtual fight character corresponding to the character identifier 223 at the fight position 241 is realized.
As shown in fig. 2G, the function of replacing the virtual opponent character 231 with the virtual opponent character corresponding to the character identifier 223 can be realized by dragging the character identifier 223 in the character candidate area to the opponent position where the virtual opponent character 231 is located according to the drag operation of the player.
In an alternative embodiment, after the step of placing the target virtual combat character at the combat location indicated by the first location identification or replacing the virtual combat character indicated by the first character identification with the target virtual combat character, the method further comprises: and switching the target virtual scene displayed in the current game visual field range so that the content displayed by the target virtual scene comprises the target virtual fight role.
In the process, the virtual scene in the current game visual field range is automatically switched in the scene display area, so that a player can conveniently check the station position adjustment result of the target virtual fight character, the player does not need to manually switch game interfaces, scene switching automation is realized, the viewing requirement of the player on the game scene is met, and the operation experience of the player is improved.
In an alternative embodiment, the deleting of the virtual fight character at the fight position in the dragged virtual scene may also be controlled in response to the dragging operation of the virtual fight character at the fight position in the virtual scene; wherein the drag operation includes: the virtual combat character is dragged from the combat position to the candidate area, or the virtual combat character is dragged out of the combat position, or the first character identification is dragged from the first display position to the candidate area.
The process can realize recovery and deletion of the virtual fight roles placed in the virtual scene without switching the game display interface back and forth, wherein the deleted virtual fight roles can be virtual fight roles contained in the target virtual scene or virtual fight roles contained in virtual scenes outside the target virtual scene, so that a station position adjustment mechanism is further optimized, and the adjustment requirement of players on the station positions of the virtual fight roles is met.
In an alternative embodiment, a stumbling effect identifier corresponding to a stumbling effect triggered by a combat lineup formed by a virtual combat character in a virtual scene may also be displayed in the graphical user interface; when a virtual fight character in the virtual scene is newly added, deleted or replaced, the stumbling effect identification is newly added or the exhibited stumbling effect identification is updated.
The friedel effect identification is used to refer to triggered friedel effects, such as: "fight-line-trip-BUFF", "doctor-line-trip-BUFF", etc., the identification may be displayed at the upper left of the scene display area.
The process can meet the requirement of a user on adjusting the fight array capacity in one interface and checking the stumbling effect corresponding to the fight array capacity on the premise that the interface is not required to be frequently switched, and the stumbling effect can be updated in real time according to the fight array capacity formed by virtual fight roles in a virtual scene, so that a player can intuitively know the actual force condition of the current array capacity, the user can conveniently adjust fight thinking in time, the game rhythm is accelerated, and the fight experience of the player is optimized.
In addition, if the fight position in the virtual scene is provided with the position strategy, the player needs to place the virtual fight role conforming to the position strategy of the fight position in the fight position, otherwise, the player is prompted to fail to place and restore the original position state of the virtual fight role, or the player is prompted to adjust the non-optimal strategy of the position of the virtual fight role for reference. When the type of the target virtual fight character does not accord with the station position strategy of the target fight position, for example, the virtual fight simulated character of the auxiliary class is not suitable to be placed on the target fight position, and when the player adjusts the target virtual fight character of the auxiliary class to the target fight position, the result of station position adjustment failure and the prompt information of the reason of the adjustment failure can be popped up in response to the dragging operation of the player between the virtual fight character and the target fight position, or only the non-optimal strategy of the station position adjustment of the virtual fight character is prompted for the player. The target fight position can be any fight position in the virtual scene, and the position of the virtual fight character can be reasonably adjusted by the aid of the popped prompt information, so that the player can be helped to optimize the character array capacity.
The exemplary embodiments of the present disclosure also provide a game character control apparatus, a game including a virtual fight character and a virtual scene for providing a game fight environment, the virtual scene including a plurality of fight positions for placing the virtual fight character therein, as shown in fig. 3, the game character control apparatus 300 may include:
the user interface display module 310 is configured to provide, through the terminal device, a display graphical user interface, where content displayed in the graphical user interface includes a scene display area and a character candidate area, the scene display area is configured to display a target virtual scene, the target virtual scene is a local area in a current game field of view in the virtual scene, and the character candidate area is configured to display at least one character identifier that indicates a virtual fight character;
a fight position acquisition module 320, configured to acquire information of a fight position in at least part of the virtual scenes outside the target virtual scene;
a display position determining module 330, configured to determine a relative positional relationship between the combat position and the target virtual scene, and determine a first display position on the graphical user interface according to the relative positional relationship;
an identification display module 340 for displaying a first location identification for referring to a fight location at a first display location, and/or displaying a first character identification for referring to a virtual fight character placed at the fight location;
The first position adjustment module 350 is configured to determine a target virtual fight character in response to a selection operation of character identifiers of the candidate diagonal areas, and place the target virtual fight character at a fight position indicated by the first position identifier or replace the virtual fight character indicated by the first character identifier with the target virtual fight character in response to a selection operation for the first position identifier or the first character identifier.
In an alternative embodiment, the first position adjustment module 350 may be configured to: and in response to a drag operation of dragging the character identifier of the character candidate area from the character candidate area to the first position identifier or the first character identifier, placing the virtual fight character corresponding to the dragged character identifier at the fight position pointed by the first position identifier or replacing the virtual fight character pointed by the first character identifier with the virtual fight character corresponding to the dragged character identifier.
In an alternative embodiment, the game character control device 300 further includes: and the second position adjustment module is used for responding to the selection operation of the virtual fight roles placed at the fight positions in the target virtual scene, determining the target virtual fight roles, and responding to the selection operation aiming at the first position identification or the first role identification, placing the target virtual fight roles at the fight positions pointed by the first position identification or replacing the virtual fight roles pointed by the first role identification with the target virtual fight roles.
In an alternative embodiment, the second position adjustment module may be configured to: in response to a drag operation of dragging the virtual fight character at the fight position in the target virtual scene from the fight position to the first position identification or the first character identification, the dragged virtual fight character is placed at the fight position pointed by the first position identification or the virtual fight character pointed by the first character identification is replaced by the dragged virtual fight character.
In an alternative embodiment, the character identification and the first character identification in the game character control device 300 may include any one or more of the following: the character head image of the virtual fight character, the character name of the virtual fight character and the identity number of the virtual fight character.
In an alternative embodiment, after the step of placing the target virtual combat character at the combat location indicated by the first location identifier or replacing the virtual combat character indicated by the first character identifier with the target virtual combat character, the game character control device 300 may further include: and the scene switching module is used for switching the target virtual scene displayed in the current game visual field range so that the content displayed by the target virtual scene comprises the target virtual fight role.
In an alternative embodiment, the game character control device 300 further includes: and the third position adjustment module is used for responding to the selection operation of the character identification of the diagonal candidate area, determining a target virtual fight character, responding to the selection operation of the fight position in the target virtual scene or the virtual fight character on the fight position, and placing the target virtual fight character on the fight position or replacing the virtual fight character on the fight position with the target virtual fight character.
In an alternative embodiment, the game character control device 300 further includes: the character deleting module is used for responding to the dragging operation of the virtual fight characters at the fight positions in the virtual scene and controlling and deleting the virtual fight characters at the fight positions in the dragged virtual scene; wherein the drag operation includes: the virtual combat character is dragged from the combat position to the candidate area, or the virtual combat character is dragged out of the combat position, or the first character identification is dragged from the first display position to the candidate area.
In an alternative embodiment, the first display position in the game character control device 300 is located at an edge position of the scene display area.
In an alternative embodiment, the game character control device 300 further includes: the display module of the friedel effect identification is used for displaying a friedel effect identification corresponding to the friedel effect triggered by a battle array capacity formed by virtual battle roles in a virtual scene in a graphical user interface; and the friendship effect identifier updating module is used for adding the friendship effect identifier or updating the displayed friendship effect identifier when the virtual fight roles in the virtual scene are newly added, deleted or replaced.
The specific details of the above-mentioned respective parts of the game character control device 300 are already described in detail in the method part embodiments, and the details not disclosed can be referred to the embodiment of the method part, so that the details will not be described again.
Exemplary embodiments of the present disclosure also provide a computer-readable storage medium having stored thereon a program product capable of implementing the above-described game character control method of the present specification. In some possible implementations, aspects of the present disclosure may also be implemented in the form of a program product comprising program code for causing an electronic device to carry out the steps according to the various exemplary embodiments of the disclosure as described in the "exemplary methods" section of this specification, when the program product is run on an electronic device. The program product may employ a portable compact disc read-only memory (CD-ROM) and comprise program code and may be run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited thereto, and in this document, a 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.
The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium can be, for example, but is 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 (a non-exhaustive list) of the readable storage medium would include the following: an electrical connection having one or more wires, a portable disk, a hard disk, random Access Memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
The computer readable signal medium may include a data signal propagated in baseband or as part of a carrier wave with readable program code embodied therein. Such a propagated data signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination of the foregoing. A readable signal medium may also be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Program code for carrying out operations of the present disclosure may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C++ or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device, partly on a remote computing device, or entirely on the remote computing device or server. In the case of remote computing devices, the remote computing device may be connected to the user computing device through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computing device (e.g., connected via the Internet using an Internet service provider).
The exemplary embodiments of the present disclosure also provide an electronic device capable of implementing the above game character control method. An electronic device 400 according to such an exemplary embodiment of the present disclosure is described below with reference to fig. 4. The electronic device 400 shown in fig. 4 is merely an example and should not be construed to limit the functionality and scope of use of embodiments of the present disclosure in any way.
As shown in fig. 4, the electronic device 400 may be embodied in the form of a general purpose computing device. The components of electronic device 400 may include, but are not limited to: at least one processing unit 410, at least one memory unit 420, a bus 430 connecting the different system components (including the memory unit 420 and the processing unit 410), and a display unit 440.
The storage unit 420 stores program code that can be executed by the processing unit 410, so that the processing unit 410 performs the steps according to various exemplary embodiments of the present disclosure described in the above "exemplary method" section of the present specification. For example, the processing unit 410 may perform the method steps in fig. 1.
The storage unit 420 may include readable media in the form of volatile storage units, such as Random Access Memory (RAM) 421 and/or cache memory 422, and may further include Read Only Memory (ROM) 423.
The storage unit 420 may also include a program/utility 424 having a set (at least one) of program modules 425, such program modules 425 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 430 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 400 may also communicate with one or more external devices 500 (e.g., keyboard, pointing device, bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 400, and/or any device (e.g., router, modem, etc.) that enables the electronic device 400 to communicate with one or more other computing devices. Such communication may occur through an input/output (I/O) interface 450. Also, electronic device 400 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 network adapter 460. As shown, the network adapter 460 communicates with other modules of the electronic device 400 over the bus 430. It should be appreciated that although not shown, other hardware and/or software modules may be used in connection with electronic device 400, 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.
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 terminal device, or a network device, etc.) to perform the method according to the exemplary embodiments of the present disclosure.
Furthermore, the above-described figures are only schematic illustrations of processes included in the method according to the exemplary embodiments of the present disclosure, and are not intended to be limiting. It will be readily appreciated that the processes shown in the above figures do not indicate or limit the temporal order of these processes. In addition, it is also readily understood that these processes may be performed synchronously or asynchronously, for example, among a plurality of modules.
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 exemplary 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.
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. 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.
It is to be understood that the present disclosure is not limited to the precise arrangements and instrumentalities shown in the drawings, and that various modifications and changes may be effected without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims (12)

1. A game character control method, wherein the game includes a virtual fight character and a virtual scene for providing a game fight environment, the virtual scene including a plurality of fight positions for placing the virtual fight character, the method comprising:
providing a display graphical user interface through terminal equipment, wherein the content displayed in the graphical user interface comprises a scene display area and a role candidate area, the scene display area is used for displaying a target virtual scene, the target virtual scene is a local area in the current game visual field range in the virtual scene, and the role candidate area is used for displaying at least one role identifier indicating a virtual fight role;
acquiring information of fight positions in at least part of virtual scenes outside the target virtual scene;
determining a relative position relation between the fight position and the target virtual scene, and determining a first display position on the graphical user interface according to the relative position relation;
displaying a first position identifier for referring to the fight position at the first display position, and/or displaying a first character identifier for referring to a virtual fight character placed at the fight position;
In response to a selection operation of a character identification of the character candidate area or a selection operation of a virtual fight character placed at a fight position in the target virtual scene, determining a target virtual fight character, and in response to a selection operation for the first position identification or the first character identification, placing the target virtual fight character at the fight position pointed to by the first position identification or replacing the virtual fight character pointed to by the first character identification with the target virtual fight character.
2. The method according to claim 1, wherein the steps of determining a target virtual fight character in response to a selection operation of a character identification of the character candidate area, and placing the target virtual fight character at a fight position indicated by the first position identification or replacing the virtual fight character indicated by the first character identification with the target virtual fight character in response to a selection operation for the first position identification or the first character identification, include:
and in response to a drag operation of dragging the character identifier of the character candidate area from the character candidate area to the first position identifier or the first character identifier, placing a virtual fight character corresponding to the dragged character identifier at a fight position pointed by the first position identifier or replacing the virtual fight character pointed by the first character identifier with the virtual fight character corresponding to the dragged character identifier.
3. The method according to claim 1, wherein the steps of determining a target virtual fight character in response to a selection operation of a virtual fight character placed at a fight position in the target virtual scene, and placing the target virtual fight character at the fight position indicated by the first position identification or replacing the virtual fight character indicated by the first character identification with the target virtual fight character in response to a selection operation for the first position identification or the first character identification, include:
and in response to a drag operation of dragging the virtual fight character at the fight position in the target virtual scene from the fight position to the first position mark or the first character mark, placing the dragged virtual fight character at the fight position pointed by the first position mark or replacing the virtual fight character pointed by the first character mark with the dragged virtual fight character.
4. The method of claim 1, wherein the character identification and the first character identification comprise any one or more of:
the character head of the virtual fight character, the character name of the virtual fight character and the identity number of the virtual fight character.
5. The method of claim 1, wherein after the step of placing the target virtual combat character at the combat location referred to by the first location identification or replacing the virtual combat character referred to by the first character identification with the target virtual combat character, the method further comprises:
and switching the target virtual scene displayed in the current game visual field range so that the content displayed by the target virtual scene comprises the target virtual fight role.
6. The method according to claim 1, wherein the method further comprises:
and in response to a selection operation of the character identification of the character candidate area, determining a target virtual fight character, and in response to a selection operation of a fight position in the target virtual scene or a virtual fight character on the fight position, placing the target virtual fight character on the fight position or replacing the virtual fight character on the fight position with the target virtual fight character.
7. The method according to claim 1, wherein the method further comprises:
controlling to delete the virtual fight character on the fight position in the dragged virtual scene in response to the drag operation of the virtual fight character on the fight position in the virtual scene;
Wherein the drag operation includes:
an operation of dragging the virtual fighting character from the fighting position to the character candidate area, or
An operation of dragging the virtual fighting character out of the fighting position, or
And dragging the first character identifier from the first display position to the character candidate area.
8. The method of claim 1, wherein the first display position is at an edge position of the scene display area.
9. The method according to any one of claims 1 to 8, further comprising:
displaying a stumbling effect identifier corresponding to a stumbling effect triggered by a combat lineup formed by the virtual combat roles in the virtual scene in the graphical user interface;
when detecting that the virtual fight character in the virtual scene is newly added, deleted or replaced, newly adding the stumbling effect identifier or updating the exhibited stumbling effect identifier.
10. A game character control apparatus, wherein the game includes a virtual fight character and a virtual scene for providing a game fight environment, the virtual scene including a plurality of fight positions for placing the virtual fight character therein, the apparatus comprising:
The user interface display module is used for providing a display graphical user interface through the terminal equipment, wherein the content displayed in the graphical user interface comprises a scene display area and a role candidate area, the scene display area is used for displaying a target virtual scene, the target virtual scene is a local area in the current game visual field range in the virtual scene, and the role candidate area is used for displaying at least one role identifier referring to a virtual fight role;
the fight position acquisition module is used for acquiring information of fight positions in at least part of virtual scenes outside the target virtual scene;
the display position determining module is used for determining the relative position relation between the fight position and the target virtual scene and determining a first display position on the graphical user interface according to the relative position relation;
the identification display module is used for displaying a first position identification for referring to the fight position at the first display position and/or displaying a first character identification for referring to a virtual fight character placed at the fight position;
the first position adjustment module is used for responding to the selection operation of the character identification of the character candidate area or the selection operation of the virtual fight character of the fight position placed in the target virtual scene, determining a target virtual fight character, and responding to the selection operation of the first position identification or the first character identification, placing the target virtual fight character at the fight position pointed by the first position identification or replacing the virtual fight character pointed by the first character identification with the target virtual fight character.
11. A computer readable storage medium, on which a computer program is stored, characterized in that the computer program, when being executed by a processor, implements the method of any one of claims 1 to 9.
12. An electronic device, comprising:
a processor; and
a memory for storing executable instructions of the processor;
wherein the processor is configured to perform the method of any one of claims 1 to 9 via execution of the executable instructions.
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