CN114887329A - Virtual object control method, device, equipment and storage medium - Google Patents

Virtual object control method, device, equipment and storage medium Download PDF

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Publication number
CN114887329A
CN114887329A CN202210351687.8A CN202210351687A CN114887329A CN 114887329 A CN114887329 A CN 114887329A CN 202210351687 A CN202210351687 A CN 202210351687A CN 114887329 A CN114887329 A CN 114887329A
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China
Prior art keywords
virtual object
control
page
player
virtual
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CN202210351687.8A
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Chinese (zh)
Inventor
刘舟
温小力
黄鑫
郑钟中
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Guangzhou Sanqi Jiyao Network Technology Co ltd
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Guangzhou Sanqi Jiyao Network Technology Co ltd
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Priority to CN202210351687.8A priority Critical patent/CN114887329A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02PCLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
    • Y02P90/00Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
    • Y02P90/02Total factory control, e.g. smart factories, flexible manufacturing systems [FMS] or integrated manufacturing systems [IMS]

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application discloses a virtual object control method, a device, equipment and a storage medium, wherein the method comprises the following steps: acquiring virtual object information of one or more first virtual objects previously created by a player in response to a spectator request of the player; generating a transferring control according to the virtual object information of the one or more first virtual objects; displaying a viewing page of the strategy game, and displaying a movement control in a designated area of the viewing page, wherein the movement control is used for triggering movement of the first virtual object when being touched. Therefore, the player can directly operate the transfer control in the fighting page, and therefore the resource transfer is carried out in real time for the fighting scene corresponding to the fighting page. And the user does not need to quit the fighting page and then execute the transfer operation, thereby simplifying the operation of the user and improving the intuitiveness and the efficiency of resource transfer.

Description

Virtual object control method, device, equipment and storage medium
Technical Field
The present application relates to the field of game data processing technologies, and in particular, to a virtual object control method, a virtual object control apparatus, an electronic device, and a computer-readable storage medium.
Background
A Game Strategy (SLG) is a Game in which a player compares a Game Strategy with a computer or other players to obtain various types of wins. One theme of a game strategy is that a player plays a dominator to manage the country and defeat enemies in a battle state. Before a player fights a game, the player needs to lay out the hero and soldier embattling owned by the player so as to feel the strategy attributes of the strategy game.
In the existing SLG game, the hero carries the army to combat with other players/watch town army, and if the user wants to watch the process of the combat, a separate combat interface needs to be displayed. And displaying the process of fighting on the fighting interface. At this time, if the user wants to move another hero to participate in the battle, the user needs to quit the battle interface, return to the sand table, click the city pool, and expand the control to operate, so that the operation is complicated.
Disclosure of Invention
The application provides a virtual object control method, a virtual object control device, virtual object control equipment and a virtual object control storage medium, which are used for solving the problem of complex operation caused by troops in the process of fighting in the existing virtual game.
According to an aspect of the present application, there is provided a virtual object control method, the method including:
acquiring virtual object information of one or more first virtual objects previously created by a player in response to a spectator request of the player;
generating a transferring control according to the virtual object information of the one or more first virtual objects;
displaying a spectator page of the strategy game, and displaying the mobilization control in a specified area of the spectator page, wherein the mobilization control is used for triggering the mobilization of the first virtual object when being touched.
According to another aspect of the present application, there is provided a virtual object control apparatus, the apparatus including:
the information acquisition module is used for responding to a fighting request of a player and acquiring virtual object information of one or more first virtual objects previously created by the player;
the transfer control generating module is used for generating a transfer control according to the virtual object information of the one or more first virtual objects;
and the fighting page display module is used for displaying the fighting page of the strategy game and displaying the transfer control in the specified area of the fighting page, and the transfer control is used for triggering the transfer of the first virtual object when being touched.
According to another aspect of the present application, there is provided an electronic apparatus including:
at least one processor; and
a memory communicatively coupled to the at least one processor; wherein the content of the first and second substances,
the memory stores a computer program executable by the at least one processor, the computer program being executable by the at least one processor to enable the at least one processor to perform a virtual object control method according to any embodiment of the present application.
According to yet another aspect of the present application, there is provided a computer-readable storage medium storing computer instructions for causing a processor to implement a virtual object control method according to any one of the embodiments of the present application when the computer instructions are executed.
In this embodiment, after the player initiates the spectator request, the spectator page displayed to the player may include a maneuver control for maneuvering the first virtual object, where the maneuver control is generated according to the virtual object information of one or more first virtual objects previously created by the current player. Therefore, the player can directly operate the maneuvering control in the fighting page, so that the first virtual object is maneuvered in real time for the fighting scene corresponding to the fighting page without exiting the fighting page and then maneuvering the first virtual object, the operation of the user is simplified, and the intuitiveness and the efficiency of maneuvering the first virtual object are improved.
It should be understood that the statements in this section do not necessarily identify key or critical features of the embodiments of the present application, nor do they limit the scope of the present application. Other features of the present application will become apparent from the following description.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
Fig. 1 is a flowchart of a virtual object control method according to an embodiment of the present application;
fig. 2 is a schematic diagram of a maneuver control for a combat state according to an embodiment of the present disclosure;
fig. 3 is a schematic diagram of another maneuver control for fighting states according to an embodiment of the present disclosure;
fig. 4 is a schematic diagram of a maneuver control for a combat state provided in an embodiment of the present application;
fig. 5 is a schematic diagram of an idle-state deployment control provided in an embodiment of the present application;
FIG. 6 is a schematic view of a battle viewing page according to an embodiment of the present application;
FIG. 7 is a schematic view of another exemplary viewing page provided in accordance with an embodiment of the present disclosure;
fig. 8 is a flowchart of a virtual object control method according to a second embodiment of the present application;
fig. 9 is a schematic view of an operation control interface according to a second embodiment of the present application;
fig. 10 is a schematic structural diagram of a virtual object control apparatus according to a third embodiment of the present application;
fig. 11 is a schematic structural diagram of an electronic device implementing a virtual object control method according to an embodiment of the present application.
Detailed Description
In order to make the technical solutions better understood by those skilled in the art, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only partial embodiments of the present application, but not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
It should be noted that the terms "first," "second," and the like in the description and claims of this application and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the application described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
Example one
Fig. 1 is a flowchart of a virtual object control method according to an embodiment of the present application, where the method includes the following steps:
step 110, responding to a spectator request of a player, acquiring virtual object information of one or more first virtual objects previously created by the player.
The embodiment can be applied to strategy games with battle scenes, for example, one battle scene is that a player sends a hero-leading army to attack a city pool of other countries or regions, and battles occur in the city pool. In this scenario, the first virtual object includes a troop and the virtual object information includes troop information.
During the course of a battle, if a player wants to play, a play request may be initiated. In one implementation, a "spectator's fight" trigger button may be provided in the GUI (Graphical User Interface) of the game of tactical games, and when the player clicks the "spectator's fight" button, a spectator's request is initiated.
The spectator request is captured by the client, and the client obtains virtual object information of one or more first virtual objects previously created by the player. In implementation, if the client locally stores virtual object information of one or more first virtual objects previously created by the player, the virtual object information can be directly read locally at the client. If the client stores locally non-up-to-date virtual object information or does not store locally virtual object information, the client may request from the server virtual object information for one or more first virtual objects previously created by the player based on the player identification of the player.
Illustratively, the virtual object information may include, but is not limited to: virtual object identification, virtual object name, virtual object state, identification of the virtual character leading the first virtual object (e.g., hero identification), avatar (e.g., hero avatar), etc. The virtual object identifier is used to identify the first virtual object, and its representation form is not limited, and may include but is not limited to one or a combination of a virtual object name, a hero avatar, an ID assigned by the server when the first virtual object is created, and the like. The virtual object name may be a name set by the player at the time of creating the first virtual object or after creating the first virtual object. The virtual object states may include a combat state and an idle state, the combat state indicating that a current first virtual object has been dispatched to combat, having a combat mission; the idle state indicates that the current first virtual object is not dispatched to combat, and has no combat mission. The identifier of the virtual character may be an identifier set by a user, or may be an identifier assigned to the virtual character by the server, which is not limited herein. The avatar of the virtual character may be an avatar set by a user, or an avatar assigned to the virtual character by the server, which is not limited herein.
And 120, generating a transfer control according to the virtual object information of the one or more first virtual objects.
The method may further include generating a corresponding deployment control for each first virtual object, that is, generating the deployment control of each first virtual object by using the virtual object information of each first virtual object.
In one embodiment, step 120 may further include the steps of:
step 120-1, traversing the virtual object information of each first virtual object, if the virtual object state of the currently traversed first virtual object is a battle state, adding a battle identifier to the current first virtual object, and acquiring current battle field information of the current first virtual object.
And step 120-2, judging whether the battlefield information is a battlefield corresponding to the current battlefield page. If so, go to step 120-3, otherwise go to step 120-4.
And 120-3, setting a preset battlefield identifier for the current first virtual object, and generating a maneuvering control of the first virtual object according to the battle identifier, the preset battlefield identifier and the virtual object identifier.
And 120-4, generating a maneuvering control of the first virtual object according to the battle identification, the battle field information of the current first virtual object and the virtual object identification.
In this step, each first virtual object owned by the current player is traversed. And judging whether the virtual object state of the first virtual object traversed currently is a battle state. And if the state is the fighting state, adding a fighting identification to the current first virtual object. The combat identifier may be a preset default identifier or an identifier set by the player, which is not limited in this embodiment.
And then further judging whether the battlefield information of the first virtual object battle is the battlefield which the player requests to fight, if so, adding a battlefield identifier for the first virtual object, wherein the battlefield identifier is used for clearly and concisely representing whether the first virtual object fights in the battlefield to the player. If the first virtual object does not fight in the currently visited battlefield, the battlefield of the first virtual object can be directly marked without adding a battlefield identifier.
When the maneuver control is generated, different parameters can be transmitted according to the set control code to generate different maneuver controls. That is, the parameters transmitted in step 120-3 include a battle identifier, a preset battlefield identifier and a virtual object identifier, and the generated maneuver control may be as shown in fig. 2, the parameters include a battle identifier a, a preset battlefield identifier B and a virtual object identifier C; the parameters transmitted in step 120-4 include a battle identifier, battle field information of the current first virtual object, and a virtual object identifier, and the generated maneuvering control may be as shown in fig. 3, including a battle identifier a and a virtual object identifier C; in other examples, for the scenario of step 120-4, the battlefield of the current first virtual object may also be marked in the maneuver control, as shown in battlefield D of FIG. 4.
In another embodiment, if the virtual object state is an idle state, step 120 may further include the following steps:
and 120-5, if the virtual object state of the currently traversed first virtual object is an idle state, generating a transfer control of the first virtual object according to the idle state and the virtual object identifier.
For example, if the virtual object state is an idle state, when the deployment control is generated, the parameters transmitted in the control code are the virtual object identifier and the idle state, and the generated deployment control is as shown in fig. 5, and the state may be marked as idle below the deployment control.
In other embodiments, a preset virtual object creation control may also be used as a maneuver control, so that a player may directly trigger the control to create the first virtual object in the spectator fighting page without jumping out of the spectator fighting page to create the first virtual object.
Step 130, displaying a viewing page of the strategy game, and displaying the maneuver control in a designated area of the viewing page, wherein the maneuver control is used for triggering the maneuver of the first virtual object when being touched.
The designated area may be an area dedicated to displaying the maneuver control.
When the fighting page is displayed, the designated area may be located at the lower right corner of the fighting page by default, as shown by designated area E of fig. 6. The designated area and the movement control in the area can be set to be movable, and a player can move the designated area and the movement control in the designated area according to actual needs.
In one embodiment, the step of displaying the maneuver control in the designated area of the viewing page in step 130 may further comprise the steps of:
determining the sequencing information of each transferring control; and in the designated area, sequentially displaying the various transferring controls according to the sequencing information.
Illustratively, the ranking information may include a dispatch time to dispatch the first virtual object to the battlefield of the current battle page, a creation time of the first virtual object, and the like. The ordering order policy may be: the first virtual object to fight in the battlefield on the current sightseeing page → the first virtual object to fight in the other battlefield → the first virtual object in the idle state. If a plurality of first virtual objects are available for battle in the battlefield of the current battle page, sequencing the first virtual objects from first to last according to dispatch time dispatched to the current battlefield; the first virtual objects in other battlefield operations can be sequenced from first to last according to the corresponding dispatch time; and the first virtual objects in the idle state are sorted from first to last according to the creation time of the first virtual objects.
Of course, other sorting information and sorting policy may be set according to actual requirements, which is not limited in this embodiment.
When the maneuver controls are displayed in the designated area, the sequence numbers or virtual object states or other descriptions (such as creating troops) of the maneuver controls may be displayed below or at other positions of the maneuver controls, as shown in fig. 7.
In practice, if the number of mobilization controls exceeds the number that can be displayed in the designated area, the player can display other mobilization controls by sliding the designated area.
As shown in FIG. 7, the spectator page may also include a "quit spectator" button, which may be triggered by the player to quit the spectator page.
In this embodiment, after the player initiates the spectator request, the spectator page displayed to the player may include a maneuver control for maneuvering the first virtual object, where the maneuver control is generated according to the virtual object information of one or more first virtual objects previously created by the current player. Therefore, the player can directly operate the maneuvering control in the fighting page, so that the first virtual object is maneuvered in real time for the fighting scene corresponding to the fighting page without exiting the fighting page and then maneuvering the first virtual object, the operation of the user is simplified, and the intuitiveness and the efficiency of maneuvering the first virtual object are improved.
Example two
Fig. 8 is a flowchart of a virtual object control method provided in the second embodiment of the present application, which is explained based on the first embodiment, and as shown in the second embodiment, after the step 130 in the first embodiment, the present embodiment may include the following steps: step 140, in response to a first trigger operation of the player on the maneuver control, displaying an operation control.
For example, the first trigger operation may be an operation in which the player clicks a maneuver control in the designated area. The operation control is a control for performing the transferring operation on the first virtual object corresponding to the currently clicked transferring control.
Illustratively, the operational controls may include augmentation controls and summons controls. The augmentation control is used for augmenting the current first virtual object with a second virtual object, and the second virtual object can comprise arms or arms and the like by way of example; the summoning control is used for summoning the first virtual object which does not fight in the current battlefield to fight in the current battlefield.
For example, when the player clicks the maneuver control of "hero avatar 4" in idle in fig. 7, the operation control interface F shown in fig. 9 is popped up, in which the supplement control and the summons control are included. In practice, if the user clicks the maneuver control of the first virtual object that has been battled in this city, since the summoning operation for the first virtual object is not required, the "summoning" control may be set to grayscale in the pop-up operation control interface.
And 150, responding to a second trigger operation of the player on the operation control, and performing corresponding first virtual object movement on the battle field corresponding to the spectator page.
In this step, the corresponding first virtual object may be moved according to the operation control clicked by the player. In one embodiment, step 150 may further include the steps of:
if the operation control corresponding to the second trigger operation is an addition control, adding a second virtual object to the first virtual object corresponding to the first trigger operation; and if the operation control corresponding to the second trigger operation is a summoning control, summoning the first virtual object corresponding to the first trigger operation into a battle field corresponding to the viewing page for operation.
For example, when the player triggers the supplement control corresponding to "hero avatar 4" in fig. 9, soldier supplement can be performed on the army corresponding to "hero avatar 4". When the system is realized, soldier supplement and weapon supplement controls can be arranged, so that the requirements of soldier supplement or weapon supplement are met. If the player clicks the summoning control, the triggered army can be summoned to the current battlefield for battle.
In terms of data processing, the process of appending the second virtual object may be to add a corresponding number of second virtual objects in the relevant data of the currently triggered first virtual object; the processing of the first virtual object summons may be: and generating an association relation between the summoned first virtual object and the currently-operated battlefield.
In one embodiment, in the process of summoning the first virtual object to the battlefield corresponding to the spectator page, the acceleration processing can be further carried out on the traveling speed of the first virtual object in response to the acceleration operation of the player.
For example, the acceleration operation may be a specific operation triggered by the player on the device, for example, an operation of pressing a "volume +" button of the mobile terminal, or an operation of sliding the screen in a specific direction by the player, which is not limited in this embodiment. One of the implementations of the acceleration processing may be: assuming that the time from the user triggering the "summons control" to engagement in the battle is 5s for the summoned first virtual object, this time can be shortened to a shorter time, e.g., 3 s. The interface may be configured to increase the speed of travel of the summoned first virtual object to the scene of engagement.
In this embodiment, through triggering the maneuver controlling part that demonstrates in the page of looking for war, can directly demonstrate the show operation controlling part in the page of looking for war, after the player triggered this operation controlling part, then carry out the maneuver of first virtual object, all maneuvers the operation and all go on the page of looking for war, avoid the player to make a round trip to switch the loaded down with trivial details operation that the page arouses, promoted the operation experience of player.
EXAMPLE III
Fig. 10 is a schematic structural diagram of a virtual object control apparatus according to a third embodiment of the present application, which may include the following modules:
an information obtaining module 210, configured to obtain, in response to a spectator request from a player, virtual object information of one or more first virtual objects previously created by the player;
the transfer control generating module 220 is configured to generate a transfer control according to the virtual object information of the one or more first virtual objects;
and a viewing page display module 230, configured to display a viewing page of the strategy game, and display the maneuver control in a designated area of the viewing page, where the maneuver control is used to trigger a maneuver on the first virtual object when being touched.
In one embodiment, the apparatus may further include the following modules:
the operation control display module is used for responding to a first trigger operation of a player on the transferring control and displaying the operation control;
and the transferring module is used for responding to the second triggering operation of the player on the operation control and transferring the corresponding first virtual object to the battle field corresponding to the spectator fighting page.
In one embodiment, the virtual object information includes a virtual object identification and a virtual object state, the virtual object state including a combat state;
the mobilizing control generation module 220 is specifically configured to:
traversing the virtual object information of each first virtual object, if the virtual object state of the currently traversed first virtual object is a battle state, adding a battle identifier for the current first virtual object, and acquiring the current battle field information of the current first virtual object;
judging whether the battle field information is a battlefield corresponding to the current battle-watching page or not;
if yes, setting a preset battlefield identifier for the current first virtual object, and generating a maneuvering control of the first virtual object according to the battle identifier, the preset battlefield identifier and the virtual object identifier;
if not, generating a maneuvering control of the first virtual object according to the combat identification, the battlefield information of the current first virtual object and the virtual object identification.
In one embodiment, the virtual object state further comprises an idle state; the maneuver control generation module 220 is further configured to:
and if the virtual object state of the currently traversed first virtual object is an idle state, generating a transfer control of the first virtual object according to the idle state and the virtual object identifier.
In one embodiment, the operational controls include at least one of an augmentation control and a summons control, the first virtual object includes at least one second virtual object; the transfer module is specifically configured to:
if the operation control corresponding to the second trigger operation is an addition control, adding a second virtual object to the first virtual object corresponding to the first trigger operation;
and if the operation control corresponding to the second trigger operation is a summoning control, summoning the first virtual object corresponding to the first trigger operation into a battle field corresponding to the viewing page for operation.
In one embodiment, the apparatus may further include the following modules:
and the accelerating module is used for responding to the accelerating operation of the player and accelerating the traveling speed of the first virtual object in the process of summoning the first virtual object to the battle field corresponding to the spectator page.
In one embodiment, the maneuver control generation module 220 is further configured to:
and taking a preset virtual object creation control as the transferring control.
In an embodiment, the operation control display module 240 is specifically configured to:
determining the sequencing information of each transferring control;
and in the designated area, sequentially displaying the various transferring controls according to the sequencing information.
The virtual object control device provided by the embodiment of the application can execute the virtual object control method provided by any embodiment of the application, and has corresponding functional modules and beneficial effects of the execution method.
Example four
Fig. 11 shows a schematic structural diagram of an electronic device 10 that may be used to implement method embodiments of the present application. Electronic devices are intended to represent various forms of digital computers, such as laptops, desktops, workstations, personal digital assistants, servers, blade servers, mainframes, and other appropriate computers. The electronic device may also represent various forms of mobile devices, such as personal digital assistants, cellular phones, smart phones, wearable devices (e.g., helmets, glasses, watches, etc.), and other similar computing devices. The components shown herein, their connections and relationships, and their functions, are meant to be examples only, and are not meant to limit implementations of the present application that are described and/or claimed herein.
As shown in fig. 11, the electronic device 10 includes at least one processor 11, and a memory communicatively connected to the at least one processor 11, such as a Read Only Memory (ROM)12, a Random Access Memory (RAM)13, and the like, wherein the memory stores a computer program executable by the at least one processor, and the processor 11 can perform various suitable actions and processes according to the computer program stored in the Read Only Memory (ROM)12 or the computer program loaded from a storage unit 18 into the Random Access Memory (RAM) 13. In the RAM 13, various programs and data necessary for the operation of the electronic apparatus 10 can also be stored. The processor 11, the ROM 12, and the RAM 13 are connected to each other via a bus 14. An input/output (I/O) interface 15 is also connected to bus 14.
A number of components in the electronic device 10 are connected to the I/O interface 15, including: an input unit 16 such as a keyboard, a mouse, or the like; an output unit 17 such as various types of displays, speakers, and the like; a storage unit 18 such as a magnetic disk, an optical disk, or the like; and a communication unit 19 such as a network card, modem, wireless communication transceiver, etc. The communication unit 19 allows the electronic device 10 to exchange information/data with other devices via a computer network such as the internet and/or various telecommunication networks.
The processor 11 may be a variety of general and/or special purpose processing components having processing and computing capabilities. Some examples of processor 11 include, but are not limited to, a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), various specialized Artificial Intelligence (AI) computing chips, various processors running machine learning model algorithms, a Digital Signal Processor (DSP), and any suitable processor, controller, microcontroller, or the like. The processor 11 performs the various methods and processes described above, such as a virtual object control method.
In some embodiments, a virtual object control method may be implemented as a computer program tangibly embodied on a computer-readable storage medium, such as storage unit 18. In some embodiments, part or all of the computer program may be loaded and/or installed onto the electronic device 10 via the ROM 12 and/or the communication unit 19. When the computer program is loaded into the RAM 13 and executed by the processor 11, one or more steps of a virtual object control method described above may be performed. Alternatively, in other embodiments, the processor 11 may be configured to perform a virtual object control method by any other suitable means (e.g., by means of firmware).
Various implementations of the systems and techniques described here above may be implemented in digital electronic circuitry, integrated circuitry, Field Programmable Gate Arrays (FPGAs), Application Specific Integrated Circuits (ASICs), Application Specific Standard Products (ASSPs), system on a chip (SOCs), load programmable logic devices (CPLDs), computer hardware, firmware, software, and/or combinations thereof. These various embodiments may include: implemented in one or more computer programs that are executable and/or interpretable on a programmable system including at least one programmable processor, which may be special or general purpose, receiving data and instructions from, and transmitting data and instructions to, a storage system, at least one input device, and at least one output device.
A computer program for implementing the methods of the present application may be written in any combination of one or more programming languages. These computer programs may be provided to a processor of a general purpose computer, special purpose computer, or other programmable data processing apparatus, such that the computer programs, when executed by the processor, cause the functions/acts specified in the flowchart and/or block diagram block or blocks to be performed. A computer program can execute entirely on a machine, partly on a machine, as a stand-alone software package partly on a machine and partly on a remote machine or entirely on a remote machine or server.
In the context of this application, a computer readable storage medium may be a tangible medium that can contain, or store a computer program for use by or in connection with an instruction execution system, apparatus, or device. A computer readable storage medium may include, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any suitable combination of the foregoing. Alternatively, the computer readable storage medium may be a machine readable signal medium. More specific examples of a machine-readable storage medium would include an electrical connection based on 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.
To provide for interaction with a user, the systems and techniques described here can be implemented on an electronic device having: a display device (e.g., a CRT (cathode ray tube) or LCD (liquid crystal display) monitor) for displaying information to a user; and a keyboard and a pointing device (e.g., a mouse or a trackball) by which a user may provide input to the electronic device. Other kinds of devices may also be used to provide for interaction with a user; for example, feedback provided to the user can be any form of sensory feedback (e.g., visual feedback, auditory feedback, or tactile feedback); and input from the user may be received in any form, including acoustic, speech, or tactile input.
The systems and techniques described here can be implemented in a computing system that includes a back-end component (e.g., as a data server), or that includes a middleware component (e.g., an application server), or that includes a front-end component (e.g., a user computer having a graphical user interface or a web browser through which a user can interact with an implementation of the systems and techniques described here), or any combination of such back-end, middleware, or front-end components. The components of the system can be interconnected by any form or medium of digital data communication (e.g., a communication network). Examples of communication networks include: local Area Networks (LANs), Wide Area Networks (WANs), blockchain networks, and the internet.
The computing system may include clients and servers. A client and server are generally remote from each other and typically interact through a communication network. The relationship of client and server arises by virtue of computer programs running on the respective computers and having a client-server relationship to each other. The server can be a cloud server, also called a cloud computing server or a cloud host, and is a host product in a cloud computing service system, so that the defects of high management difficulty and weak service expansibility in the traditional physical host and VPS service are overcome.
It should be understood that various forms of the flows shown above may be used, with steps reordered, added, or deleted. For example, the steps described in the present application may be executed in parallel, sequentially, or in different orders, as long as the desired results of the technical solution of the present application can be achieved, and the present invention is not limited thereto.
The above-described embodiments should not be construed as limiting the scope of the present application. It should be understood by those skilled in the art that various modifications, combinations, sub-combinations and substitutions may be made in accordance with design requirements and other factors. Any modification, equivalent replacement, and improvement made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims (11)

1. A virtual object control method, characterized in that the method comprises:
acquiring virtual object information of one or more first virtual objects previously created by a player in response to a spectator request of the player;
generating a transferring control according to the virtual object information of the one or more first virtual objects;
displaying a spectator page of the strategy game, and displaying the mobilization control in a specified area of the spectator page, wherein the mobilization control is used for triggering the mobilization of the first virtual object when being touched.
2. The method of claim 1, further comprising:
responding to a first trigger operation of a player on the transferring control, and displaying an operation control;
and responding to a second trigger operation of the player on the operation control, and performing corresponding first virtual object movement on the battlefield corresponding to the spectator fighting page.
3. The method of claim 1 or 2, wherein the virtual object information comprises a virtual object identification and a virtual object state, the virtual object state comprising a combat state;
the generating a transfer control according to the virtual object information of the one or more first virtual objects includes:
traversing the virtual object information of each first virtual object, if the virtual object state of the currently traversed first virtual object is a battle state, adding a battle identifier for the current first virtual object, and acquiring the current battle field information of the current first virtual object;
judging whether the battle field information is a battlefield corresponding to the current battle-watching page or not;
if yes, setting a preset battlefield identifier for the current first virtual object, and generating a maneuvering control of the first virtual object according to the battle identifier, the preset battlefield identifier and the virtual object identifier;
if not, generating a maneuvering control of the first virtual object according to the combat identification, the battlefield information of the current first virtual object and the virtual object identification.
4. The method of claim 3, wherein the virtual object state further comprises an idle state; generating a maneuver control according to the virtual object information of the one or more first virtual objects, including:
and if the virtual object state of the currently traversed first virtual object is an idle state, generating a transfer control of the first virtual object according to the idle state and the virtual object identifier.
5. The method of claim 2, wherein the operational controls include at least one of augmentation controls and summons controls, and wherein the first virtual object includes at least one second virtual object;
the responding to the second trigger operation of the player to the operation control, and performing corresponding first virtual object movement on the battle scene corresponding to the spectator page, includes:
if the operation control corresponding to the second trigger operation is an addition control, adding a second virtual object to the first virtual object corresponding to the first trigger operation;
and if the operation control corresponding to the second trigger operation is a summoning control, summoning the first virtual object corresponding to the first trigger operation into a battle field corresponding to the viewing page for operation.
6. The method of claim 5, further comprising:
and in the process of summoning the first virtual object to the battle field corresponding to the spectator page, responding to the acceleration operation of the player, and accelerating the traveling speed of the first virtual object.
7. The method of claim 1, 2 or 5, wherein generating a maneuver control according to the virtual object information of the one or more first virtual objects comprises:
and taking a preset virtual object creation control as the transferring control.
8. The method of claim 1, 2 or 5, wherein displaying the maneuver control in the designated area of the engagement page comprises:
determining the sequencing information of each transferring control;
and in the designated area, sequentially displaying the various transferring controls according to the sequencing information.
9. A virtual object control apparatus, characterized in that the apparatus comprises:
the information acquisition module is used for responding to a fighting request of a player and acquiring virtual object information of one or more first virtual objects previously created by the player;
the transfer control generating module is used for generating a transfer control according to the virtual object information of the one or more first virtual objects;
and the fighting page display module is used for displaying the fighting page of the strategy game and displaying the transfer control in the specified area of the fighting page, and the transfer control is used for triggering the transfer of the first virtual object when being touched.
10. An electronic device, characterized in that the electronic device comprises:
at least one processor; and
a memory communicatively coupled to the at least one processor; wherein the content of the first and second substances,
the memory stores a computer program executable by the at least one processor, the computer program being executable by the at least one processor to enable the at least one processor to perform a virtual object control method according to any one of claims 1 to 8.
11. A computer-readable storage medium, having stored thereon computer instructions for causing a processor to execute a method for controlling a virtual object according to any one of claims 1-8.
CN202210351687.8A 2022-04-02 2022-04-02 Virtual object control method, device, equipment and storage medium Pending CN114887329A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN115518381A (en) * 2022-10-08 2022-12-27 广州三七极耀网络科技有限公司 Method, system, device and medium for refreshing virtual object and environment object in game

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN115518381A (en) * 2022-10-08 2022-12-27 广州三七极耀网络科技有限公司 Method, system, device and medium for refreshing virtual object and environment object in game
CN115518381B (en) * 2022-10-08 2023-09-05 广州三七极耀网络科技有限公司 Method, system, device and medium for refreshing virtual object and environment object in game

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