CN116212367A - Game array adjustment method, device, electronic equipment and storage medium - Google Patents

Game array adjustment method, device, electronic equipment and storage medium Download PDF

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Publication number
CN116212367A
CN116212367A CN202111478052.6A CN202111478052A CN116212367A CN 116212367 A CN116212367 A CN 116212367A CN 202111478052 A CN202111478052 A CN 202111478052A CN 116212367 A CN116212367 A CN 116212367A
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China
Prior art keywords
virtual player
data
preset
game
matrix
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CN202111478052.6A
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Chinese (zh)
Inventor
王敏杰
陈俊辉
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202111478052.6A priority Critical patent/CN116212367A/en
Publication of CN116212367A publication Critical patent/CN116212367A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • 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
    • A63F13/812Ball games, e.g. soccer or baseball
    • 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
    • A63F2300/8011Ball

Abstract

The application provides a game array adjustment method, a game array adjustment device, electronic equipment and a storage medium, and relates to the technical field of games. The game matrix adjustment method is applied to test equipment, a control panel is displayed on the test equipment, and the control panel is provided with: data of a preset array for a preset game; the method comprises the following steps: and after the adjustment operation is input through the control panel, the adjusted preset array data is sent to the game equipment, so that the graphical user interface display of the adjusted array data can be realized, and the graphical user interface display is clear and visual.

Description

Game array adjustment method, device, electronic equipment and storage medium
Technical Field
The present invention relates to the field of game technologies, and in particular, to a method and apparatus for adjusting a game matrix, an electronic device, and a storage medium.
Background
With the rapid development of the mobile internet, more and more people select games as a mode of leisure and entertainment, and among many games, sports games are favored by players as a strategy game based on virtual background due to flexible tactical formulation and unique game background.
Game developers often need to enrich the play of games by adjusting the matrix, position, etc. in the development of sports games. At present, the adjustment of the array type and the position is realized by means of manual adjustment coordinates, under the adjustment mode, a developer cannot intuitively obtain the current array type and cannot accurately adjust the array type, and meanwhile, the adjustment mode is very time-consuming and has low adjustment efficiency.
Disclosure of Invention
The invention aims to overcome the defects in the prior art and provide a game matrix adjustment method, a game matrix adjustment device, electronic equipment and a storage medium, so that a developer can simply and efficiently adjust the game matrix.
In order to achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:
in a first aspect, an embodiment of the present application provides a game matrix adjustment method, which is applied to a test device, where a control panel is displayed on the test device, and the control panel is displayed with: data of a preset array for a preset game; the method comprises the following steps:
responding to the array type data adjustment operation input through the control panel, and adjusting the data of the preset array type;
and sending the adjusted data of the preset array type to game equipment so that the game equipment displays the preset array type in a graphical user interface according to the adjusted data of the preset array type.
Optionally, before the adjusting operation of the preset array type data is performed in response to the array type data input through the control panel, the method further includes:
reading data of at least one preset matrix aiming at the preset game from a matrix file of the preset game;
displaying data of the preset array type of the at least one array type in the control panel.
Optionally, the preset pattern is a first pattern of the at least one pattern.
Optionally, the data of the preset array type includes: the identification of the preset array type; the method further comprises the steps of:
responding to the matrix switching operation input aiming at the identification of the preset matrix, and determining the matrix switched by the matrix switching operation as a target matrix;
displaying data of the target array type in the control panel;
and sending the data of the target array type after switching to the game equipment so that the game equipment displays the target array type in a graphical user interface according to the data display of the target array type.
Optionally, the method further comprises:
and responding to a first storage operation for the preset array type input through the control panel, and storing the data of the preset array type.
Optionally, the data of the preset array type further includes: the game device comprises an external matrix type data of a preset matrix type, wherein the external matrix type data are used for enabling the game device to display the preset matrix type in a preset first scene graph according to the external matrix type data, and the first scene graph is a virtual scene graph of a preset fight area in the game.
Optionally, the outlier type data includes: information of interaction positions of the plurality of virtual player cards and information of tactical positions corresponding to the interaction positions of each virtual player card; the interaction position of each virtual player card is the position of each virtual player card in the preset fight area;
the outdoor matrix data is used for enabling the game device to display each virtual player card at the interaction position of each virtual player card in the preset combat area in the first scene graph, and displaying the tactical position information corresponding to each virtual player on each virtual player card.
Optionally, the adjusting the data of the preset array type in response to the array type data adjusting operation input through the control panel includes:
Responding to the adjustment operation of the interaction position of the first virtual player card in the control panel, and adjusting the information of the interaction position of the first virtual player card in the locale matrix data;
and the adjusted information of the interaction position of the first virtual player card is used for enabling the game equipment to adjust the display position of the first virtual player card in the preset combat zone.
Optionally, the adjusting the data of the preset array type in response to the array type data adjusting operation input through the control panel includes:
responding to the adjustment operation of the tactical position of the second virtual player card in the control panel, and adjusting the information of the tactical position of the second virtual player card in the outer matrix data;
and the adjusted tactical position information of the second virtual player card is used for enabling the game equipment to adjust the tactical position information displayed on the second virtual player card.
Optionally, the method further comprises:
receiving a virtual player card selection message returned by the game device, wherein the virtual player card selection message is a message sent by responding to virtual player card selection operation input through a graphical user interface displayed by the game device, and the virtual player card selection message comprises: information of interaction positions of the selected virtual player cards is selected, and information of tactical positions of the selected virtual player cards is displayed;
And displaying information of the interaction position of the selected virtual player card and information of the tactical position of the selected virtual player card in the control panel.
Optionally, the method further comprises:
receiving a virtual player card deflection message returned by the game equipment, wherein the virtual player card deflection message is a message sent in response to a virtual player card drag operation input through a graphical user interface displayed by the game equipment, and comprises the following components: information of the end position of the virtual player card drag operation;
and updating the interaction position of the third virtual player card acted by the drag operation of the virtual player card into the information of the ending position in the control panel.
Optionally, the data of the preset array type further includes: the in-office station position data are used for enabling the game device to display the preset array type in a preset second scene graph according to the in-office station position data, and the second scene graph is a real scene graph of a preset fight area in the game.
Optionally, the intra-office station data includes: the position information of a plurality of virtual players in the preset combat zone is preset;
The in-office station position data is used for enabling the game device to display each virtual player at the position of each virtual player in the preset combat zone in the second scene graph according to the position information of each virtual player.
Optionally, the preset combat zone includes: a plurality of square matrices; the location information of each virtual player includes: the position information of the square matrix where each virtual player is located, the initial station position information of each virtual player in the corresponding square matrix and the offset information of each virtual player in the corresponding square matrix;
and the position information of each virtual player is used for enabling the game equipment to determine the square matrix of each virtual player in the preset combat zone according to the position information of the square matrix of each virtual player, and determining the actual position of each virtual player in the corresponding square matrix according to the initial station position information and the offset information.
Optionally, the method further comprises:
responding to the position adjustment operation of the current virtual player in the control panel, and adjusting the position information of the current virtual player in the station position data in the office;
And the adjusted position information of the current virtual player is used for enabling the game equipment to adjust the position of the current virtual player in the preset combat zone.
Optionally, the method further comprises:
receiving a virtual player deflection message returned by the game device, wherein the virtual player deflection message is a message sent in response to a clicking operation for a current square matrix input through a graphical user interface displayed by the game device, and comprises the following components: a click position of the click operation;
and updating the offset information of the virtual player in the current square matrix in the control panel according to the clicking position.
Optionally, the method further comprises:
and responding to a second save operation input by the control panel for the target virtual player, and storing the position information of the target virtual player.
In a second aspect, an embodiment of the present application further provides a game matrix adjustment device, including: the device comprises an adjusting module and a sending module;
the adjusting module is used for responding to the array data adjusting operation input through the control panel and adjusting the preset array data;
The sending module is used for sending the adjusted data of the preset array type to the game equipment so that the game equipment displays the preset array type in a graphical user interface according to the adjusted data of the preset array type.
In a third aspect, an embodiment of the present application further provides an electronic device, including: the system comprises a processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, when the electronic device runs, the processor and the storage medium are communicated through the bus, and the processor executes the program instructions to execute the steps of the game array type adjustment method according to any one of the first aspect.
In a fourth aspect, embodiments of the present application further provide a computer-readable storage medium, on which a computer program is stored, which when executed by a processor performs the steps of the game matrix adjustment method according to any of the first aspects.
The beneficial effects of this application are: the embodiment of the application provides a game matrix adjustment method, which responds to matrix data adjustment operation input through a control panel to adjust preset matrix data, improves the efficiency and precision of matrix arrangement and virtual object position setting, can quickly realize matrix adjustment through the control panel input adjustment operation, and then sends the adjusted preset matrix data to game equipment to realize graphical user interface display of the adjusted matrix data, thereby being clear and visual.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present invention and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic diagram of a control panel according to an embodiment of the present disclosure;
FIG. 2 is a flowchart of a method for adjusting a game matrix according to an embodiment of the present disclosure;
fig. 3 is a flowchart showing preset matrix data in a game matrix adjustment method according to another embodiment of the present application;
FIG. 4 is a flowchart of a method for adjusting a game matrix according to another embodiment of the present disclosure;
FIG. 5 is a schematic diagram of a first scene graph according to an embodiment of the present disclosure;
FIG. 6 is a flowchart of a method for adjusting a preset matrix according to another embodiment of the present application;
FIG. 7 is a flowchart of a method for adjusting a game matrix according to still another embodiment of the present disclosure;
FIG. 8 is a flowchart of a method for adjusting a game matrix according to a third embodiment of the present disclosure;
Fig. 9 is a flowchart of a game matrix adjustment method according to a fourth embodiment of the present disclosure;
FIG. 10 is a second scene diagram illustrating an intent provided by an embodiment of the present application;
FIG. 11 is a flowchart of a method for adjusting a game matrix according to a fifth embodiment of the present disclosure;
FIG. 12 is a schematic view of a control panel according to another embodiment of the present disclosure;
FIG. 13 is a flowchart of a method for adjusting a game matrix according to a sixth embodiment of the present disclosure;
FIG. 14 is a schematic diagram of a game matrix adjustment device according to an embodiment of the present disclosure;
fig. 15 is a schematic diagram of an electronic device according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present invention more apparent, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention, and it is apparent that the described embodiments are some embodiments of the present invention, but not all embodiments of the present invention.
In this application, the terms "first," "second," and "second" are used for descriptive purposes only and are not to be construed as indicating or implying a relative importance or implicitly indicating the number of technical features indicated unless otherwise explicitly specified and defined. Thus, a feature defining "a first" or "a second" may explicitly or implicitly include at least one feature. In the description of the present invention, the meaning of "plurality" means at least two, for example, two, three, unless explicitly specified otherwise. The terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article, or apparatus that comprises an element.
Firstly, it should be noted that the game matrix adjustment method of the present application may be applied to a sports strategy game based on a virtual scene, where the sports game takes a sports related rule as a blue book, so that a player may participate in a television game or a computer game of a professional sports item, for example, a game generated according to a related rule of a sports item such as baseball, football, handball, volleyball, basketball, hockey, and the like.
Such games are typically virtual scenes that are displayed (or provided) at runtime, in which a player effects a game operation by moving or arranging at least one virtual object in the virtual scene. The virtual scene may be a simulated world of the real world (for example, a virtual scene of a sports game such as football, basketball, etc. is usually a simulation of a related motion scene in the real world), a semi-simulated and semi-fictional three-dimensional world, or a purely fictional three-dimensional world.
For example, in the virtual scene of the game to which the game matrix adjustment method of the present application is applied, for example, the virtual scene may be used for virtual scene competition between at least two virtual objects or two virtual teams, optionally, the virtual scene includes two symmetrical areas, and the target position/area of the opposite area is thrown more times by a specific scoring means as a winning target.
The virtual object refers to a movable object in a virtual scene. The movable object may be at least one of a virtual character, a virtual animal, and a cartoon character. Alternatively, when the virtual scene is a three-dimensional virtual scene, the virtual objects may be three-dimensional virtual models, each having its own shape and volume in the three-dimensional virtual scene, occupying a portion of the space in the three-dimensional virtual scene. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object realizes different external figures by wearing different skins, which is not limited in the embodiment of the present application.
The game matrix adjustment method is applied to a test device, and the test device can be, for example, a computer device such as a desktop computer or a notebook computer capable of running the program of the present application, or can be a server device, which is not limited in the present application. A game test platform (e.g., a sun platform) may be run on the test equipment.
The test device may be in communication connection with a game device, where the game device is a device capable of displaying a game virtual scene, and it should be noted that, according to different game types, the game device may be, for example, a computer device such as a desktop computer, a notebook computer, a tablet, a mobile phone, etc., which is not limited in this application, as long as the game device is capable of displaying a game virtual scene and meets use requirements of game developers. It should be noted that, the communication connection between the test device and the game device may be a wired connection, for example, a USB data connection line may be used to implement a communication connection, or a wireless connection may be used to implement a communication connection, for example, a wireless local area network may be used to implement a communication connection, which is described above only as an example, and the test device and the game device stand may also have other communication forms, for example, implemented based on remote procedure call (Remote Procedure Call, RPC) communication, or an RPC function module may be integrated into a communication related module between the game device and the test device to implement communication, which is not limited in this application.
The test equipment and the game equipment are used as array management tools, and the game array type adjustment method can be realized independently or cooperatively. In one possible implementation, the test apparatus includes: the system comprises a data preprocessing module, a general data processing module, a data post-processing and storage module, an external user interface adjusting module and an internal station adjusting module, wherein the data preprocessing module is mainly responsible for reading and format conversion of preset database data, the general data processing module is responsible for distributing the data to the external user interface adjusting module and the internal station adjusting module below, the external user interface adjusting module is responsible for control panel control of the function and communication with a game device related module, the internal station adjusting module is responsible for control panel control of the function and feedback interaction of the game device, and the data post-processing and storage module is mainly responsible for format conversion and storage of final result data. The game device includes: an out-of-office user interface display module and an in-office virtual player position adjustment module. The external user interface display module controls the display of the virtual scene arranged in a matrix mode and the real-time adjustment logic of the virtual player card, and the local player module controls the display of the virtual scene in the local and the real-time interaction with the testing equipment.
In a specific implementation manner, the general data processing module collates and generalizes the data processed by the data preprocessing module, and then issues the data to the external user interface adjustment module and the internal station adjustment module, for example, table 1 is a preset database data example table, as shown in table 1:
table 1 preset database data example table
Figure BDA0003394302390000081
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Figure BDA0003394302390000091
In table 1, each line is a matrix, and the virtual player card position (i.e., UI position-1) and the virtual player position information (e.g., lattice coordinates) in the office are recorded for each matrix. And the general data processing module sequentially transmits the data to the corresponding subsequent modules for initializing the data.
In the control panel of the test device, the displayed content may include: the preset matrix data for the preset game, for example for the football game, may be displayed in the control panel, which may comprise one or several of the following: matrix type number, matrix type identification, chinese name, matrix type, number of free virtual objects, virtual object ID, virtual object position, etc. In one possible implementation, the external user interface adjustment module displays through the control interface, and the module mainly displays the original data or the modified data in the game device in real time, so as to achieve the function of data visualization. Fig. 1 is a schematic diagram of a control panel provided in an embodiment of the present application, as shown in fig. 1, the game is a football game, and preset matrix data of the football game displayed in the control panel may be:
Array number: 1. array type identification: tid_team_management_formation_451, chinese name: 451. array type: 2. free virtual object number: 7, and further refining and displaying the virtual object ID and the virtual object position, for example, the virtual object ID of the player card 1 is gatekeeper GK (1), the virtual object position is x=9.00, y= -386.00; the virtual object ID of the player card 2 is the left guard LB (3), the virtual object position is x= -401.00, y= -208.00; the virtual object ID of the player card 3 is a mid-guard CB (2), and the virtual object position thereof is x= -175.00: y-278.00; the virtual object ID of the player card 4 is the mid-guard CB (2), and the virtual object position thereof is×=193.00: y= -278.00, etc.
FIG. 2 is a flowchart of a method for adjusting a game matrix according to an embodiment of the present disclosure; as shown in fig. 2, the method includes:
step 101: and adjusting the data of the preset array type in response to the array type data adjusting operation input through the control panel.
The game developer can realize operations such as array type selection, array type new creation, array type deletion, and position adjustment of virtual objects in the array type by inputting corresponding array type data adjustment operation instructions in the control panel. For example, the external user interface adjustment module displays information such as the matrix ID, the matrix name TID, the chinese name, the matrix type, the number of free virtual objects, the virtual object ID, the virtual object position, and the matrix list in the form of a list, a window, or the like on the display device of the game terminal. It should be further noted that the matrix adjustment operation in step 101 may be implemented based on an external user interface adjustment module.
In one possible implementation manner, the game developer may implement modification of the virtual object location information data through touch, key, mouse and other operation modes, for example, after the game developer selects a modification box or an input box corresponding to the data to be modified, the game developer inputs the required data through the physical keyboard or the soft keyboard. It should be noted that the foregoing is merely an example, and the specific operation manner and the executable operation type of the display device are not limited in this application.
Step 102: and sending the adjusted data of the preset array type to the game equipment so that the game equipment displays the preset array type in the graphical user interface according to the adjusted data of the preset array type.
It should be noted that, the test device may directly send the adjusted preset array type to the game device, and the test device may also transfer the adjusted preset array type through the server and then indirectly send the adjusted preset array type to the game device. In one possible implementation, the external user interface adjustment module sends the adjusted data of the preset array form to the external user interface display module of the game device, so that the external user interface display module displays the preset array form in the graphical user interface according to the adjusted data of the preset array form.
And the game equipment displays the adjusted preset array type data in the graphical user interface by acquiring and analyzing the adjusted preset array type data.
In summary, the embodiment of the application provides a game matrix adjustment method, which responds to matrix data adjustment operation input through a control panel to adjust preset matrix data, improves the efficiency and precision of matrix arrangement and virtual object position setting, can quickly realize matrix adjustment through the input adjustment operation of the control panel, and then sends the adjusted preset matrix data to game equipment to realize graphical user interface display of the adjusted matrix data, thereby being clear and visual.
Optionally, on the basis of fig. 2, the present application further provides a possible implementation manner of displaying preset matrix data by the control panel in the game matrix adjustment method, and fig. 3 is a flowchart of displaying preset matrix data in the game matrix adjustment method provided in another embodiment of the present application; as shown in fig. 3, before adjusting the preset matrix data in response to the matrix data adjustment operation input through the control panel, the method includes:
step 201: and reading data of at least one preset matrix aiming at the preset game from the matrix file of the preset game.
It should be noted that, in the preset game, a matrix file is preset, and the matrix file may be a usage file containing multiple matrix data, or may be a template file containing only one matrix data or a group of blank data. In one possible implementation manner, the data preprocessing module includes a matrix file, the general data processing module sorts the data processed by the data preprocessing module, and sends at least one type of matrix data out of the way to the out-of-way user interface adjustment module, so as to realize reading of the out-of-way user interface adjustment module.
In a specific implementation, if the preset game is a football game, and 24 types of matrix data are stored in the matrix file of the game, any one of the 24 types of matrix data may be read.
In another possible implementation, the reading of at least one matrix data for a preset game may be specified, i.e. the game developer may select at least one matrix data for reading; the reading of at least one matrix data for a preset game may also be default, i.e. a default matrix data is set, which is read without selection or modification by the game developer. The foregoing is merely illustrative, and other forms of reading array data are possible in practical implementation, which is not limited in this application.
Step 202: data of a preset array type among at least one array type is displayed in the control panel.
The predetermined matrix data is read from the matrix data selected by the game developer in step 201 or the default matrix data, and displayed on the control panel. In one possible implementation, the external user interface adjustment module implements the display of matrix data in the control panel.
At least one type of matrix data aiming at the preset game is read from a matrix file of the preset game and displayed in a control panel, and a game developer can perform related operation of matrix adjustment according to the displayed content, so that a matrix adjustment method is optimized, the matrix adjustment method is more flexible, and the game developer can operate conveniently.
Optionally, on the basis of fig. 3, the present application further provides a lower implementation manner of reading at least one type of matrix data in the game matrix adjustment method, where the preset type of matrix data is the first type of matrix data in the at least one type of matrix data.
In one possible implementation manner, when at least one type of matrix data is in the matrix file of the preset game, the first type of matrix data is used as the preset matrix data, that is, the preset matrix data is the first type of matrix data in the matrix file under the condition that no other selection or operation of designating a reading object is performed, so that the stable operation of the game matrix adjustment method is maintained.
In another possible implementation manner, at least one type of matrix data in the matrix file of the preset game may be ranked, for example, ranking may be performed according to the frequency of use of the game player, ranking may be performed according to the intensity of the matrix, and the first type of matrix data may be set as the preset type of matrix data. Therefore, a game developer can acquire the control panel corresponding to the array data without other operations, and the adjustment operation is further simplified.
Optionally, on the basis of fig. 3, the present application further provides a possible implementation manner of a game matrix adjustment method, and fig. 4 is a flowchart of a game matrix adjustment method provided in another embodiment of the present application; the target matrix data includes: the target matrix type identification, as shown in fig. 4, includes:
step 301: and responding to the matrix switching operation input aiming at the identification of the preset matrix, and determining the matrix switched by the matrix switching operation as the target matrix.
It should be noted that, the target matrix type data in the control panel further includes a preset matrix type identifier, and the preset matrix type identifier can uniquely identify one type of matrix type data, that is, can uniquely determine one type of matrix type data according to one preset matrix type identifier. The preset matrix type identifier may be a digital type identifier (e.g. serial numbers such as 001, 002, 003, etc., and matrix types such as 433, 352, 451 are used to represent the digital identifier), a text type identifier (e.g. text type identifier such as four-guard, three-guard, etc.), a digital text type identifier (e.g. tid_team_management_format_451 hybrid type identifier), etc., which is not limited in the specific form of the preset matrix type identifier.
The game developer can select one array type identifier according to the input array type identifier switching operation (such as list selection operation, array identifier input operation and the like), and the test equipment responds to the operation to determine the array type data corresponding to the array type identifier selected by the game developer as target array type data.
Step 302: the data of the target matrix type is displayed in the control panel.
Step 303: and sending the switched target matrix data to the game equipment so that the game equipment displays a graphical user interface according to the target matrix data.
After the input array type identification is switched, the data of the target array type after the switching is displayed on the control panel of the testing equipment for a game developer to check. In addition, the test device sends the switched target matrix data to the game device, and the game device can display a graphical user interface according to the acquired target matrix data. In one possible implementation, the external user interface adjustment module sends the switched target matrix data to the external user interface display module, and the external user interface display module displays the graphical user interface according to the target matrix data.
And through the input array type identification switching operation, determining the array type data of the array type identification after the array type switching operation is switched as target array type data, namely, switching the target array type data according to the switching array type identification, and has the advantages of simple operation and clear logic. And sending the switched target matrix data to the game equipment so that the game equipment can display a graphical user interface according to the acquired target matrix data.
Optionally, on the basis of fig. 2, the present application further provides a possible implementation manner of a game matrix adjustment method, and the method further includes:
and storing the data of the preset array type in response to a first storage operation for the preset array type input through the control panel.
In one possible implementation manner, the game developer may input a first save operation for the preset array type on the control panel, and after the test device responds to the first save operation, the data of the preset array type is stored. In another possible implementation, the first save operation may be implemented based on a data post-processing and storage module.
In a specific implementation, the control panel further displays: for a preset array type storage control, the storage control is an element which is on a control panel and can respond to the operation of a game developer, and can be displayed in the forms of buttons, labels, switches and the like, and the specific display mode of the storage control is not limited. Depending on the particular form of the save control, the game developer may enter a corresponding first save operation. The test equipment correspondingly stores the data of the preset array type according to the first storage operation.
In one possible implementation manner, if the save control is a button, the control may be composed of two buttons of "temporary storage" and "save", and the game developer may perform a click operation on the save control by means of touch control or external input, and if the "temporary storage" button is clicked, the test device may save the save control in the cache, and/or provide a corresponding visual image for the game developer to refer to; if the save button is clicked, the test device may overwrite the previous data with new data to store the data of the preset array.
Optionally, on the basis of fig. 2, the present application further provides a possible implementation manner of a game matrix adjustment method, where the preset matrix data further includes: the game device comprises an external matrix type data of a preset matrix type, wherein the external matrix type data are used for enabling the game device to display the preset matrix type in a preset first scene graph according to the external matrix type data, and the first scene graph is a virtual scene graph of a preset fight area in a game.
The first scene graph is a virtual scene graph of a preset fight area, the virtual scene graph is a visual display of a virtual scene of a game, in one possible implementation method, the virtual scene graph may be an image obtained by adding a preset matrix to a virtual scene after the virtual scene is processed in a mode of projection, compression, deletion of unnecessary environment rendering and the like, and the image may visually display the data of the external matrix. In one possible implementation, the display of the first scene graph is implemented based on an out-of-office user interface display module.
For example, fig. 5 is a schematic diagram of a first scene graph provided in the embodiment of the present application, as shown in fig. 5, in a football game, a virtual scene may be a three-dimensional scene, where the scene includes a football field, a coach mat, a spectator mat, a departure channel, and other situation settings, the scene is processed, a preset fight area (i.e., a football field) is reserved, the football field in the three-dimensional scene is projected and compressed, so that the football field is displayed in a planar form, unnecessary environment rendering information (e.g., a lawn map for improving reality, etc.) is deleted, only necessary scene information (e.g., goal area, penalty arc, corner area, etc.) is reserved, and a preset matrix is added.
Therefore, the preset array type is displayed in the first scene graph, and the game developer can more intuitively observe the current array type to assist the game developer in adjusting the array type.
Optionally, on the basis of the foregoing embodiment, the present application further provides a possible implementation manner of a game matrix adjustment method, where the outlier matrix data includes: information of interaction positions of the plurality of virtual player cards and information of tactical positions corresponding to the interaction positions of each virtual player card; the interaction position of each virtual player card is the position of each virtual player card in a preset fight area;
The outer matrix data is used for enabling the game device to display each virtual player card at an interaction position of each virtual player card in a preset pair of war areas in the first scene graph, and displaying information of a tactical position corresponding to each virtual player on each virtual player card.
It should be noted that, the information of the interaction positions of the plurality of virtual player cards is the position of each virtual player card in the preset combat zone. In one possible implementation, the interaction location may be indicated by way of a location punctuation, an add-on pattern, or an icon provided on the virtual player card. For example, a point at the edge of a virtual player card (e.g., a vertex of a polygonal player card, a designated point of an irregularly shaped player card, etc.), a point in the middle of a virtual player card (center point or designated point), etc. may be provided to indicate the location of the virtual player in a preset combat zone. For another example, the points selected in the above example may be identified by shapes, symbols, etc., so that the game developer may conveniently determine the position of the virtual player in the preset combat zone. For example, in football games, the virtual player cards are inverted pentagons which are symmetrical left and right, and the positions of the points below the cards are set to represent interaction positions of the virtual players.
It should be noted that, the information of the tactical position corresponding to each virtual player may also be displayed on each virtual player card in the form of text, symbols, etc. For example, in football-type games, tactical position information of each virtual player is expressed in letters on player cards, such as LM (Left Mid-field, left front guard), LB (Left Back, left rear guard), CB (center Back, middle rear guard), GK (gold Keeper, goalkeeper), RB (Right Back, right rear guard), RM (Right Mid-field, right front guard), CAM (Centre Attack Mid-field, front waist), CDM (Centre Defender Mid-field, rear waist), ST (streker, shadow front), and the like.
The outlier type data may be used to graphically present the first scene graph and the virtual player card in the gaming device. The complex preset array data are intuitively displayed, and the positions of the virtual objects in the court and tactical positions corresponding to the positions are intuitively displayed.
Optionally, on the basis of the foregoing embodiment, the present application further provides a lower implementation method for adjusting data of a preset array, and fig. 6 is a flowchart of adjusting data of a preset array in a game array adjustment method provided in another embodiment of the present application; as shown in fig. 6, when adjusting data of a preset array type in response to an array type data adjustment operation input through a control panel, the method includes:
Step 401: and responding to the adjustment operation of the interaction position of the first virtual player card in the control panel, and adjusting the information of the interaction position of the first virtual player card in the outer array data.
It should be noted that, the game developer may input an adjustment operation in the control panel to adjust the interaction position of the first virtual player card, so as to implement adjustment of the interaction position information of the first virtual player card in the out-of-matrix data.
In one possible implementation manner, the game developer may perform the interaction position adjustment by inputting the adjusted interaction position coordinates, for example, the interaction position of the virtual player card 1 is x=9.00, y= -386.00, and the game developer inputs the modified coordinates in the input boxes by selecting the corresponding input boxes, for example, inputting 5.00 in the input boxes corresponding to x, so as to implement modification of the interaction position, and the interaction position of the virtual player card 1 after modification is x=5.00, y= -386.00.
In another possible implementation manner, the game developer may adjust the interaction position according to a preset step size by using an up-adjustment button or a down-adjustment button, for example, the interaction position is represented by x and y coordinates, a group of up-adjustment buttons and a group of down-adjustment buttons are arranged behind each coordinate, the preset step size is increased by clicking the up-adjustment button according to the preset step size, and the preset step size is decreased by clicking the down-adjustment button according to the coordinate data corresponding to the up-adjustment button. For example, in a football game, the interaction position of the first virtual player card is x=9.00, y= -386.00, a group of up-and down-adjustment buttons are arranged behind each coordinate, the preset step length is 0.2, the data corresponding to the x coordinate is increased by 0.2 on the basis of the existing data when the up-adjustment button corresponding to x is clicked, and the coordinate data corresponding to the x coordinate is reduced by 0.2 on the basis of the existing data when the down-adjustment button corresponding to x is clicked.
Step 402: and the adjusted information of the interaction position of the first virtual player card is used for enabling the game equipment to adjust the display position of the first virtual player card in the preset combat area.
And adjusting the display position of the first virtual player card displayed in the game equipment in the preset combat area according to the adjusted interaction position of the first virtual player. In one possible implementation, the adjustment of the display position of the first virtual player card in the preset combat zone is achieved by adjusting the coordinate value after the x coordinate or the y coordinate corresponding to the UI position in fig. 1.
The game developer can adjust the interaction position of the virtual player card in the control panel on the test equipment, and the change of the interaction position can be displayed in the game equipment in real time, so that the game developer can intuitively obtain the modification result of the interaction position through the game equipment, and the modification is simpler and more intuitive.
Optionally, on the basis of the foregoing embodiment, the present application further provides a lower implementation method for adjusting data of a preset array, and fig. 7 is a flowchart of a game array adjusting method provided in further two embodiments of the present application; as shown in fig. 7, when adjusting data of a preset array type in response to an array type data adjustment operation input through a control panel, the method includes:
Step 501: and adjusting the tactical position information of the second virtual player card in the outer matrix data in response to the tactical position adjustment operation of the second virtual player card in the control panel.
It should be noted that, the game developer may input an adjustment operation in the control panel to adjust the tactical position of the second virtual player card, so as to implement adjustment of tactical position information of the second virtual player card in the locale data. The adjustment of the tactical location information of the second virtual player card may be accomplished, for example, by adjusting the selection of pos_id in fig. 1.
In one possible implementation, the game developer may make a selection of a tactical location based on its form of operation via a tactical location adjustment button. For example, a selection button corresponding to the tactical position is used for opening or popping up a selection window of the tactical position, and any tactical position is selected by clicking, so that the tactical position of the second virtual player card is adjusted.
In another possible implementation, the game developer may perform tactical position adjustment by inputting the adjusted tactical position through a keyboard or handwriting, for example, the tactical position of the second virtual player card is GK (gatekeeper), and the game developer inputs the modified tactical position in the input box by selecting a corresponding input box, for example, inputs RM in the input box, or right front guard, so as to implement modification of the interaction position, and the tactical position RM (right front guard) of the second virtual player card after modification.
Step 502: and the adjusted tactical position information of the second virtual player card is used for enabling the game device to adjust the tactical position information displayed on the first virtual player card.
And adjusting the tactical position information of the second virtual player card displayed in the game device according to the adjusted tactical position of the second virtual player.
The game developer can adjust the tactical position of the virtual player card in the control panel on the test equipment, the change of the tactical position can be displayed in the game equipment in real time, and the game developer can intuitively obtain the modification result of the interaction position through the game equipment, so that the modification is simpler and more intuitive.
Optionally, on the basis of the foregoing embodiment, the present application further provides a possible implementation method of a game matrix adjustment method, and fig. 8 is a flowchart of a game matrix adjustment method provided in a further embodiment of the present application; as shown in fig. 8, the method includes:
step 601: receiving a virtual player card selection message returned by the game device, wherein the virtual player card selection message is a message sent by responding to virtual player card selection operation input through a graphical user interface displayed by the game device, and comprises the following components: information of interaction positions of the virtual player cards is selected, and information of tactical positions of the virtual player cards is selected;
The game developer can select a virtual player card in a graphical interface of the game device in a clicking or touch mode, namely, the virtual player card selection operation is input on the game device, and after the operation is executed, the test device receives a virtual player card selection message of the operation of the game device. For example, game developers perform virtual player card selection through an out-of-office user interface display module, which sends virtual player card selection messages to an out-of-office user interface adjustment module.
In one possible implementation, the virtual player card selection message includes: the information of the interaction position of the selected virtual player card and the information of the tactical position of the selected virtual player card, in addition, the information of the selected virtual player card may also include history modification information of the selected virtual player card, recommendation modification information (i.e. modification guiding information) of the selected virtual player card, etc., which are only illustrative, and the specific information type obtained after the virtual player card is selected is not limited in the present application.
Step 602: information of the interaction position of the selected virtual player card and information of the tactical position of the selected virtual player card are displayed in the control panel.
The method for displaying the virtual player card selection information of the virtual player card selected by the game developer on the game device is characterized in that the virtual player card selection information of the virtual player card selected by the game developer on the game device is displayed in a list, a popup window and other forms. In one possible implementation, the selected message of the virtual player card is displayed in a specific area in the control panel, and if any selected message of the virtual player card returned by the game device is not received, the area does not display or only displays a blank catalog or only displays a data title, and after receiving the selected message of the virtual player card returned by the game device, the selected message of the virtual player card is displayed.
In one possible implementation, the external user interface adjustment module displays information of the interaction location of the selected virtual player card, and information of the tactical location of the selected virtual player card in the control panel.
The game developer can further know the detailed data information corresponding to the virtual player card through the control panel by displaying the selected information of the virtual player card selected by the game developer through the game device on the control panel.
Optionally, on the basis of the foregoing embodiment, the present application further provides a possible implementation method of a game matrix adjustment method, and fig. 9 is a flowchart of a game matrix adjustment method provided in a fourth embodiment of the present application; as shown in fig. 9, the method includes:
step 701: receiving a virtual player card deflection message returned by the game device, wherein the virtual player card deflection message is a message sent in response to a virtual player card dragging operation input through a graphical user interface displayed by the game device, and comprises the following components: information of the end position of the virtual player card drag operation;
when a game developer inputs the drag operation of the virtual player card through the graphical user interface of the game device, namely after the position information of the virtual player card is changed, a deflection message is sent to the test device, wherein the deflection message comprises: identification information of the displaced virtual player card and information of the end position of the drag operation of the virtual player card. The test equipment receives this deflection message. For example, the game developer performs a drag operation on the virtual player card input by the external user interface display module, and the external user interface display module sends a virtual player card deflection message to the external user interface adjustment module.
It should be noted that, the game developer may implement the drag operation of the virtual player card on the game device by means of touch control or mouse drag, and the specific form of implementing the drag operation is not limited in the present application.
Step 702: and updating the interaction position of the third virtual player card acted by the drag operation of the virtual player card into the information of the end position in the control panel.
After receiving the deflection message, the testing equipment updates the interaction position corresponding to the identification information of the deflected virtual player card (namely the third virtual player card) to the end position of the dragging operation. For example, the out-of-office user interface adjustment module displays in the control panel information based on the ending location of the third virtual player card.
The game developer can realize the change of the position of the virtual player card by dragging the virtual player card on the game equipment, the change of the game developer on the graphical user interface can be converted into a data form in real time to be displayed in the control panel, and the input mode of the displacement operation breaks away from the non-visual problem of adjusting the position through coordinates.
Optionally, on the basis of the embodiment of fig. 2, the present application further provides a possible implementation method of the game matrix adjustment method, where the preset matrix data further includes: the method comprises the steps of presetting in-office station position data, wherein the in-office station position data are used for enabling game equipment to display the preset array type in a preset second scene graph according to the in-office station position data, and the second scene graph is a real scene graph of a preset fight area in a game.
It should be noted that, the second scene graph is a real scene graph of a preset fight area in the game, that is, a virtual scene of the preset fight area in the game and a virtual object entity set in the virtual scene. And displaying the entity of the virtual object according to the intra-office station data of the preset array. For example, fig. 10 is a schematic diagram of a second scenario provided in an embodiment of the present application, as shown in fig. 10, in a football game, the second scenario is a real scenario of a football field, for example, in the real football field as a background, and an entity (represented by dots in fig. 10) of a player is displayed at the same time. And the entity of each player performs station position according to the station position data in the office of the preset array. In one possible implementation, the second scene graph is displayed based on an in-office virtual player position adjustment module.
The second scene graph is an actual game scene when a game player plays a game, so that a game developer can intuitively see the actual game scene (namely the second scene graph) and intuitively see the array pattern on the second scene graph, and the game developer can analyze the aesthetic degree and reasonable condition of the array pattern through the actual scene graph.
Optionally, on the basis of the foregoing embodiment, the present application further provides a possible implementation method of a game matrix adjustment method, where the in-office station location data includes: position information of a plurality of virtual players in the combat zone is preset. The in-office station position data is used for enabling the game device to display each virtual player at the position of each virtual player in the preset pair of battle areas in the second scene graph according to the position information of each virtual player.
Note that, the intra-office station data further includes: in the preset fight area, the game device may display the position information of a plurality of virtual players (i.e., entities of the virtual objects) at the position of each virtual player in the second scene graph according to the position information of each virtual player in the in-office station position data.
In one possible implementation, each virtual player is located at a position indicated by the position information of the virtual player in the preset second scene graph according to the in-office station position data of the preset array. For example, in a football game, each virtual player is displayed at the position of each virtual player in the second scene graph according to the in-office station position data of the preset array.
It should be further noted that, the position information of the plurality of virtual players in the preset combat zone in the station position data in the office may be converted with the interaction position of the virtual player card, for example, the position information of the plurality of virtual players in the preset combat zone in the station position data in the office is set to be located in a UI coordinate system, where the position information of each virtual player is a coordinate of the UI coordinate system; the interaction positions of the virtual player cards are located in a player card coordinate system, and the position information of each virtual player card is located in the player card coordinate system. Coordinates of the UI coordinate system are defined as pos (x, y), coordinates of the player card coordinate system are defined as (posx, posy), and α, β are scaling coefficients of x, y in the UI coordinate system under the player card coordinate system, respectively, and for example, α=0.66 and β=0.66 may be taken.
pos(x,y)=(posx*α,posy*β)。
Therefore, in the second scene graph, each virtual player stands according to the position information of the virtual player, and the game developer can intuitively feel the game effect by using the second scene graph.
Optionally, on the basis of the foregoing embodiment, the present application further provides a possible implementation method of a game matrix adjustment method, where the preset fight area includes: a plurality of square matrices; the location information of each virtual player includes: the method comprises the steps of positioning information of a square matrix where each virtual player is located, initial station position information of each virtual player in the corresponding square matrix, and offset information of each virtual player in the corresponding square matrix;
and the position information of each virtual player is used for enabling the game equipment to determine the square matrix of each virtual player in a preset combat area according to the position information of the square matrix of each virtual player, and determining the actual position of each virtual player in the corresponding square matrix according to the initial station position information and the offset information.
It should be noted that, as shown in fig. 10, the part of the diagram shown by the thick solid coil is a square matrix, the preset combat area is divided into a plurality of square matrixes, and the position information of the square matrix where each virtual player is located, the initial station position information of the virtual player in the square matrix and the offset information in the square matrix are all included in the position information of each virtual player. When the position of the virtual player is determined, firstly, the square matrix in which the virtual player is positioned is determined according to the position information of the square matrix in which the virtual player is positioned, and secondly, the offset information in the square matrix is added to the initial station position information of the square matrix, so that the actual position of the virtual player in the square matrix can be obtained.
In one possible implementation, the position information of the square matrix can be represented by square matrix coordinates, the initial station position information of the virtual player in the square matrix is represented by Cartesian coordinate values taking the lower left corner of the square matrix as an origin, and the offset information in the square matrix is represented by the coordinate form which is the same as the Cartesian coordinate value form, so that the confirmation of the position of the virtual player is realized.
For example, in football games, the preset fighting area may be divided into 30 square matrices, the lower left corner is a (0, 0) square matrix, and the square matrices are numbered in the upward and rightward coordinate directions, for example, the square matrix where the virtual player 1 is located is (1.00,2.00) to represent the square matrix and the second row from bottom to top, and the third square matrix from left to right. After the square is determined, the initial position information of the virtual player 1 in the square is (0.00, -10.50), the offset information is (-0.12,1.69), and the position of the virtual player 1 is (-0.12, -8.81) in the square (1.00,2.00).
And gradually confirming the position of the virtual player from the large area to the small area through the square matrix, the initial station position information and the offset information.
Optionally, on the basis of the foregoing embodiment, the present application further provides a possible implementation method of a game matrix adjustment method, and fig. 11 is a flowchart of a game matrix adjustment method provided in a fifth embodiment of the present application; as shown in fig. 11, the method includes:
Step 801: responding to the position adjustment operation of the current virtual player in the control panel, and adjusting the position information of the current virtual player in the station position data in the office;
the control panel displays the position information, the initial station position information and the offset information of the square matrix of the current virtual player, and a game developer can adjust the position information of the current virtual player by adjusting the information in the control panel. In one possible implementation manner, a game developer can adjust the position information, the initial station position information or the offset information of the square matrix of the current virtual player by inputting the position information, the initial station position information or the offset information of the adjusted square matrix at the corresponding position; in another possible implementation, the game developer may adjust the position information, the initial station information, or the offset information of the current virtual player's matrix according to a preset step size by adjusting up or down buttons. The foregoing is merely illustrative, and the present application is not limited thereto, and the position information, the initial station position information, or the offset information of the matrix of the current virtual player may be adjusted in other manners.
FIG. 12 is a schematic view of a control panel according to still another embodiment of the present application, where, as shown in FIG. 12, a game developer can modify the position information of the square matrix in FIG. 12 by modifying the x, y coordinate data of the square matrix coordinates; the initial station position information is modified by modifying the coordinate data of x and y after the station position column is started, and the offset information is modified by modifying the coordinate data of x and y after the offset column is shifted.
In one possible implementation manner, the position information of the current virtual player in the in-office station position data is adjusted through the position adjustment operation of the current virtual player in the in-office station position adjustment module.
Step 802: the adjusted position information of the current virtual player is used for enabling the game device to adjust the position of the current virtual player in the preset combat zone.
After the position information of the current virtual player such as the position information, the initial station position information or the offset information of the square matrix of the current virtual player is adjusted, the game device adjusts the position of the current virtual player in a preset combat zone according to the adjusted position information.
The position of the current virtual player in the preset battle area is adjusted through the mode, only three items of data are needed to be modified, the modification is simple, and a game developer can realize large-scale adjustment or fine adjustment of the virtual player according to the three items of data, so that the adjustment mode is simple and visual, and the time consumption is short.
Optionally, on the basis of the foregoing embodiment, the present application further provides a possible implementation method of a game matrix adjustment method, and fig. 13 is a flowchart of a game matrix adjustment method provided in a sixth embodiment of the present application; as shown in fig. 13, the method includes:
step 901: receiving a virtual player deflection message returned by the game device, wherein the virtual player deflection message is a message sent in response to clicking operation for a current square matrix input through a graphical user interface displayed by the game device, and comprises the following components: a click position of the click operation;
when a game developer inputs clicking operation on the current square matrix through a graphical user interface of the game device, namely after the position information of a virtual player in the current square matrix is changed, a deflection message is sent to the test device, wherein the deflection message comprises: the click position of the input click operation. In one possible implementation, the game developer may enter a click through an in-office player module that sends a virtual player deflection message to an in-office station adjustment module.
Step 902: and updating the offset information of the virtual player in the current square matrix in the control panel according to the clicking position.
And according to the clicking position, changing the offset information in the control panel, thereby realizing the adjustment of the position of the virtual player. For example, the intra-office station position adjustment module updates the offset information of the virtual player in the current square matrix according to the click position.
The game developer can adjust the offset information of the virtual player in the current square matrix through clicking operation, and the problem that adjustment is not visual in an input mode is solved.
Optionally, on the basis of the foregoing embodiment, the present application further provides a possible implementation method of a game matrix adjustment method, where the method includes:
and storing the position information of the target virtual player in response to a second save operation for the target virtual player input through the control panel. In one possible implementation, the second save operation may be implemented based on a data post-processing and storage module.
In one possible implementation, the game developer may input a second save operation for the target virtual player on the control panel, and after the test device responds to the second save operation, the storage of the location information of the target virtual player is realized. The second save operation may also be implemented based on a save control, and the specific implementation manner of the second save operation is not limited in this application.
Optionally, on the basis of the foregoing embodiment, the present application further provides a possible implementation method of a game matrix adjustment method, where the method includes:
receiving a position information duplication message of a virtual player returned from the game device, wherein the position information duplication message of the virtual player is a message sent in response to a position information duplication operation of the virtual player input through a graphical user interface displayed by the game device, and the position information duplication message of the virtual player comprises: the position information of the square matrix where the virtual player is located, the initial station position information and the offset information.
Or receiving a position information clipping message of a virtual player returned from the game device, wherein the position information clipping message of the virtual player is a message sent in response to a position information clipping operation of the virtual player input through a graphical user interface displayed by the game device, and the position information clipping message of the virtual player comprises: the position information of the square matrix where the virtual player is located, the initial station position information and the offset information.
The received position information copy message of the virtual player or the position information cut message of the virtual player is stored in the cut board, and it should be noted that the cut board may be stored in a buffer form or may be stored in a memory, which is not limited in this application.
Receiving a position information paste message of a virtual player returned from the game device, wherein the position information paste message of the virtual player is a message sent in response to a position information paste operation of the virtual player input through a graphical user interface displayed by the game device, and the position information paste message of the virtual player comprises: pasting a target square matrix.
And updating the position information, the initial station position information and the offset information of the square matrix where the virtual player of the target square matrix is located according to the position information, the initial station position information and the offset information of the square matrix where the virtual player of the target square matrix is located in the shear plate. Therefore, copy and paste or cut and paste operation of the position information of the virtual player is realized, and batch processing of the position information of the virtual player can be realized.
Optionally, on the basis of the foregoing embodiment, the present application further provides a possible implementation method of a game matrix adjustment method, where the method includes: screening the virtual players of the preset game, and not modifying the position information of the virtual players with fixed positions.
The following describes a game matrix adjustment device, an electronic device, a storage medium, and the like, which are provided in the present application, and specific implementation processes and technical effects thereof are referred to above, and are not described in detail below.
The embodiment of the application provides a possible implementation example of the game matrix adjustment device, and the game matrix adjustment method provided by the embodiment can be executed. Fig. 14 is a schematic diagram of a game matrix adjustment device according to an embodiment of the present application. As shown in fig. 14, the game matrix adjustment device 100 includes: an adjustment module 1001, a transmission module 1003;
the adjustment module 1001 is configured to respond to an adjustment operation of the matrix data input through the control panel, and adjust data of a preset matrix;
and the sending module 1003 is configured to send the adjusted data of the preset array type to the game device, so that the game device displays the preset array type in the graphical user interface according to the adjusted data of the preset array type.
Optionally, the game array adjusting device further includes: a reading module and a display module;
the reading module is used for reading data of at least one preset matrix aiming at the preset game from the matrix file of the preset game;
and the display module is used for displaying data of a preset array type in at least one array type in the control panel.
Optionally, the game array adjusting device further includes: a processing module;
the processing module is used for responding to the matrix switching operation input aiming at the identification of the preset matrix, and determining the matrix switched by the matrix switching operation as a target matrix;
The display module is used for displaying the data of the target array type in the control panel;
and a sending module 1003, configured to send the data of the target matrix after the switching to the game device, so that the game device displays the target matrix in the graphical user interface according to the data display of the target matrix.
Optionally, the game array adjusting device further includes: a storage module;
and the storage module is used for responding to the first storage operation for the preset array type input through the control panel and storing the data of the preset array type.
Optionally, the adjusting module 1001 is configured to respond to an adjustment operation of the interaction position of the first virtual player card in the control panel, and adjust information of the interaction position of the first virtual player card in the outer array data; and the adjusted information of the interaction position of the first virtual player card is used for enabling the game equipment to adjust the display position of the first virtual player card in the preset combat area.
Optionally, the adjusting module 1001 is configured to adjust, in response to an adjustment operation of the tactical position of the second virtual player card in the control panel, information of the tactical position of the second virtual player card in the out-of-office array data; and the adjusted tactical position information of the second virtual player card is used for enabling the game device to adjust the tactical position information displayed on the second virtual player card.
Optionally, the game array adjusting device further includes: a receiving module;
the receiving module is used for receiving a virtual player card selection message returned by the game device, wherein the virtual player card selection message is a message sent by responding to virtual player card selection operation input through a graphical user interface displayed by the game device, and the virtual player card selection message comprises: information of interaction positions of the virtual player cards is selected, and information of tactical positions of the virtual player cards is selected;
and the display module is used for displaying the information of the interaction position of the selected virtual player card and the information of the tactical position of the selected virtual player card in the control panel.
Optionally, the receiving module is configured to receive a virtual player card deflection message returned by the game device, where the virtual player card deflection message is a message sent in response to a virtual player card drag operation input through a graphical user interface displayed by the game device, and the virtual player card deflection message includes: information of the end position of the virtual player card drag operation;
and the display module is used for updating the interaction position of the third virtual player card acted by the drag operation of the virtual player card into the information of the end position in the control panel.
Optionally, the adjusting module 1001 is configured to respond to a position adjusting operation of the current virtual player in the control panel, and adjust position information of the current virtual player in the in-office station data; the adjusted position information of the current virtual player is used for enabling the game device to adjust the position of the current virtual player in the preset combat zone.
Optionally, the receiving module is configured to receive a virtual player displacement message returned by the game device, where the virtual player displacement message is a message sent in response to a clicking operation for the current square matrix input through a graphical user interface displayed by the game device, and the virtual player displacement message includes: a click position of the click operation;
and the adjusting module 1001 is configured to update, in the control panel, offset information of the virtual player in the current square matrix according to the click position.
Optionally, the storage module is configured to store the location information of the target virtual player in response to a second storage operation for the target virtual player input through the control panel.
The foregoing apparatus is used for executing the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, and are not described herein again.
The above modules may be one or more integrated circuits configured to implement the above methods, for example: one or more application specific integrated circuits (Application Specific Integrated Circuit, abbreviated as ASIC), or one or more microprocessors (digital singnal processor, abbreviated as DSP), or one or more field programmable gate arrays (Field Programmable Gate Array, abbreviated as FPGA), or the like. For another example, when a module above is implemented in the form of a processing element scheduler code, the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, CPU) or other processor that may invoke the program code. For another example, the modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
The embodiment of the application provides a possible implementation example of an electronic device, and the game array type adjustment method provided by the embodiment can be executed. Fig. 15 is a schematic diagram of an electronic device provided in an embodiment of the present application, where the device may be integrated in a terminal device or a chip of the terminal device, and the terminal may be a computing device with a data processing function, and in a possible implementation, the electronic device may be a test device.
The electronic device includes: the game matrix adjustment method comprises a processor 1101, a storage medium 1102 and a bus, wherein the storage medium stores program instructions executable by the processor, when the control device runs, the processor and the storage medium are communicated through the bus, and the processor executes the program instructions to execute the steps of the game matrix adjustment method. The specific implementation manner and the technical effect are similar, and are not repeated here.
The present application provides a possible implementation example of a computer readable storage medium, which can execute the game matrix adjustment method provided in the foregoing embodiment, and the storage medium stores a computer program, where the computer program executes the steps of the game matrix adjustment method when executed by a processor.
A computer program stored on a storage medium may include instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (english: processor) to perform some of the steps of the methods of the various embodiments of the invention. And the aforementioned storage medium includes: u disk, mobile hard disk, read-Only Memory (ROM), random access Memory (Random Access Memory, RAM), magnetic disk or optical disk, etc.
In the several embodiments provided by the present invention, it should be understood that the disclosed apparatus and method may be implemented in other manners. For example, the apparatus embodiments described above are merely illustrative, e.g., the division of elements is merely a logical functional division, and there may be additional divisions of actual implementation, e.g., multiple elements or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or units, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed over a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present invention may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in hardware plus software functional units.
The integrated units implemented in the form of software functional units described above may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium, and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (english: processor) to perform part of the steps of the methods of the embodiments of the invention. And the aforementioned storage medium includes: u disk, mobile hard disk, read-Only Memory (ROM), random access Memory (Random Access Memory, RAM), magnetic disk or optical disk, etc.
The foregoing is merely a specific embodiment of the present application, but the protection scope of the present application is not limited thereto, and any person skilled in the art can easily think about changes or substitutions within the technical scope of the present application, and the changes or substitutions are covered in the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (20)

1. The game matrix adjustment method is characterized by being applied to test equipment, wherein a control panel is displayed on the test equipment, and the control panel is provided with: data of a preset array for a preset game; the method comprises the following steps:
responding to the array type data adjustment operation input through the control panel, and adjusting the data of the preset array type;
and sending the adjusted data of the preset array type to game equipment so that the game equipment displays the preset array type in a graphical user interface according to the adjusted data of the preset array type.
2. The method of claim 1, wherein the method further comprises, prior to the adjusting the data of the preset pattern in response to the pattern data adjustment operation entered through the control panel:
Reading data of at least one preset matrix aiming at the preset game from a matrix file of the preset game;
displaying data of the preset array type of the at least one array type in the control panel.
3. The method of claim 2, wherein the predetermined pattern is a first pattern of the at least one pattern.
4. The method of claim 2, wherein the data of the preset pattern comprises: the identification of the preset array type; the method further comprises the steps of:
responding to the matrix switching operation input aiming at the identification of the preset matrix, and determining the matrix switched by the matrix switching operation as a target matrix;
displaying data of the target array type in the control panel;
and sending the data of the target array type after switching to the game equipment so that the game equipment displays the target array type in a graphical user interface according to the data display of the target array type.
5. The method according to claim 1, wherein the method further comprises:
and responding to a first storage operation for the preset array type input through the control panel, and storing the data of the preset array type.
6. The method of claim 1, wherein the data of the preset array type further comprises: the game device comprises an external matrix type data of a preset matrix type, wherein the external matrix type data are used for enabling the game device to display the preset matrix type in a preset first scene graph according to the external matrix type data, and the first scene graph is a virtual scene graph of a preset fight area in the game.
7. The method of claim 6, wherein the outlier type data comprises: information of interaction positions of the plurality of virtual player cards and information of tactical positions corresponding to the interaction positions of each virtual player card; the interaction position of each virtual player card is the position of each virtual player card in the preset fight area;
the outdoor matrix data is used for enabling the game device to display each virtual player card at the interaction position of each virtual player card in the preset combat area in the first scene graph, and displaying the tactical position information corresponding to each virtual player on each virtual player card.
8. The method of claim 7, wherein adjusting the data of the preset pattern in response to the pattern data adjustment operation input through the control panel comprises:
Responding to the adjustment operation of the interaction position of the first virtual player card in the control panel, and adjusting the information of the interaction position of the first virtual player card in the locale matrix data;
and the adjusted information of the interaction position of the first virtual player card is used for enabling the game equipment to adjust the display position of the first virtual player card in the preset combat zone.
9. The method of claim 7, wherein adjusting the data of the preset pattern in response to the pattern data adjustment operation input through the control panel comprises:
responding to the adjustment operation of the tactical position of the second virtual player card in the control panel, and adjusting the information of the tactical position of the second virtual player card in the outer matrix data;
and the adjusted tactical position information of the second virtual player card is used for enabling the game equipment to adjust the tactical position information displayed on the second virtual player card.
10. The method of claim 7, wherein the method further comprises:
receiving a virtual player card selection message returned by the game device, wherein the virtual player card selection message is a message sent by responding to virtual player card selection operation input through a graphical user interface displayed by the game device, and the virtual player card selection message comprises: information of interaction positions of the selected virtual player cards is selected, and information of tactical positions of the selected virtual player cards is displayed;
And displaying information of the interaction position of the selected virtual player card and information of the tactical position of the selected virtual player card in the control panel.
11. The method of claim 7, wherein the method further comprises:
receiving a virtual player card deflection message returned by the game equipment, wherein the virtual player card deflection message is a message sent in response to a virtual player card drag operation input through a graphical user interface displayed by the game equipment, and comprises the following components: information of the end position of the virtual player card drag operation;
and updating the interaction position of the third virtual player card acted by the drag operation of the virtual player card into the information of the ending position in the control panel.
12. The method of claim 1, wherein the data of the preset array type further comprises: the in-office station position data are used for enabling the game device to display the preset array type in a preset second scene graph according to the in-office station position data, and the second scene graph is a real scene graph of a preset fight area in the game.
13. The method of claim 12, wherein the intra-office site data comprises: the position information of a plurality of virtual players in the preset combat zone is preset;
the in-office station position data is used for enabling the game device to display each virtual player at the position of each virtual player in the preset combat zone in the second scene graph according to the position information of each virtual player.
14. The method of claim 13, wherein the preset combat zone comprises: a plurality of square matrices; the location information of each virtual player includes: the position information of the square matrix where each virtual player is located, the initial station position information of each virtual player in the corresponding square matrix and the offset information of each virtual player in the corresponding square matrix;
and the position information of each virtual player is used for enabling the game equipment to determine the square matrix of each virtual player in the preset combat zone according to the position information of the square matrix of each virtual player, and determining the actual position of each virtual player in the corresponding square matrix according to the initial station position information and the offset information.
15. The method of claim 13, wherein the method further comprises:
responding to the position adjustment operation of the current virtual player in the control panel, and adjusting the position information of the current virtual player in the station position data in the office;
and the adjusted position information of the current virtual player is used for enabling the game equipment to adjust the position of the current virtual player in the preset combat zone.
16. The method of claim 14, wherein the method further comprises:
receiving a virtual player deflection message returned by the game device, wherein the virtual player deflection message is a message sent in response to a clicking operation for a current square matrix input through a graphical user interface displayed by the game device, and comprises the following components: a click position of the click operation;
and updating the offset information of the virtual player in the current square matrix in the control panel according to the clicking position.
17. The method of claim 13, wherein the method further comprises:
and responding to a second save operation input by the control panel for the target virtual player, and storing the position information of the target virtual player.
18. A game matrix adjustment device, comprising: the device comprises an adjusting module and a sending module;
the adjusting module is used for responding to the array data adjusting operation input through the control panel and adjusting the preset array data;
the sending module is used for sending the adjusted data of the preset array type to the game equipment so that the game equipment displays the preset array type in a graphical user interface according to the adjusted data of the preset array type.
19. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing program instructions executable by the processor, the processor and the storage medium communicating via the bus when the electronic device is running, the processor executing the program instructions to perform the steps of the game matrix adjustment method according to any one of claims 1 to 17 when executed.
20. A computer-readable storage medium, characterized in that the storage medium has stored thereon a computer program which, when executed by a processor, performs the steps of the game matrix adjustment method according to any one of claims 1 to 17.
CN202111478052.6A 2021-12-06 2021-12-06 Game array adjustment method, device, electronic equipment and storage medium Pending CN116212367A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202111478052.6A CN116212367A (en) 2021-12-06 2021-12-06 Game array adjustment method, device, electronic equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202111478052.6A CN116212367A (en) 2021-12-06 2021-12-06 Game array adjustment method, device, electronic equipment and storage medium

Publications (1)

Publication Number Publication Date
CN116212367A true CN116212367A (en) 2023-06-06

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Family Applications (1)

Application Number Title Priority Date Filing Date
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Country Status (1)

Country Link
CN (1) CN116212367A (en)

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