CN118022326A - Game running method, game running device, computer, readable storage medium and program product - Google Patents

Game running method, game running device, computer, readable storage medium and program product Download PDF

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Publication number
CN118022326A
CN118022326A CN202211373748.7A CN202211373748A CN118022326A CN 118022326 A CN118022326 A CN 118022326A CN 202211373748 A CN202211373748 A CN 202211373748A CN 118022326 A CN118022326 A CN 118022326A
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Prior art keywords
game
interaction
virtual
sub
virtual object
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CN202211373748.7A
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Chinese (zh)
Inventor
胡乾航
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Priority to CN202211373748.7A priority Critical patent/CN118022326A/en
Publication of CN118022326A publication Critical patent/CN118022326A/en
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Abstract

The embodiment of the application discloses a game running method, a game running device, a game running computer, a game running program and a game running program, and relates to a data transmission technology in the field of big data, wherein the game running method comprises the following steps: displaying a first game object in a game interface, and displaying a game sub-object for the first game object in the game interface in response to the interactive operation of the first virtual object for the first game object; if the game sub-object is not hit by the second virtual object, controlling the game sub-object to interact with the first virtual object; the second virtual object refers to a virtual object located in the same area as the first game object; if the interaction between the game sub-object and the first virtual object causes the target interaction behavior between the game sub-object and the first virtual object, the interaction process of the first virtual object for the first game object is terminated. By adopting the method and the device, the content richness of the game can be improved, and the diversity and the interactivity of the game can be increased.

Description

Game running method, game running device, computer, readable storage medium and program product
Technical Field
The present application relates to the field of computer technology, and in particular, to a game running method, a game running device, a game running computer, a readable storage medium and a program product.
Background
With the development of the internet, online entertainment forms become more and more diversified, and particularly, games are rapidly developed, and game playing methods are also more and more diversified. In general, when a game is played, such as a copy task, the game is generally a linear flow, that is, the game is likely to be divided into a plurality of areas, and a player only needs to clean the areas one by one according to the sequence, so that the game can be played; or the game is divided into a plurality of stages, and the player can finish the game, etc. as long as the game leader in each stage is defeated according to the stages, so that the game has poorer playability, and the interaction or coordination among the players, etc. are less, so that the game has simpler game, and the game has poorer interactivity.
Disclosure of Invention
The embodiment of the application provides a game running method, a game running device, a game running computer, a game running program and a game running program product, which can improve the content richness of a game and increase the diversity and interactivity of the game.
In one aspect, an embodiment of the present application provides a game running method, where the method includes:
Displaying a first game object in a game interface, and displaying a game sub-object for the first game object in the game interface in response to the interactive operation of the first virtual object for the first game object;
If the game sub-object is not hit by the second virtual object, controlling the game sub-object to interact with the first virtual object; the second virtual object refers to a virtual object located in the same area as the first game object;
if the interaction between the game sub-object and the first virtual object causes the target interaction behavior between the game sub-object and the first virtual object, the interaction process of the first virtual object for the first game object is terminated.
Wherein the method further comprises:
and displaying synchronous interaction prompt messages for the N game objects in the game interface.
Wherein the method further comprises:
and displaying an interaction reminding message aiming at the first game object in the game interface.
Wherein the method further comprises:
And if the difference between the interaction completion time of the interaction process of the first virtual object aiming at the first game object and the interaction completion time of the interaction process of the third virtual object aiming at the second game object is smaller than or equal to the interaction synchronization threshold value, displaying a game success message on the game interface.
In one aspect, an embodiment of the present application provides a game running apparatus, including:
the object display module is used for displaying a first game object in the game interface;
The sub-object generation module is used for responding to the interactive operation of the first virtual object on the first game object and displaying the game sub-object on the first game object in the game interface;
The object interaction module is used for controlling the game sub-object to interact with the first virtual object if the game sub-object is not hit by the second virtual object; the second virtual object refers to a virtual object located in the same area as the first game object;
and the interaction termination module is used for terminating the interaction process of the first virtual object for the first game object if the interaction between the game sub-object and the first virtual object causes the target interaction behavior between the game sub-object and the first virtual object.
Wherein the apparatus further comprises:
the interface display module is used for responding to the starting operation aiming at the target game scene and displaying a game interface;
The thumbnail display module is used for displaying object thumbnails corresponding to the N game objects respectively in the game interface; the display states of the N object thumbnails are all in an uninterface state; n is a positive integer; the relative position relation among the N object thumbnails is the same as that of the N game objects in the target game scene; the N game objects comprise a first game object and a second game object.
The apparatus further comprises:
And the first prompt module is used for displaying synchronous interaction prompt messages aiming at the N game objects in the game interface.
Wherein the apparatus further comprises:
the map display module is used for displaying a scene map of the target game scene in the game interface;
The restriction display module is used for displaying attribute restriction information corresponding to each of the N game objects in the game interface; the attribute restriction information comprises game attributes and restriction attributes corresponding to the N game objects respectively; the restriction attribute is an object attribute having restriction ability for a game attribute of a corresponding game object; the object attribute refers to an attribute of the virtual object;
A route display module for displaying a moving route for instructing the first virtual object to move to the first game object in the scene map; the first game object refers to a game object whose restriction attribute in the corresponding attribute restriction information is an object attribute of the first virtual object.
Wherein the apparatus further comprises:
The state switching module is used for switching and displaying the display state of the object thumbnail of the first game object in the N object thumbnails into an interactive progress state;
and the progress display module is used for displaying the interaction progress information of the interaction process aiming at the first game object in an associated mode for the object thumbnail of the first game object.
Wherein the apparatus further comprises:
The state switching module is further used for switching and displaying the display state of the object thumbnail of the first game object into an interaction completion state when the first virtual object completes interaction for the first game object; the time when the first virtual object finishes interaction aiming at the first game object is the interaction finishing time of the interaction process of the first virtual object aiming at the first game object;
And the object canceling module is used for canceling the display of the game sub-object aiming at the first game object.
Wherein the apparatus further comprises:
The slow down prompt module is used for displaying an interaction slow down prompt message on a game interface if a game object with the difference value between the interaction progress and the interaction progress corresponding to the first game object being larger than the interaction synchronization threshold value exists in the N game objects; the interactive progress corresponding to the first game object refers to the progress of the interactive process of the first virtual object for the first game object.
Wherein the apparatus further comprises:
And the reminding module is used for displaying a reminding message aiming at the interaction of the first game object in the game interface.
Wherein, this child object generation module includes:
An object refreshing unit, configured to display a game sub-object for a first game object in the game interface every time an object refreshing period passes;
And the object canceling unit is used for canceling the display of the game sub-object when the object energy value of the game sub-object is cleared.
Wherein the apparatus further comprises:
the object interaction module is further configured to interact the game sub-object with a second virtual object corresponding to the game skill if the game sub-object is hit by the second virtual object.
Wherein the apparatus further comprises:
The interaction termination module is further configured to terminate the interaction process of the first virtual object with respect to the first game object and display an object interaction failure prompt message if a duration of non-interaction between the first virtual object and the first game object reaches an interaction disengagement duration threshold in the interaction process of the first virtual object with respect to the first game object.
Wherein the apparatus further comprises:
the preparation completion module is used for displaying a preparation completion prompt message in the game interface when virtual objects exist in object detection ranges corresponding to the N game objects respectively; the N game objects comprise a first game object and a second game object; n is a positive integer;
And the interaction triggering module is used for executing the process of responding to the interaction operation of the first virtual object for the first game object when the interaction start countdown indicated by the ready-to-finish prompt message is finished.
Wherein the apparatus further comprises:
The frequency counting module is used for counting the interaction frequency between the game sub-object and the first virtual object;
the interaction determining module is used for determining interaction between the game sub-object and the first virtual object if the interaction times are greater than a first interaction abnormal threshold value, so that a target interaction behavior is generated between the game sub-object and the first virtual object; or alternatively
The interaction determining module is further configured to determine, if the game sub-object interacts with the first virtual object, an interaction between the game sub-object and the first virtual object, resulting in a target interaction behavior between the game sub-object and the first virtual object.
Wherein the apparatus further comprises:
the number counting module is also used for counting the effective interaction number between the game sub-object and the first virtual object;
The interaction determining module is further configured to determine interaction between the game sub-object and the first virtual object if the effective interaction number is greater than the second interaction anomaly threshold value, so that a target interaction behavior is generated between the game sub-object and the first virtual object; the effective interaction times refer to the times of interaction behaviors influencing the object attribute values of the first virtual object; or alternatively
The interaction determining module is further configured to determine interaction between the game sub-object and the first virtual object if an effective interaction is generated between the game sub-object and the first virtual object, so that a target interaction behavior is generated between the game sub-object and the first virtual object; the effective interaction refers to an interaction behavior that affects the object attribute value of the first virtual object.
Wherein the apparatus further comprises:
The interface display module is also used for responding to the starting operation aiming at the target game scene and displaying a game interface;
the state setting module is used for generating N game objects in the target game scene and setting object states corresponding to the N game objects as initial states; n is a positive integer, and the N game objects comprise first game objects;
and the display triggering module is used for executing the process of displaying the first game object in the game interface when the first virtual object moves to the game area where the first game object is located.
Wherein, this child object generation module includes:
the state updating unit is used for responding to the interaction operation of the first virtual object on the first game object, acquiring the object identification of the first game object, and updating the object state of the first game object into an interaction state based on the object identification of the first game object;
A state transmitting unit for transmitting an object state of the first game object to the game client;
And the object display unit is used for displaying the game sub-object aiming at the first game object in the game interface.
Wherein the apparatus further comprises:
The failure prompting module is used for displaying a game failure message on the game interface if the difference between the interaction completion time of the interaction process of the first virtual object aiming at the first game object and the interaction completion time of the interaction process of the third virtual object aiming at the second game object is larger than the interaction synchronization threshold; the second game object is a game object except the first game object, and the third virtual object is a virtual object which interacts with the second game object;
and the success prompting module is used for displaying a game success message on the game interface if the difference between the interaction completion time of the interaction process of the first virtual object aiming at the first game object and the interaction completion time of the interaction process of the third virtual object aiming at the second game object is smaller than or equal to the interaction synchronization threshold value.
Wherein, this failure suggestion module includes:
the time determining unit is used for determining the maximum interaction completion time and the minimum interaction completion time from the interaction completion time respectively corresponding to the N game objects; the N game objects comprise a first game object and a second game object; n is a positive integer;
And the failure display unit is used for displaying a game failure message in the game interface if the difference value between the maximum interaction completion time and the minimum interaction completion time is larger than the interaction synchronization threshold value.
Wherein, this failure suggestion module includes:
The interactive timing unit is used for acquiring the interactive completion time of the target game object, and if the game object which is not interacted to be completed exists in the N game objects at the time point after the interactive completion time of the target game object passes the interactive synchronization threshold value, displaying a game failure message on the game interface; the N game objects comprise a first game object and a second game object, and the N game objects comprise target game objects; the target game object refers to a first game object which completes interaction among N game objects, and N is a positive integer.
Wherein the apparatus further comprises:
the number acquisition module is used for responding to the starting operation aiming at the target game scene, acquiring the number of virtual objects of the virtual objects entering the target game scene and acquiring the default number of game objects of the target game scene;
the object determining module is used for determining the number N of the actual game objects based on the number of the virtual objects and the number of the default game objects and generating N game objects; n is a positive integer; the N game objects include a first game object.
Wherein, this child object generation module includes:
the energy determining unit is used for responding to the interactive operation of the first virtual object on the first game object, acquiring the recommended participation quantity and determining an object energy value based on the recommended participation quantity;
and a sub-object determining unit for displaying a game sub-object for the first game object in the game interface based on the object energy value.
In one aspect, the embodiment of the application provides a computer device, which comprises a processor, a memory and an input/output interface;
The processor is respectively connected with the memory and the input/output interface, wherein the input/output interface is used for receiving data and outputting data, the memory is used for storing a computer program, and the processor is used for calling the computer program so as to enable the computer equipment containing the processor to execute the game running method in one aspect of the embodiment of the application.
An aspect of an embodiment of the present application provides a computer-readable storage medium storing a computer program adapted to be loaded and executed by a processor to cause a computer device having the processor to perform the game running method in the aspect of the embodiment of the present application.
In one aspect, embodiments of the present application provide a computer program product or computer program comprising computer instructions stored in a computer-readable storage medium. The computer instructions are read from the computer-readable storage medium by a processor of a computer device, and executed by the processor, cause the computer device to perform the methods provided in the various alternatives in an aspect of the embodiments of the application. In other words, the computer instructions, when executed by a processor, implement the methods provided in the various alternatives in one aspect of the embodiments of the present application.
The implementation of the embodiment of the application has the following beneficial effects:
In the embodiment of the application, a first game object is displayed in a game interface, and a game sub-object aiming at the first game object is displayed in the game interface in response to the interactive operation of the first virtual object aiming at the first game object; if the game sub-object is not hit by the second virtual object, controlling the game sub-object to interact with the first virtual object; the second virtual object refers to a virtual object located in the same area as the first game object; if the interaction between the game sub-object and the first virtual object causes the target interaction behavior between the game sub-object and the first virtual object, the interaction process of the first virtual object for the first game object is terminated. Through the above process, a game sub-object is generated for the game object, and the game sub-object can daemon the game object, for example, when the first virtual object interacts with the first game object, the second virtual object is required to block the game sub-object, so that the game sub-object is prevented from influencing the interaction process between the first virtual object and the first game object, that is, in the same game line, cooperation between different players is required to ensure that the interaction process with the game object is not terminated, and cooperation and interaction between the virtual objects are required to be realized. Further, the content richness of the game is improved, and the diversity and the interactivity of the game are increased.
Drawings
In order to more clearly illustrate the embodiments of the application or the technical solutions in the prior art, the drawings that are required in the embodiments or the description of the prior art will be briefly described, it being obvious that the drawings in the following description are only some embodiments of the application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a diagram of a network interaction architecture for game play provided by an embodiment of the present application;
FIG. 2 is a schematic diagram of a game running scenario provided by an embodiment of the present application;
FIG. 3 is a flow chart of a method of game play provided by an embodiment of the present application;
FIG. 4 is a schematic diagram of an interface display scenario provided by an embodiment of the present application;
FIG. 5a is a schematic diagram of a top view of a game scene according to an embodiment of the present application;
FIG. 5b is a schematic perspective view of a game scene according to an embodiment of the present application;
FIG. 6 is a schematic diagram of a thumbnail display scene provided by an embodiment of the present application;
FIG. 7 is a specific flow chart of a game running method according to an embodiment of the present application;
FIG. 8 is a schematic diagram of a game play start scenario provided by an embodiment of the present application;
FIG. 9 is a schematic diagram of an object initialization process according to an embodiment of the present application;
FIG. 10 is a schematic flow chart of an object interaction scenario provided by an embodiment of the present application;
FIG. 11 is a schematic diagram of an object interaction process according to an embodiment of the present application;
FIG. 12 is a schematic diagram of a game failure scenario provided by an embodiment of the present application;
FIG. 13 is a schematic diagram of an interactive acknowledgement scenario provided by an embodiment of the present application;
FIG. 14 is a schematic view of a game playing apparatus according to an embodiment of the present application;
fig. 15 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
The following description of the embodiments of the present application will be made clearly and completely with reference to the accompanying drawings, in which it is apparent that the embodiments described are only some embodiments of the present application, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
If the data of the object (such as a user) needs to be collected in the application, before and during the collection, a prompt interface or a popup window is displayed, wherein the prompt interface or the popup window is used for prompting the user to collect XXXX data currently, and the relevant step of data acquisition is started only after the confirmation operation of the user on the prompt interface or the popup window is obtained, otherwise, the process is ended. The acquired user data is used in a reasonable and legal scene, application, or the like. Optionally, in some scenarios where user data is required but not authorized by the user, authorization may be requested from the user, and the user data may be reused when authorization passes.
The application can be applied to the field of Cloud games, and Cloud games (Cloud games) can also be called game on demand, and are an online game technology based on a Cloud computing technology. Cloud gaming technology enables lightweight devices (THIN CLIENT) with relatively limited graphics processing and data computing capabilities to run high quality games. In a cloud game scene, the game is not run in a player game terminal, but is run in a cloud server, the cloud server renders the game scene into a video and audio stream, and the video and audio stream is transmitted to the player game terminal through a network. The player game terminal does not need to have strong graphic operation and data processing capability, and only needs to have basic streaming media playing capability and the capability of acquiring player input instructions and sending the player input instructions to the cloud server. Briefly, cloud games are one mode of game in which a server is used to render a game screen and a user client (i.e., a game terminal) is only displayed. The data transmission of each frame in the cloud game is real-time, and the data decoding can not be carried out by downloading the next frame in advance, so that the stability of the processing equipment is improved and the performance of the processing equipment on real-time data processing is improved by testing the processing equipment.
In the embodiment of the present application, please refer to fig. 1, fig. 1 is a network interaction architecture diagram for game running provided in the embodiment of the present application, as shown in fig. 1, each game client may participate in a game, and interact with other game clients in the game, where any one game client (such as a game client 102a, a game client 102b, or a game client 102 c) participating in the game may interact with a game object in response to an interaction operation for the game object. For example, in each game client participating in a game, a part of virtual objects corresponding to the game client interact with the game objects, and a part of virtual objects corresponding to the game client interact with the game sub-objects to ensure normal progress of interaction with the game objects, if the game sub-objects are not interacted in time, the game sub-objects can actively attack the virtual objects interacting with the game objects, so that the interaction process for the game objects is terminated, and the game task is failed. The task targets of the game for the game can be completed only by cooperation and interaction among the virtual objects, so that the richness of game contents is improved, and the diversity and the interactivity of the game are improved.
Specifically, referring to fig. 2, fig. 2 is a schematic diagram of a game running scenario provided in an embodiment of the present application. As shown in fig. 2, the game client may display a first game object 202 in the game interface 201, where the game object (such as the first game object 202 and the like) in the present application refers to an object targeted by a virtual object, that is, an object that is required to interact with a game play, and may be any type of object, such as a game leader (bow), a law array, a altar, or a game switch, and the like, specifically, the game object applied by the present application is equivalent to an object carried by the target game and generated by the target game, where the game bow may be considered as a non-player character (non-PLAYER CHARACTER, npc) and the like, and the player cannot control the behavior of the game object, that is, the behavior of the game object is set in the target game, such as movement and attack. Alternatively, the game client may display the first virtual object 203 in the game interface 201, alternatively, may also display the first virtual object 203 in the first person perspective, that is, not display the first virtual object 203 in the game interface 201, where the first virtual object 203 refers to a virtual object located in the game client, where each virtual object referred to in the present application may be considered as a controllable role played by a player in a target game, and the player may control the behavior of the virtual object in the game client through the game client. Further, the game client may display a game child object 205 for the first game object 202 in the game interface 201 in response to the interaction 204 of the first virtual object 203 for the first game object 202. If the game sub-object 205 is not hit by the second virtual object for game skill, i.e., the game sub-object 205 is not blocked by a virtual object other than the first virtual object 203, the game sub-object 205 is controlled to interact with the first virtual object 203, i.e., the game sub-object 205 actively attacks the first virtual object 203. If the interaction between the game sub-object 205 and the first virtual object 203 results in the target interaction behavior between the game sub-object 205 and the first virtual object 203, the interaction process of the first virtual object with respect to the first game object is terminated. Optionally, if the difference between the interaction completion times of the interaction processes respectively corresponding to the first game object 202 and the second game object is greater than the interaction synchronization threshold, a game failure message 206 is displayed in the game interface 201, for example, "the interaction time exceeds the interaction synchronization threshold, the challenge fails", etc., and assuming that the interaction synchronization threshold is 10 seconds(s), the game failure message 206 may be "the interaction time exceeds 10 seconds, the challenge fails", etc., and the game failure message 206 may be determined according to the target game progress. The interaction completion time of the interaction process corresponding to the first game object 202 refers to the interaction completion time of the interaction process of the first virtual object with respect to the first game object 202; the interaction completion time of the interaction process corresponding to the second game object refers to the interaction completion time of the interaction process of the third virtual object with respect to the second game object, and the second game object may be regarded as a game object other than the first game object.
The target game may be any game in which a copy of the game exists, such as a Role-playing game (RPG) or a massive multiplayer online Role-playing game (massive) Multiplayer Online Role-PLAYING GAME, MMORPG, and the like, without limitation. The game copy may be considered as a location where team players search, venture, or complete a task in a private area without interference from others.
It will be appreciated that the game client referred to in the embodiments of the present application may be a computer device, and the computer device in the embodiments of the present application includes, but is not limited to, a terminal device or a server. In other words, the computer device may be a server or a terminal device, or may be a system formed by the server and the terminal device. The above-mentioned terminal device may be an electronic device, including but not limited to a mobile phone (such as the game client 102c shown in fig. 1), a tablet computer, a desktop computer, a notebook computer (such as the game client 102b shown in fig. 1), a palm computer, a vehicle-mounted device (such as the game client 102a shown in fig. 1), an augmented Reality/Virtual Reality (AR/VR) device, a head mounted display, a smart television, a wearable device, a smart speaker, a digital camera, a camera, and other mobile internet devices (mobile INTERNET DEVICE, MID) with network access capability, or a terminal device in a train, a ship, a flight, or the like. Wherein, as shown in fig. 1, the in-vehicle device may be a device integrated in the vehicle 103. The servers mentioned above may be independent physical servers, or may be server clusters or distributed systems formed by a plurality of physical servers, or may be cloud servers that provide cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, vehicle-road collaboration, content distribution networks (Content Delivery Network, CDN), and basic cloud computing services such as big data and artificial intelligence platforms.
Optionally, the data related to the embodiment of the present application may be stored in a computer device, or may be stored based on a cloud storage technology or a blockchain network, which is not limited herein.
Further, referring to fig. 3, fig. 3 is a flowchart of a method for game running according to an embodiment of the present application. As shown in fig. 3, the game running process includes the steps of:
step S301, displaying a first game object in the game interface, and displaying a game sub-object for the first game object in the game interface in response to the interactive operation of the first virtual object for the first game object.
In the embodiment of the application, the game client can display a first game object in the game interface, respond to the interaction operation of the first virtual object on the first game object, and display a game sub-object on the first game object in the game interface, wherein the game client can be recorded as a first game client, and the first game client can be any game client participating in game play. Specifically, the first game client may respond to the starting operation for the target game scene, display a game interface, and assume that the number of virtual objects participating in the target game scene is M, where M is a positive integer, and the first game client may be any one of the game clients corresponding to the M virtual objects respectively.
Further, the first game client may display a first game object in the game interface, and when detecting the interaction of the first virtual object with respect to the first game object, respond to the interaction of the first virtual object with respect to the first game object, display a game sub-object with respect to the first game object in the game interface, where the game sub-object is used for guarding the first game object, and may be used for interrupting the interaction process between the first virtual object and the first game object. For example, assuming that the game object is a altar, that is, the first game object is a altar, the game sub-object for the first game object may be a non-player character, such as a monster, etc., and the game sub-object has the capability of actively attacking the virtual object, or otherwise having the capability of actively interacting with the virtual object.
Optionally, the first game client may display a game interface in response to a start operation for the target game scene. Wherein the target game scenario may be considered a game play, such as a copy of a game, that may be played by multiple players (i.e., virtual objects). Alternatively, object thumbnails corresponding to the N game objects respectively may be displayed in the game interface. The display states of the N object thumbnails are all non-interactive states; n is a positive integer; the relative position relation among the N object thumbnails is the same as that of the N game objects in the target game scene; the N game objects include a first game object and a second game object, where the second game object refers to a game object other than the first game object among the N game objects, and the first game object and the second game object refer to game objects, and in the above-mentioned related example of fig. 2, the second game object refers to a game object other than the first game object among the N game objects. For example, referring to fig. 4, fig. 4 is a schematic view of an interface display scene according to an embodiment of the present application. As shown in fig. 4, the first game client may display a game interface 401 in response to a start operation for a target game scene, and may display object thumbnails 402 corresponding to N game objects, respectively, in the game interface 401. As shown in fig. 4, it is assumed that N is 5, that is, there are 5 game objects, that is, the object thumbnails 402 corresponding to N game objects respectively include an object thumbnail 4021, an object thumbnail 4022, an object thumbnail 4023, an object thumbnail 4024, and an object thumbnail 4025, each of the object thumbnails corresponds to one game object, and the relative positional relationship between the respective object thumbnails is the same as the relative positional relationship between the game objects corresponding to the respective object thumbnails, wherein explanation of the game objects can be referred to in the related explanation of the game objects in fig. 2. The display positions of the object thumbnails 402 corresponding to the N game objects in the game interface 401 may be any position, and the display positions shown in fig. 4 are only an optional manner.
Referring specifically to fig. 5a and fig. 5b, fig. 5a is a schematic diagram of a top view of a game scene provided by an embodiment of the present application, for example, in fig. 5a, a game object 50a corresponds to an object thumbnail 4021 in fig. 4, in fig. 5a, a game object 50b corresponds to an object thumbnail 4022 in fig. 4, in fig. 5a, a game object 50c corresponds to an object thumbnail 4023 in fig. 4, in fig. 5a, a game object 50d corresponds to an object thumbnail 4024 in fig. 4, and in fig. 5a, a game object 50e corresponds to an object thumbnail 4025 in fig. 4. Fig. 5b is a schematic perspective view of a game scene provided in an embodiment of the present application, for example, the game object 51a in fig. 5b corresponds to the object thumbnail 4021 in fig. 4, the game object 51b in fig. 5b corresponds to the object thumbnail 4022 in fig. 4, the game object 51c in fig. 5b corresponds to the object thumbnail 4023 in fig. 4, the game object 51d in fig. 5b corresponds to the object thumbnail 4024 in fig. 4, and the game object 51e in fig. 5b corresponds to the object thumbnail 4025 in fig. 4. That is, the relative positional relationship between the respective object thumbnails is the same as the relative positional relationship between the game objects corresponding to the respective object thumbnails, that is, the arrangement order of the respective object thumbnails corresponds to the scene map shape.
The display states of the N object thumbnails are all non-interactive states. In other words, the first game client may display object thumbnails corresponding to the N game objects, respectively, in an un-interacted state. Optionally, in one manner ①, the object thumbnail of each game object may have multiple display forms, where each display form corresponds to one display state, specifically, it may be considered that the object thumbnail of each game object may include a first display form, a second display form and a third display form, where the first display form corresponds to an unintermitted state, the second display form corresponds to an interactive state, the third display form corresponds to an interactive state, and the first game client may display the display forms of N game objects in the unintermitted state, that is, the first game client may display the first display forms corresponding to the N game objects respectively. The display states of the object thumbnails of the corresponding game objects are represented by adopting different display modes, so that each virtual object can clearly and intuitively know whether the N game objects are in the stage, such as not starting to interact, or already completing to interact, and the like, so that the stages of each game object are more intuitive, the understanding degree of each virtual object on the interaction progress of other game objects is improved to a certain extent, such as the understanding degree of the first virtual object on the interaction progress of game objects except the first game object, and the like, and the synchronism of the game object interaction is improved. For example, referring to fig. 6, fig. 6 is a schematic view of a thumbnail display scene provided in an embodiment of the present application, and as shown in fig. 6, it is assumed that object thumbnails 60 corresponding to 5,N game objects respectively include an object thumbnail 601, an object thumbnail 602, an object thumbnail 603, an object thumbnail 604, and an object thumbnail 605. Taking the object thumbnail 605 as an example, in one embodiment ①, the object thumbnail 605 may include a first display form 60a, a second display form 60b, and a third display form 60c, and the first game client may display the first display form 60a on the game interface, that is, the object thumbnail 605 in the area 60 shown in fig. 6 may be displayed as the first display form 60a, and similarly, may display the first display forms corresponding to the N game objects, respectively.
Optionally, in one manner ②, the first game client may display object thumbnails corresponding to the N game objects respectively, and display corresponding display status information for each object thumbnail in association with each other. As shown in fig. 6, the first game client may display the object thumbnail 605, and display status information 60d of the object thumbnail 605, such as "no interaction" or "no destruction", etc., for the object thumbnail 605 in association. Similarly, corresponding display state information can be displayed for each object thumbnail in an associated manner.
Optionally, in one manner ③, the first game client may display object thumbnails corresponding to N game objects respectively, and add a status mask for each object thumbnail, where the status mask is used to represent a display status of the object thumbnail where the status mask is located. The mask may be regarded as a plate covered on the top surface, may be regarded as a layer with non-zero transparency, may not affect the original object thumbnail, and may represent the object state of the corresponding game object. As shown in fig. 6, taking the object thumbnail 605 as an example, assuming that the object thumbnail 605 corresponds to the game object 5, the first game client may add a status mask to the object thumbnail 605 to generate an object thumbnail 60e whose display status is the non-interactive status. Further alternatively, as the interaction process of the game object 5 corresponding to the object thumbnail 605 proceeds, the area of the state mask in the object thumbnail 60e, such as the object thumbnail 60f, may be reduced, and when the interaction process of the game object 5 corresponding to the object thumbnail 605 is completed, the object thumbnail 60g whose display state is the interaction completed state is output. Specifically, the first game client may obtain the interaction progress of the game object 5, determine the status mask display mode based on the interaction progress of the game object 5, and display an object thumbnail for increasing the status mask corresponding to the status mask display mode, including a display area, a display position range, and the like. In the interaction of the game object 5, the object thumbnail of the game object 5 may undergo the change process of the object thumbnails 60e, …, the object thumbnails 60f, …, and the object thumbnail 60g. Similarly, the first game client may display object thumbnails corresponding to the N game objects, respectively.
Of course, the above is merely exemplary of several possible display modes of object thumbnail images, and the present application is not limited to other display modes. The display state is used for representing the display condition of the corresponding object thumbnail, and can be used for representing the object state of the game object, wherein the object state comprises an initial state, an interaction state and a completion state. The game object with the object state being the initial state does not start interaction, and the display state of the corresponding object thumbnail is the non-interaction state; the game object with the object state being the interaction state is interacted, and the display state of the corresponding object thumbnail is the interaction progress state; the game object whose object state is the completion state completes the interaction, and the display state of the corresponding object thumbnail is the interaction completion state, etc. Alternatively, when a certain game object is in an interaction state, the interaction progress of the game object may be displayed for the object thumbnail association of the game object, for example, when a first game object is in an interaction state, the interaction progress of the first game object may be displayed for the object thumbnail association of the first game object. Through the above process, each virtual object can acquire the object states corresponding to N game objects respectively, so that the interaction speed of each game object can be controlled based on the object states corresponding to N game objects respectively, the interaction synchronism of each game object is further improved, and the interaction and the collaboration among different virtual objects are enhanced. For example, assuming that the first game object is a game leader, when the interaction progress corresponding to the first game object leads the interaction progress corresponding to other game objects, the first virtual object can be controlled to slow down the interaction speed of the first game object, for example, the first game object is attacked by a game skill with relatively small attack damage caused by triggering, or the first game object is temporarily stopped from being attacked, and when the interaction progress corresponding to the other game objects is similar to the interaction progress corresponding to the first game object, the interaction speed before the slowing down is recovered, so that the interaction synchronicity of each game object is improved.
Optionally, a synchronous interaction prompt message for N game objects may be displayed in the game interface, for indicating that the N game objects need synchronous interaction, for example, "destroy five altar simultaneously" or "destroy five altar for a time interval of not more than 10 seconds", etc. The synchronous interaction prompt message is used for indicating that the N game objects need to synchronously complete interaction, i.e. the interaction is completed simultaneously or the time for completing the interaction does not exceed the interaction synchronization threshold (10 seconds as shown above).
Optionally, the first game client may display a scene map of the target game scene in the game interface, and display attribute restriction information corresponding to the N game objects in the game interface; the attribute restriction information comprises game attributes and restriction attributes respectively corresponding to N game objects, wherein the restriction attributes are object attributes with restriction capability for the game attributes of the corresponding game objects; the object attribute refers to an attribute possessed by a virtual object. For example, assuming that N is 5, game attributes corresponding to the N game objects are gold, wood, water, fire, and soil, respectively, and the attribute restriction information corresponding to the N game objects includes "game object 1: property gold, fire control; game object 2: attribute wood and gram gold; game object 3: attribute water and clay are prepared; game object 4: property fire, water is restrained; game object 5: attribute soil and wood is restrained. Taking the game object 1 as an example, the game object 1 has gold as a game attribute, fire as a restriction attribute, that is, a virtual object with fire as an object attribute, and has restriction capability on the game object 1, that is, if the time required for interaction between the virtual object with fire and the game object 1 is shorter than the time required for interaction between the virtual object with other object attribute and the game object 1, that is, the restriction capability is the capability of increasing the interaction speed of the game object, for example, if the game object is a game mass, the restriction capability may be the capability of increasing the attack force on the game mass, that is, increasing the attack damage to the game mass, and the like. Further, a movement route for instructing the first virtual object to move to the first game object may be displayed in the scene map; the first game object refers to a game object whose restriction attribute in the corresponding attribute restriction information is an object attribute of the first virtual object. For example, if the object attribute of the first virtual object is earth, it may be determined that the first game object is the game object 3, and a movement route for instructing the first virtual object to move to the game object 3 may be displayed in the scene map. Or the first game client can switch and display the area where the area communication road is located in the game interface, and display the first virtual object on the area communication road, namely, the first virtual object can be transmitted to the area communication road and then indicated to move to the game area where the first game object is located, so that the time of scene movement is reduced, and the game running efficiency is improved.
For example, as shown in fig. 4, the first game client may display a scene map 403 in the game interface 401, where the scene map 403 is a map of a target game scene in an example, and may include object refresh areas corresponding to N game objects, such as an object refresh area 40a of the game object 1, an object refresh area 41a of the game object 2, an object refresh area 42a of the game object 3, an object refresh area 43a of the game object 4, and an object refresh area 44a of the game object 5, where the object refresh area refers to an area for refreshing the game object, such as the object refresh area 40a refers to an area for refreshing the game object 1, the object refresh area 41a refers to an area for refreshing the game object 2, …, the object refresh area 44a refers to an area for refreshing the game object 5, and so on. The scene map 403 is used for representing a specific scene picture of the target game scene, for example, the scene map 403 may further include a step 40b, a central area 40c, an area communication road 40d, a player birth point 40e, a player refresh area 40f, a scene central point 40g, and the like, and the scene central point 40g may be used for refreshing a game leader (boss) of the target game scene, and the like. Optionally, the first game client may also display the first virtual object 404 in the game scene. The scene map 403 shown in fig. 4 is only one possible example of a scene map, and the content and display manner included in a specific scene map may be determined according to the game scene actually applied. Further, assuming that the first game object is game object 3, a movement route 405 for instructing the first virtual object to move to the first game object may be displayed in the scene map 403, and the movement route 405 is mapped to an actual target game scene, that is, a movement route 501 shown in fig. 5a or a movement route 511 shown in fig. 5b, or the like. Of course, the route of the first virtual object moving to the first game object in fig. 4, 5a and 5b is an alternative route example, and the moving route of the first virtual object to the first game object may be formed by steps connected by the area communication road 40d and the object refreshing area 42a, which is not limited herein.
Alternatively, the game client may also directly display a scene map of the target game scene in the game interface, and the game player may directly go to the game object based on the scene map and the object refresh area where the game object to be forwarded is located. That is, the first game client can directly display the scene map of the target game scene, but the game client can coordinate interaction by itself without guiding the object refreshing area to which the game player goes, so as to determine the game objects that each game player needs to interact with.
Further, the first game client may update the display content in the game interface based on the movement track of the first virtual object. When the first virtual object is located in the object refreshing area where the first game object is located, the first game object is displayed in the game interface, wherein the object refreshing area where the first game object is located refers to an area for refreshing the first game object. Or when the first game object is located in the visual field range of the first virtual object, displaying the first game object in the game interface, wherein the visual field range refers to the range of scene pictures which can be acquired by the first virtual object in the target game scene, namely the range of scene pictures which can be viewed by the first virtual object when the player controls the first virtual object through the first game client. For example, assuming that the field of view of the first virtual object refers to a first rectangular area centered on the first virtual object, the size of the first rectangular area may be the size of the game interface, when the first game object is located in the first rectangular area centered on the first virtual object, the first game object may be considered to be located within the field of view of the first virtual object. Of course, the field of view of the first virtual object may be not limited to the first rectangular region exemplified above, but may be a second rectangular region, and the second rectangular region may be oriented in the direction of the first virtual object as the high direction, in the direction perpendicular to the first direction as the wide direction, in the midpoint of one side where the first virtual object is located, or the like.
Optionally, when virtual objects exist in the object detection ranges corresponding to the N game objects respectively, a preparation completion prompt message is displayed in the game interface; the N game objects comprise a first game object and a second game object; n is a positive integer. The object detection range may be an area range centered on a corresponding game object, where a distance between the object detection range and the game object is less than or equal to a specified distance, and may be considered as an area capable of triggering an interaction with respect to the game object, for example, when the first virtual object is located within the object detection range of the first game object, the interaction with respect to the first game object may be triggered. Alternatively, the object detection range may be an object refresh area where the corresponding game object is located. At the end of the interactive start countdown indicated by the ready-to-complete-hint message, each game client may detect an interaction with respect to the game object, i.e., detect whether the game object is triggered to interact, and respond to the interaction of the first virtual object with respect to the first game object when the first game client detects the interaction of the first virtual object with respect to the first game object.
Further alternatively, the display state of the object thumbnail of the first game object in the N object thumbnails may be switched to be displayed as the interaction progress state, so as to indicate that the object state of the first game object is the interaction state, that is, the first game object is interacting. A game sub-object for the first game object is displayed in the game interface. Alternatively, the object thumbnail of the first game object may be associated with and displayed with the interaction progress information of the interaction process for the first game object, where the interaction progress information is used to indicate the interaction progress for the first game object. The first game client can acquire the corresponding interaction progress of the N game objects in real time, and display the corresponding interaction progress information for the N game objects in an associated mode, so that a game player can acquire the interaction progress of each game object in real time, the probability of synchronous interaction of the game objects is improved, and the completion degree of task targets of a target game scene is improved. Wherein, the interaction operation aiming at the first game object can be direct interaction operation, destructive operation or attack operation, etc., for example, the first game object is a law matrix, and the interaction operation aiming at the first game object can be that a first virtual object is placed in the law matrix; if the first game object is a game captain, the interaction operation for the first game object may be an attack operation for the first game object; if the first game object is a altar, the interactive operation for the first game object may be a destructive operation for the first game object, etc.
Wherein, during the interaction process for the first game object, the first game client can display the game sub-object for the first game object in the game interface every time the object refresh period passes.
In step S302, if the game sub-object is not hit by the second virtual object, the game sub-object is controlled to interact with the first virtual object.
In the embodiment of the application, in the interaction process of the first virtual object aiming at the first game object, the first game client can detect the game skills suffered by the game sub-object. If the game sub-object is detected to hit the game skill by the second virtual object, the game sub-object is controlled to interact with the second virtual object, for example, the game sub-object is controlled to attack the second virtual object without attacking the first virtual object, so that the game sub-object is prevented from interrupting the interaction process of the first virtual object for the first game object. If it is detected that the game sub-object is not hit by the second virtual object, the game sub-object is controlled to interact with the first virtual object, and step S303 is executed, that is, the game sub-object actively attacks the first virtual object interacting with the first game object to interfere with the interaction process of the first virtual object with respect to the first game object under the condition that the game sub-object is not blocked. The first virtual object and the second virtual object need to cooperate and interact, so that the first game object and the game sub-objects of the first game object are managed together, and the game playability, the game interactivity and the like are improved. Wherein the second virtual object may be considered to be a virtual object located in the same area as the first virtual object, and as such may be considered herein to be both located in the object refresh area of the first game object.
The step may be considered as a step that is repeatedly performed in the interaction process of the first virtual object with respect to the first game object, that is, the game skill suffered by the game sub-object is always detected, and the behavior of the game sub-object is controlled based on the detection result, if the detection result indicates that the game sub-object is hit by the second virtual object, the game sub-object is controlled to interact with the second virtual object; and if the game sub-object is not hit by the second virtual object as a result of the detection, controlling the game sub-object to interact with the first virtual object and the like.
In step S303, if the interaction between the game sub-object and the first virtual object results in the generation of the target interaction behavior between the game sub-object and the first virtual object, the interaction process of the first virtual object with respect to the first game object is terminated.
In an embodiment of the present application, the first virtual object refers to a virtual object that triggers an interaction with respect to the first game object. The first game client may detect interaction behavior between the game sub-object and the first virtual object. Specifically, if the interaction between the game sub-object and the first virtual object results in a target interaction behavior between the game sub-object and the first virtual object, the interaction process of the first virtual object with respect to the first game object is terminated, that is, the interaction process of the first virtual object with respect to the first game object is terminated, and the interaction progress of the interaction process of the first virtual object with respect to the first game object is emptied. The target interaction behavior refers to a behavior of the game sub-object made for the first virtual object, wherein the behavior can interrupt the interaction process between the first virtual object and the first game object. Optionally, if N object thumbnails corresponding to the N game objects respectively exist in the game interface, the first game client may switch and display the display state of the object thumbnail of the first game object to an un-interacted state. In short, if the target interaction behavior is generated between the game sub-object and the first virtual object, the interaction process between the first virtual object and the first game object is terminated, specifically, the interaction progress between the first virtual object and the first game object may be cleared, the object state of the first game object is updated to the initial state, and optionally, when the object thumbnail exists, the display state of the object thumbnail of the first game object is switched to be displayed as the non-interaction state. At this time, if the player wants to continue to complete the game task of the target game scene, the player needs to re-trigger the interaction operation for the first game object through the first game client, and when the first game client detects the interaction operation for the first game object by the first virtual object, the first game client re-starts the interaction process for the first game object by the first virtual object, and the interaction progress of the interaction process can be considered to be from zero.
Further, in the interaction process of the first virtual object with respect to the first game object, if no target interaction behavior is generated between the game sub-object and the first virtual object, the interaction process of the first virtual object with respect to the first game object is performed until the first virtual object completes interaction with respect to the first game object, and at this time, optionally, the game sub-object with respect to the first game object may be canceled from being displayed.
Further, referring to fig. 7, fig. 7 is a specific flowchart of a game running method according to an embodiment of the present application. As shown in fig. 7, the game running process includes the steps of:
Step S701, a game object is generated.
In the embodiment of the application, the first game client can respond to the starting operation aiming at the target game scene to display the game interface. Generating N game objects in a target game scene, and setting object states corresponding to the N game objects as initial states; n is a positive integer, and the N game objects comprise a first game object and a second game object. When the first virtual object moves to the game area where the first game object is located, step S702 is executed to display the first game object in the game interface. The game area where the first game object is located may be an object refresh area of the first game object.
For example, referring to fig. 8, fig. 8 is a schematic diagram of a game play start scene according to an embodiment of the present application. As shown in fig. 8, the first game client may display a game interface 801 in response to a start operation for a target game scene, and may display a scene initial screen of the target game scene in the game interface 801, where the scene initial screen may be considered as a screen of the target game scene near a birth point of a player, may include a player refresh area 804, and the like. Optionally, assuming that the birth points of players corresponding to the virtual objects are the same, the first game client may display M virtual objects in the player refreshing area, where M is a positive integer and includes the first virtual object 802; assuming that the player birth points corresponding to the virtual objects are different, the first game client may display the first virtual object in the player refreshing area corresponding to the first virtual object, may also display a virtual player at the same player birth point as the first virtual object, and so on. Further, the first game client may update the display content in the game interface 801 based on the movement track 803 of the first virtual object 802. Further, when the first virtual object 802 is located in the object refresh area 805 where the first game object is located, the first game client may perform step S702, and display the first game object 806 in the game interface 801.
Optionally, when generating N game objects, the first game client may respond to a start operation for the target game scene, obtain a default number of game objects corresponding to the target game scene, generate N game objects, where N is the default number of game objects, and the implied number of game objects refers to the default number of game objects that needs to be generated in the target application scene. Or the first game client may acquire the number of virtual objects of the virtual objects entering the target game scene in response to the start operation for the target game scene, and acquire the default number of game objects of the target game scene. Determining the number N of actual game objects based on the number of virtual objects and the number of default game objects, and generating N game objects; n is a positive integer; the N game objects include a first game object and a second game object, and the second game object refers to a game object other than the first game object among the N game objects. The number of game objects which are required to be generated in the target game scene, namely the number of actual game objects, can be adaptively adjusted according to the number of virtual objects which enter the virtual objects of the target game scene, so that the requirement of completing the game task of the target game scene can be met no matter how many virtual objects enter, and the richness of game content and the playability of the game are increased to a certain extent.
Specifically, the first game client may obtain a unit recommended number corresponding to one game object in the target game scene, determine a quotient between the virtual object number and the unit recommended number as an actual game object number N, where the unit recommended number is a minimum number of virtual objects required for completing interaction of the one game object by the pointer, for example, assuming that the game object is a legal array, the interaction needs to be completed for the one game object, and the interaction needs to be performed between the one virtual object and a game sub-object of the game object, that is, the game sub-object of the game object is prevented from interrupting an interaction process for the game object, and at this time, the unit recommended number may be considered to be 2. Or the first game client may determine the recommended participation amount based on the default game object amount, or may directly obtain the recommended participation amount corresponding to the target game scene, where the recommended participation amount refers to the amount of the virtual objects recommended to participate in the target game scene, for example, if the recommended participation amount is 10, it indicates that at least 10 virtual objects need to enter the target game scene. If the number of the virtual objects is greater than or equal to the recommended participation number, determining the default game object number as the actual game object number N; if the number of virtual objects is less than the recommended participation number, the actual game object number N may be determined based on the ratio of the number of virtual objects to the recommended participation number and the default game object number. The difficulty of the target game scene can be considered to be set, so that when the number of virtual objects reaches the recommended participation number, the default difficulty of the target game scene can be directly adopted, and when the number of the virtual objects does not reach the recommended participation number, the number of the game objects is reduced to adapt to the number of the virtual objects, so that the game playability and the content richness are improved. Or the first game client can directly determine the default game object number as the actual game object number N, and the like, that is, the default difficulty of the target game scene is always maintained, the preprocessing preparation time of the target game scene is reduced, and the loading efficiency of the target game scene is improved.
Further, the first game client may initialize N game objects, and in particular, refer to fig. 9, where fig. 9 is a schematic view of an object initialization flow provided in an embodiment of the present application. As shown in fig. 9, the first game client may obtain the object identifier of the game object for initialization, where, taking a third game object as an example, the third game object may be any one of N game objects, and specifically, reference may be made to the description related to the game object shown in fig. 2. The object identification of the third game object is input into a set object identification module to update the variable value of the set object identification module to the object identification of the third game object. In other words, the set object identification module may include an identification to be detected, where the identification to be detected may be regarded as a variable, and the value of the identification to be detected (i.e. the variable value of the set object module) is updated to the object identification of the third game object, so as to be used to indicate that the currently detected game object is the third game object. The method comprises the steps of inputting an object identifier of a third game object into a module 901 for setting the value of an array slot, and a module 902 for setting the value of the array slot, wherein in the module 901 for setting the value of the array slot, the object identifier of the third game object is used as a serial number, the third game object is activated, and an activation result is input into the module 902 for setting the value of the array slot. The method is equivalent to that the module 901 for setting the values of the array slots obtains the value of the to-be-detected identifier, and at this time, the to-be-detected identifier is the object identifier of the third game object, and the activation processing is performed on the game object indicated by the to-be-detected identifier, that is, the related data for managing the game object corresponding to the to-be-detected identifier, that is, the object rendering data, through which the game client can render the corresponding game object. Wherein, the module 901 for setting the value of the array slot is a module for activating the object, and the module 902 for setting the value of the array slot is a module for recording the progress of the interaction (i.e. the interaction time). In the module 902 for setting the values of the array slots, interaction initialization data is output based on the activation result and the object identifier of the third game object, in other words, the activation result is used for indicating that the corresponding game object is successfully activated, creating an interaction time management space for the game object indicated by the identifier to be detected, recording the object state of the game object indicated by the identifier to be detected, and the interaction progress when the game object indicated by the identifier to be detected is in the interaction state.
Further, it may be detected whether the interaction initialization data is empty, if the interaction initialization data is not empty, the object identification of the third game object and the configuration information of the third game object are obtained, the object identification of the third game object and the configuration information of the third game object are input into a module for obtaining a value in a data table, and the initialization information of the third game object is obtained from an object management database (or referred to as a data table or the like) by using the object identification of the third game object as a key value through the module for obtaining the value in the data table, where the initialization information includes the object identification of the third game object and refresh position information, such as an x coordinate, a y coordinate or the like, or the refresh position information may also include an object orientation or the like. The first game client may generate the third game object based on the initialization information of the third game object, and further, may refresh the third game object in the target game scene. Similarly, N game objects may be refreshed in the target game scene, with the third game object being any one of the N game objects. The above processes can be multiplexed, so that the activation processing of each game object is realized, the reusability of the code is improved, the complexity of the code is reduced, the modularization processing can be performed, different steps are executed through different modules, different data are managed, the game can conveniently acquire the needed data in operation, the game operation efficiency is improved, and meanwhile, the management efficiency of the code is enhanced. FIG. 9 is an alternative activation of game objects, and is not limited in this application.
The process may be described with reference to step S301 of fig. 3.
Step S702, a first game object is displayed in a game interface.
In the embodiment of the application, when the first virtual object is located in the game area where the first game object is located, the first game client may display the first game object in the game interface. The process may be described with reference to step S301 of fig. 3. Alternatively, the first game client may determine a display position of the first game object based on the initialization information of the first game object, and display the first game object in the object rendering data at the display position of the first game object based on the object rendering data of the first game object. Wherein the object rendering data may include an object appearance of the first game object, etc. For example, assuming that the game attribute of the first game object is a wood attribute, the object rendering data of the first game object includes an object appearance of the first game object, such as a color (assuming green), a size, a shape, and the like.
In step S703, in response to the interactive operation of the first virtual object with respect to the first game object, a game child object with respect to the first game object is displayed in the game interface.
In the embodiment of the application, the first game client can respond to the interaction operation of the first virtual object on the first game object, acquire the object identification of the first game object, and update the object state of the first game object into the interaction state based on the object identification of the first game object. Further, the object state of the first game object may be sent to the game client, which may be referred to as a second game client, where the second game client refers to a game client except the first game client among the M virtual objects, so that other game clients may acquire the object state of the first game object in real time, thereby improving collaboration and interactivity between the virtual objects. Further, the first game client may display a game child object for the first game object in the game interface. Alternatively, an interactive progress alert message for the first game object may be displayed in the game interface, such as "the first game object is interacting".
Optionally, referring to fig. 10, fig. 10 is a schematic flow chart of an object interaction scenario provided in an embodiment of the present application. As shown in fig. 10, when the object interaction starts, that is, in response to the interaction operation of the first virtual object with respect to the first game object, the first game client inputs the object identification of the first game object into the acquisition object identification module, and sets the object index module by using the object identification of the first game object as the index input through the acquisition object identification module. The variable value in the set object index module is updated to the object identifier of the first game object, and the object identifier of the first game object is input to the comparison execution module 1001 and the module for acquiring the values in the array slots. In the comparison execution module 1001, it is determined whether the object identifiers of the first game object satisfy the object identifiers of the N game objects, that is, whether the obtained object identifiers are the object identifiers existing in the target game scene is detected, and the comparison execution module 1002 is triggered when the obtained object identifiers are satisfied. In the module for acquiring the values in the array slots, object activation is performed based on the object identifier of the first game object, and the slot value corresponding to the object identifier of the first game object is input into the comparison execution module 1002, where the slot value corresponding to the object identifier of the first game object is the object state corresponding to the object identifier of the first game object. When the comparison execution module 1002 is triggered, the comparison execution module 1002 detects whether the slot position value corresponding to the object identifier of the first game object meets the condition, that is, detects what stage the object state of the first game object is, that is, whether the first game object is in an initial state, and if the first game object is in the initial state, the object activation is performed through the module for setting the values in the array slots, so that the object state of the first game object is updated to be an interactive state. Through the detection of each comparison execution module, the correct game objects can be interactively started, and the fault tolerance of game running is improved. FIG. 10 is an alternative method for starting the interaction of game objects, but the method for starting the interaction of game objects is not limited in the present application.
Optionally, the first game client may obtain the recommended participation amount in response to the interaction of the first virtual object with the first game object, and determine the object energy value based on the recommended participation amount; based on the object energy value, a game child object for the first game object is displayed in the game interface. Wherein, the recommended participation amount refers to the amount of the virtual objects recommended to enter the target game scene. For example, assuming that the recommended participation number is 10, each game object corresponds to 5 virtual objects, one virtual object required for each game object to interact is removed, an object energy value may be determined based on the remaining 4 virtual objects, the object energy value may be considered to be determined from the limit energy influence values of the remaining 4 virtual objects in the object refresh period, the energy influence value may refer to an influence that may be caused to the object energy value of the game sub-object, such as the object energy value is a blood volume, the energy influence value is a value that causes a decrease in the blood volume of the game sub-object in one object refresh period, and the limit energy influence value may be considered to be a maximum energy influence value. For example, a limit energy impact value for the object refresh period may be calculated based on the recommended participation amount, the limit energy impact value may be determined as a total energy value (e.g., total blood volume) of the game sub-objects generated during the object refresh period, and the object energy value (e.g., blood volume, etc.) of the game sub-objects generated during the object refresh period may be determined based on the total energy value. By the method, the object energy value of the game sub-object is more in line with the difficulty of the target game scene, and the game rationality is improved.
Further, the first game client enters an interaction procedure S70 with the first game object, in which, every time an object refresh period passes, a game sub-object for the first game object is displayed in the game interface. That is, each time the first game client passes through the object refresh period, at least one game sub-object is generated, and optionally, if the game sub-object generated in the object refresh period is not completely eliminated in one object refresh period, a new game sub-object is generated in the next object refresh period, that is, if the game sub-object cannot be completely eliminated in one object refresh period, the number of the game sub-objects is increased, which requires that the virtual object can coordinate game skills, thereby improving game playability and game interactivity.
Optionally, referring to fig. 11, fig. 11 is a schematic diagram of an object interaction process according to an embodiment of the present application. As shown in fig. 11, the first game client may trigger an interactive circulation operation through the target game scenario information updating module. The actual game object number N is obtained through the interactive circulation operation, the actual game object number N is taken as a termination value, and the game object indicated by the current index is used for triggering an interactive process S70, wherein the interactive process comprises the steps of setting an object identifier, namely determining the object identifier as the object identifier based on the current index; in a module 1101 for obtaining values in the array slots, performing object activation by object identification; in a module 1102 for obtaining values in array slots, object interactions and the like are performed through object identification. In the module 1101 for acquiring the values in the array slots and the module 1102 for acquiring the values in the array slots, the object state of the game object and the like may be updated. Optionally, game scene data of the target game scene may be obtained through the object information updating module, and object states corresponding to the N game objects respectively may be obtained. Optionally, the supplementary rich text, such as the injury addition rule, can also be obtained through the object information updating module. And repeating the process through the interactive circulation operation module until all game objects complete interaction or the game fails. The object state includes an initial state, an interaction state, a completion state, and the like, for example, if the value of the object state of the obtained first game object is 1, the object state of the obtained first game object is the interaction state; if the value of the object state of the first game object is greater than 0 and not equal to 1, namely, a number which is greater than 0 except 1 is obtained, the object state of the first game object is represented as a finished state; if the value of the object state of the first game object is equal to or less than 0, the value indicating the object state of the first game object is the initial state or the like, and the value indicating the different object state may be other value, not limited to the above example.
In the interaction process S70, step S704, step S705, and the like may be continuously performed.
Step S704, detecting interaction behavior of the game sub-object.
In the embodiment of the present application, reference may be made to the relevant description of step S302 to step S303 in fig. 3. If the game sub-object is hit by the second virtual object, controlling the game sub-object to interact with the second virtual object corresponding to the game skill; and if the game sub-object is not hit by the second virtual object to the game skill, controlling the game sub-object to interact with the first virtual object. That is, the game sub-object may daemon the first game object and may actively attack the virtual object that interacts with the first game object to interrupt the interaction process for the first game object. Therefore, when the first virtual object and the first game object interact, another virtual object is required to block the game sub-object of the first game object, so as to ensure that the interaction between the first virtual object and the first game object can be successfully completed, that is, the second virtual object can be considered to be located in the same area as the first virtual object. Optionally, when the object energy value of the game sub-object is cleared, the display of the game sub-object is canceled. That is, if a target game sub-object appears in at least one game sub-object displayed in the game interface, the display of the target game sub-object, which is a game sub-object whose object energy value is clear, is canceled.
The first game client can detect the interaction behavior of the game sub-object, and if the game sub-object of the first game object and the first virtual object generate the target interaction behavior, the interaction process of the first virtual object for the first game object is terminated. Specifically, the number of interactions between the game sub-object and the first virtual object can be counted, if the number of interactions is greater than the first interaction abnormal threshold, the interactions between the game sub-object and the first virtual object are determined, so that a target interaction behavior is generated between the game sub-object and the first virtual object, that is, a certain fault tolerance rate can be given to the first virtual object and the second virtual object, thereby reducing the difficulty of the game to a certain extent, not reducing the interest of the game, not reducing the cooperativity between the virtual objects, that is, maintaining the interactivity of the game. Or if the game sub-object and the first virtual object are interacted, determining that the interaction between the game sub-object and the first virtual object causes a target interaction behavior between the game sub-object and the first virtual object, that is, the first virtual object is attacked, the interaction process can be considered to be interrupted, and larger collaboration and mercy are required to be maintained between different virtual objects, so that the interactivity of the game is improved. Or counting the effective interaction times between the game sub-object and the first virtual object, and if the effective interaction times are larger than a second interaction abnormal threshold value, determining the interaction between the game sub-object and the first virtual object, so that a target interaction behavior is generated between the game sub-object and the first virtual object; the effective interaction times refer to the times of interaction behaviors that affect the object attribute values of the first virtual object. Or if effective interaction is generated between the game sub-object and the first virtual object, determining the interaction between the game sub-object and the first virtual object, so that target interaction behavior is generated between the game sub-object and the first virtual object; the effective interaction refers to an interaction behavior that affects the object attribute value of the first virtual object. That is, when the game sub-object attacks the first virtual object, the first virtual object may not be damaged in a certain probability, i.e. the object attribute value of the first virtual object is not affected, for example, when the first virtual object is attacked by the game sub-object, there is a certain probability that the first virtual object triggers a damage-free gain such as immunity or evasion, and the content richness and playability of the game can be improved by introducing the damage-free gain, that is, the determination of effective interaction, in the detection of the target interaction behavior. The above is optional detection methods of several target interaction behaviors, and can be updated based on the needs of the target game scene.
Step S705, detecting an interaction process of the first virtual object and the first game object.
In the embodiment of the application, if the duration of non-interaction (namely, continuous non-interaction duration) between the first virtual object and the first game object reaches the interaction separation duration threshold in the interaction process of the first game object, the interaction process of the first virtual object for the first game object is terminated, and an object interaction failure prompt message is displayed, wherein the continuous non-interaction duration refers to the duration of a time period when the first virtual object is not interacted with the first game object all the time. For example, the first game object is a game box, and in the process that the first virtual object interacts with the first game object, the first virtual object does not attack the first game object, and after the interaction separation time threshold value, the first game object can be separated from the game, and interaction needs to be performed on the first game object again.
Optionally, the first game client may send the interaction progress for the first game object to the second game client, so that each game client may obtain the interaction progress corresponding to the N game objects respectively, thereby grasping the interaction progress with the respective responsible game objects. For example, if a game object whose difference between the interaction progress and the interaction progress corresponding to the first game object is greater than the interaction synchronization threshold exists in the N game objects, an interaction slowing prompt message is displayed on the game interface, if the interaction progress corresponding to the first game object minus the interaction progress of other game objects is greater than the interaction synchronization threshold, an interaction slowing prompt message is displayed, for example, "the interaction progress is too fast, which may result in unable to synchronize interaction", and the like. The interaction slowing prompt message may be used to instruct the first virtual object to slow down the interaction speed with respect to the first game object, so that the first game object may be more synchronous with other game objects, thereby improving the success rate of completing the game task of the target game scene. And the adjustment of the index of the interaction progress is to adaptively adjust each virtual object based on the interaction progress corresponding to the N game objects respectively, and certain mercy and cooperation are required to be kept among each virtual object, so that the game playability and the content richness are improved.
Optionally, when the first virtual object completes interaction with respect to the first game object, the display state of the object thumbnail of the first game object is switched to be displayed as the interaction completion state, and at this time, the interaction process of the first virtual object with respect to the first game object may be considered to be ended. The time of completing the interaction of the first game object of the first virtual object is used as the interaction completion time of the interaction process of the first game object of the first virtual object, namely, the time of completing the interaction of the first game object is determined to be the interaction completion time of the interaction process corresponding to the first game object, and similarly, the interaction completion time corresponding to each of the N game objects can be determined. That is, the first game client may detect the object data of the first game object, and if the object data of the first game object satisfies the interaction completion condition, determine that the interaction is completed for the first game object, and at this time, the interaction progress corresponding to the first game object is 100%. Wherein, the types of the game objects are different, and the corresponding judging conditions (namely, the interaction completion conditions) for completing the interaction are different. For example, assuming that the type of the first game object is a game mass, the interaction operation for the first game object may be an attack operation on the first game object, and the interaction completion condition for the first game object is that the blood volume of the first game object is cleared, specifically, the first game client may detect the blood volume (i.e., object data) of the first game object, and if the blood volume of the first game object is cleared, it is determined that the interaction is completed for the first game object. Assuming that the type of the first game object is a legal matrix, the interaction operation for the first game object may be a preemption operation for the first game object, where the interaction completion condition for the first game object is that the preemption progress for the first game object reaches 100%, specifically, the first game client may detect the preemption progress for the first game object, and if the preemption progress for the first game object reaches 100%, determine that the interaction is completed for the first game object. Optionally, the first game client may determine the interaction progress corresponding to the first game object based on the object data and the object complete data of the first game object, where the object complete data refers to a default value of a parameter affected by the game object in the interaction process. For example, the ratio of the object data of the first game object to the object complete data may be determined as the interaction progress corresponding to the first game object, and assuming that the object data of the first game object is the blood volume loss value of the first game object, the object complete data is the total blood volume of the first game object, and the ratio of the blood volume loss value to the total blood volume is determined as the interaction progress corresponding to the first game object; for example, assuming that the first game object is an object, the interaction operation is a collection operation, the object data of the first game object is a collection number of the first game object, the object complete data is a collection total amount of the first game object to be collected, and a ratio of the collection number of the first game object to the collection total amount can be determined as an interaction progress corresponding to the first game object. The obtaining of the interaction progress corresponding to any one game object and the detecting of the interaction completion can refer to the related implementation mode of the first game object.
Further, the first game client may cancel displaying the game child object for the first game object. When the first virtual object completes interaction with respect to the first game object, the task with respect to the first game object is completed in the target game scene, that is, the first game object does not need to be guarded any more, if there is a game sub-object with respect to the first game object at this time, the game sub-object with respect to the first game object can be canceled from being displayed, that is, the game sub-object with respect to the first game object is destroyed similarly, so that normal progress of the game is ensured, and game resources are saved.
In step S706, if the difference between the interaction completion time of the interaction process of the first virtual object with respect to the first game object and the interaction completion time of the interaction process of the third virtual object with respect to the second game object is greater than the interaction synchronization threshold, a game failure message is displayed on the game interface.
In the embodiment of the application, the second game object is a game object except the first game object, and the third virtual object refers to a virtual object which interacts with the second game object.
The first game client can determine the maximum interaction completion time and the minimum interaction completion time from the interaction completion time respectively corresponding to the N game objects; the N game objects comprise a first game object and a second game object; the second game object refers to a game object other than the first game object among the N game objects; n is a positive integer. If the difference between the maximum interaction completion time and the minimum interaction completion time is greater than the interaction synchronization threshold, displaying a game failure message in the game interface, namely, if the difference between the interaction completion times corresponding to any two game objects is greater than the interaction synchronization threshold, then considering that the game fails, in other words, each virtual object interacts with respect to different game objects, in this case, if the difference between the maximum interaction completion time and the minimum interaction completion time in the interaction completion time corresponding to each game object is less than or equal to the interaction synchronization threshold, otherwise, considering that the game fails. For example, assuming that the interaction synchronization threshold is 5 seconds, and the maximum interaction completion time is 13:02 and the minimum interaction completion time is 12:53 in the interaction completion times respectively corresponding to the N game objects, at this time, the difference between the maximum interaction completion time and the minimum interaction completion time is 9 seconds, and is greater than the interaction synchronization threshold for 5 seconds, the game may be considered to fail. That is, the application is equivalent to dividing the game task of the target game scene into different game lines to be simultaneously performed, the player needs to control the virtual object to complete different game lines (i.e. interact with different game objects) through the game client, and the different game lines need to be synchronously completed, i.e. the different game lines need to be simultaneously completed or the difference of the completion time does not exceed a certain time (i.e. interaction synchronization threshold), so that the game task of the target game scene can be completed only by cooperation and interaction among the virtual objects, thereby enriching the game content, improving the playability and interactivity of the game and enhancing the interactivity of the game.
Or the first game client can obtain the interaction completion time of the target game object, wherein the target game object refers to the first game object for completing the interaction in N game objects, and N is a positive integer. If the N game objects have game objects which are not interacted to be completed at the time point after the interaction completion time of the target game object passes the interaction synchronization threshold value, displaying a game failure message on a game interface; the N game objects comprise a first game object and a second game object, and the N game objects comprise target game objects. That is, as long as there is one game object interaction completed, timing can be started, and within a specified time (i.e., the interaction synchronization threshold), N game objects do not all complete the interaction, that is, after the specified time has elapsed, there is a game object that has not yet been completed in the N game objects, and in this way, game play fails.
The interaction completion time corresponding to the game object is a time point when the pointer completes interaction with the game object, and the interaction completion time can be a system network time when the interaction with respect to the game object is completed, or can be a scene time corresponding to a target game scene, and the like. For example, if the scene time in the target game scene is 8:03 (8 minutes 3 seconds) when the interaction is completed for the first game object, it is determined that the interaction completion time corresponding to the first game object is 8:03.
Specifically, if the difference between the interaction completion time of the interaction process of the first virtual object with respect to the first game object and the interaction completion time of the interaction process of the third virtual object with respect to the second game object is greater than the interaction synchronization threshold, displaying a game failure message on the game interface. For example, referring to fig. 12, fig. 12 is a schematic diagram of a game failure scenario provided in an embodiment of the present application. As shown in fig. 12, the first game client may display a game failure message 1203, such as "challenge failure", or "challenge failure", etc., in the game interface 1201, which will restart the challenge after 25 seconds. Alternatively, the first virtual object 1202 may be displayed in the game interface 1201, and further, after a challenge waiting period (e.g., 25 seconds as described above) has elapsed, the display content of the game interface 1201 may be refreshed, such as the first game object 1204 being displayed in the game interface 1201. Further alternatively, a re-challenge confirmation message may be displayed. If the first game client detects the confirmation operation for the re-challenge confirmation message, the display content of the game interface is refreshed in response to the confirmation operation for the re-challenge confirmation message, and the display content may be considered to be the same as the display content shown in the above step S702. If a cancel operation for the re-challenge confirmation message is detected, the target game scenario is exited in response to the cancel operation for the re-challenge confirmation message.
And if the difference between the interaction completion time of the interaction process of the first virtual object aiming at the first game object and the interaction completion time of the interaction process of the third virtual object aiming at the second game object is smaller than or equal to the interaction synchronization threshold value, displaying a game success message on the game interface.
Fig. 13 may be referred to, and fig. 13 is a schematic diagram of an interactive acknowledgement scene provided in an embodiment of the present application. As shown in fig. 13, the first game client outputs the object identification of the first game object at the start of the object interaction, and inputs the object identification of the first game object as an index to the set object identification module by acquiring the object identification module. In the set object identification module, updating a variable value based on the object identification of the first game object, and inputting the updated variable value into the comparison execution module; detecting whether the object identifications of the first game objects meet the object identifications of N game objects or not through a comparison execution module; if yes, object interaction recording is carried out on the first game object through a module for setting values in the array slots, specifically, a current time stamp is obtained, the object interaction time of the first game object is updated based on the current time stamp, and the object identifier is determined to be the object identifier corresponding to the object interaction time. When the interaction of the first game object is completed, the object interaction time corresponding to the object identification of the first game object at the moment is determined to be the interaction completion time of the first game object through a module for setting values in the array slots.
The first game object may be any game object, and the first virtual object may be any virtual object. Embodiments implemented in the present application may also be executed by a game server, and each game client may render based on data sent by the game server.
Optionally, if the first virtual object is used as a daemon game object, the first game object is displayed in the game interface, and when a game sub-object for the first game object is displayed in the game interface, the first game object interacts with the game sub-object, specifically, the game sub-object may be attacked by game skills. Optionally, if the first game sub-object has an attack intention on the fourth virtual object, the game skill of the first virtual object is pointed to the first game sub-object, where the first game sub-object may be any one of the game sub-objects, and the fourth virtual object is a virtual object that triggers an interaction operation with respect to the first game object in the scene. For example, the game sub-object may be a monster, and the first virtual object may attract the hate of the game sub-object by an attack or a game skill such as jeicism, such that the attack of the game sub-object is directed to the first virtual object without attacking the fourth virtual object, such that the fourth virtual object may successfully complete the interaction with the first game object.
Alternatively, the target game scenario may include k game phases, where there are phases of multi-object collaboration, and in the multi-object collaboration phase of the k game phases, the above-described process may be performed, where k is a positive integer.
For example, the k game phases include a first phase in which:
1. the virtual object is created in the player refreshing area, that is, the virtual object participating in the target game scene is displayed in the player refreshing area, and after the transfer waiting time (such as 3 minutes) is finished, the virtual object is transferred to the area communication road. Further, the corresponding game object may be refreshed in the object refresh area, for example, N is 5, the game object is a normal matrix, and 5 normal matrices with different colors may be refreshed in the 5 object refresh areas. The N game objects need to be destroyed at the same time, and the phase difference time cannot exceed the interaction synchronization threshold, such as 3 seconds.
2. When the virtual object interacts with the game object, each game client displays the game sub-object in the object refreshing area where the corresponding game object is located, that is, refreshes the game sub-object (such as a monster) to frustrate the virtual object, and interrupts the interaction between the virtual object and the game object. The virtual objects may cooperate, that is, responsibility may be assigned to M virtual objects, e.g., M virtual objects may be divided into N object groups, each object group interacting with a game object, each object group including virtual objects that interact with game objects, and virtual objects that block game sub-objects. The cooperation and interaction among players are realized, and the richness of game content is improved.
3. And when the interaction with the N game objects is completed within the interaction synchronization threshold value which is not different, canceling the display of the game sub-objects, stopping generating the game sub-objects, and starting the second stage.
Optionally, synchronous interaction prompt messages for the N game objects may be displayed in the task bar, for reminding each virtual object that interaction with the game object needs to be completed simultaneously. Optionally, attribute restriction information may be displayed in the game interface, for example, to prompt that different game professions have attack addition effects on game sub-objects refreshed around different game objects, for example, that a game professional "magic bow" has 1.5 times of injury effects on game sub-objects refreshed around a game object "wind matrix", for example, that a game professional "master" has 1.5 times of injury effects on game sub-objects refreshed around a game object "water matrix". When a game object interaction starts, generating game sub-objects according to an object refreshing period; when one game object interaction is completed, generation of game sub-objects is stopped. If the first phase fails, i.e. the N game objects do not synchronously complete the interaction, i.e. the time difference between the completion of the interactions by each game object exceeds the interaction synchronization threshold, a reset procedure is started, for example, when one of the method arrays (i.e. the game objects) is destroyed, the game objects are not all destroyed within 3 seconds (i.e. the interaction synchronization threshold), the game sub-objects are cleared, and the N game objects are reset. See in particular the various steps described above with reference to fig. 3 or fig. 7.
In the reset procedure:
1. Upon failure of the first phase, the game object is reset.
2. And if the object attribute values of the M virtual objects are all clear, resetting the game object.
3. When resetting a game object (resetting N game objects as described above), if none of the N game objects initiates an interactive process within the reset period, a phase reset message is displayed. Alternatively, a reset countdown may be displayed upon resetting the game object, the reset countdown being used to indicate that the M virtual objects are within a reset duration, initiating an interaction procedure for the game object.
Alternatively, upon resetting the game object, a phase reset message may be displayed and the virtual object may autonomously select whether to reset. If a cancel operation for the phase reset message is detected, the target game scene is exited.
In the second stage:
1. After the N game objects synchronously complete interaction, the corresponding game objects are refreshed in the object refreshing area, and the game objects are generated in the second stage. For example, if the game mass of the game object of the second stage is not all hit and killed within the interaction synchronization threshold of the second stage, the N game mass is refreshed again. If the N game bosss are all killed within the interaction synchronization threshold value of the second phase, the second phase is completed and the like.
That is, in any of the k game phases, the steps shown in fig. 3 or fig. 7 may be adopted to implement the operation of the multi-object collaboration phase. The first and second phases above are examples of an alternative target game scenario.
In the embodiment of the application, a first game object is displayed in a game interface, and a game sub-object aiming at the first game object is displayed in the game interface in response to the interactive operation of the first virtual object aiming at the first game object; if the game sub-object is not hit by the second virtual object, controlling the game sub-object to interact with the first virtual object; the second virtual object refers to a virtual object located in the same area as the first game object; if the interaction between the game sub-object and the first virtual object causes the target interaction behavior between the game sub-object and the first virtual object, the interaction process of the first virtual object for the first game object is terminated. Through the above process, a game sub-object is generated for the game object, and the game sub-object can daemon the game object, for example, when the first virtual object interacts with the first game object, the second virtual object is required to block the game sub-object, so that the game sub-object is prevented from influencing the interaction process between the first virtual object and the first game object, that is, in the same game line, cooperation between different players is required to ensure that the interaction process with the game object is not terminated, and cooperation and interaction between the virtual objects are required to be realized. Further, the content richness of the game is improved, and the diversity and the interactivity of the game are increased.
Further, referring to fig. 14, fig. 14 is a schematic view of a game running device according to an embodiment of the present application. The game running means may be a computer program (including program code etc.) running in a computer device, for example the game running means may be an application software; the device can be used for executing corresponding steps in the method provided by the embodiment of the application. As shown in fig. 14, the game running apparatus 1400 may be used in the computer device in the embodiment corresponding to fig. 3, and specifically, the apparatus may include: an object display module 11, a sub-object generation module 12, an object interaction module 13 and an interaction termination module 14.
An object display module 11 for displaying a first game object in a game interface;
a sub-object generating module 12, configured to display a game sub-object for the first game object in the game interface in response to the interaction of the first virtual object for the first game object;
The object interaction module 13 is configured to control the game sub-object to interact with the first virtual object if the game sub-object is not hit by the second virtual object; the second virtual object refers to a virtual object located in the same area as the first game object;
the interaction termination module 14 is configured to terminate the interaction process of the first virtual object with respect to the first game object if the interaction between the game sub-object and the first virtual object results in the target interaction behavior between the game sub-object and the first virtual object.
Wherein the apparatus 1400 further comprises:
an interface display module 15 for displaying a game interface in response to a start operation for a target game scene;
a thumbnail display module 16, configured to display object thumbnails corresponding to N game objects respectively in the game interface; the display states of the N object thumbnails are all in an uninterface state; n is a positive integer; the relative position relation among the N object thumbnails is the same as that of the N game objects in the target game scene; the N game objects comprise a first game object and a second game object.
The apparatus 1400 further comprises:
a first prompting module 17, configured to display synchronous interaction prompting messages for N game objects in the game interface.
Wherein the apparatus 1400 further comprises:
A map display module 18 for displaying a scene map of a target game scene in the game interface;
The restriction display module 19 is configured to display attribute restriction information corresponding to each of the N game objects in the game interface; the attribute restriction information comprises game attributes and restriction attributes corresponding to the N game objects respectively; the restriction attribute is an object attribute having restriction ability for a game attribute of a corresponding game object; the object attribute refers to an attribute of the virtual object;
A route display module 20 for displaying a moving route for instructing the first virtual object to move to the first game object in the scene map; the first game object refers to a game object whose restriction attribute in the corresponding attribute restriction information is an object attribute of the first virtual object.
Wherein the apparatus 1400 further comprises:
a state switching module 21, configured to switch and display a display state of an object thumbnail of a first game object among the N object thumbnails as an interaction progress state;
The progress display module 22 is configured to display, for the object thumbnail of the first game object, interaction progress information of the interaction process for the first game object in association with each other.
Wherein the apparatus 1400 further comprises:
The state switching module 21 is further configured to switch, when the first virtual object completes interaction with respect to the first game object, a display state of an object thumbnail of the first game object to be displayed as an interaction completed state; the time when the first virtual object finishes interaction aiming at the first game object is the interaction finishing time of the interaction process of the first virtual object aiming at the first game object;
the object canceling module 23 is configured to cancel displaying the game sub-object for the first game object.
Wherein the apparatus 1400 further comprises:
The slow down prompting module 24 is configured to display an interaction slow down prompting message on the game interface if, among the N game objects, there is a game object whose difference between the interaction progress and the interaction progress corresponding to the first game object is greater than the interaction synchronization threshold; the interactive progress corresponding to the first game object refers to the progress of the interactive process of the first virtual object for the first game object.
Wherein the apparatus 1400 further comprises:
The progress reminding module 25 is configured to display an interaction progress reminding message for the first game object in the game interface.
Wherein the sub-object generation module 12 comprises:
An object refreshing unit 121 for displaying a game sub-object for the first game object in the game interface every time an object refreshing period elapses;
the object canceling unit 122 is configured to cancel displaying the game sub-object when the object energy value of the game sub-object is cleared.
Wherein the apparatus 1400 further comprises:
The object interaction module 13 is further configured to control the game sub-object to interact with the second virtual object corresponding to the game skill if the game sub-object is hit by the second virtual object.
Wherein the apparatus 1400 further comprises:
The interaction termination module 14 is further configured to terminate the interaction process of the first virtual object with respect to the first game object and display an object interaction failure prompt message if, during the interaction process of the first virtual object with respect to the first game object, a duration of no interaction between the first virtual object and the first game object reaches an interaction disengagement duration threshold.
Wherein the apparatus 1400 further comprises:
A failure prompting module 26, configured to display a game failure message on the game interface if a difference between an interaction completion time of the interaction process of the first virtual object with respect to the first game object and an interaction completion time of the interaction process of the third virtual object with respect to the second game object is greater than an interaction synchronization threshold; the second game object is a game object except the first game object, and the third virtual object is a virtual object which interacts with the second game object;
And the success prompting module 27 is configured to display a game success message on the game interface if a difference between the interaction completion time of the interaction process of the first virtual object with respect to the first game object and the interaction completion time of the interaction process of the third virtual object with respect to the second game object is less than or equal to the interaction synchronization threshold.
Wherein the apparatus 1400 further comprises:
A preparation completion module 28, configured to display a preparation completion prompt message in the game interface when virtual objects exist in object detection ranges corresponding to the N game objects respectively; the N game objects comprise a first game object and a second game object; n is a positive integer;
the interaction triggering module 29 is configured to perform a process of responding to the interaction operation of the first virtual object with respect to the first game object when the interaction initiation countdown indicated by the ready-to-complete prompt message is completed.
Wherein the apparatus 1400 further comprises:
The number counting module 30 is used for counting the interaction number between the game sub-object and the first virtual object;
The interaction determining module 31 is configured to determine interaction between the game sub-object and the first virtual object if the number of interactions is greater than the first interaction anomaly threshold value, so as to generate a target interaction behavior between the game sub-object and the first virtual object; or alternatively
The interaction determining module 31 is further configured to determine that, if the game sub-object interacts with the first virtual object, the interaction between the game sub-object and the first virtual object results in a target interaction behavior between the game sub-object and the first virtual object.
Wherein the apparatus 1400 further comprises:
The number counting module 30 is further configured to count the number of effective interactions between the game sub-object and the first virtual object;
The interaction determining module 31 is further configured to determine that the interaction between the game sub-object and the first virtual object results in a target interaction behavior between the game sub-object and the first virtual object if the number of effective interactions is greater than the second interaction anomaly threshold; the effective interaction times refer to the times of interaction behaviors influencing the object attribute values of the first virtual object; or alternatively
The interaction determining module 31 is further configured to determine that, if an effective interaction is generated between the game sub-object and the first virtual object, the interaction between the game sub-object and the first virtual object results in a target interaction behavior between the game sub-object and the first virtual object; the effective interaction refers to an interaction behavior that affects the object attribute value of the first virtual object.
Wherein the apparatus 1400 further comprises:
the interface display module 15 is further configured to display a game interface in response to a start operation for a target game scene;
the state setting module 32 is configured to generate N game objects in the target game scene, and set object states corresponding to the N game objects respectively to initial states; n is a positive integer, and the N game objects comprise first game objects;
the display triggering module 33 is configured to execute a process of displaying the first game object in the game interface when the first virtual object moves to the game area where the first game object is located.
Wherein the sub-object generation module 12 comprises:
A state updating unit 123, configured to respond to the interaction operation of the first virtual object with respect to the first game object, obtain an object identifier of the first game object, and update the object state of the first game object to an interaction state based on the object identifier of the first game object;
a state transmitting unit 124 for transmitting an object state of the first game object to the game client;
an object display unit 125 for displaying a game child object for the first game object in the game interface.
Wherein the failure indication module 26 comprises:
A time determining unit 261, configured to determine a maximum interaction completion time and a minimum interaction completion time from interaction completion times corresponding to the N game objects respectively; the N game objects comprise a first game object and a second game object; n is a positive integer;
and a failure display unit 262, configured to display a game failure message in the game interface if the difference between the maximum interaction completion time and the minimum interaction completion time is greater than the interaction synchronization threshold.
Wherein the failure indication module 14 comprises:
The interaction timing unit 263 is configured to obtain an interaction completion time of the target game object, and if there are game objects that are not interacted with each other in the N game objects at a time point after the interaction completion time of the target game object passes the interaction synchronization threshold, display a game failure message on the game interface; the N game objects comprise a first game object and a second game object, and the N game objects comprise target game objects; the target game object refers to a first game object which completes interaction among N game objects, and N is a positive integer.
Wherein the apparatus 1400 further comprises:
A number acquisition module 34, configured to acquire a number of virtual objects entering the target game scene in response to a start operation for the target game scene, and acquire a default number of game objects of the target game scene;
an object determining module 35, configured to determine the number N of actual game objects based on the number of virtual objects and the number of default game objects, and generate N game objects; n is a positive integer; the N game objects comprise a first game object and a second game object.
Wherein the sub-object generation module 12 comprises:
An energy determining unit 126, configured to obtain a recommended participation amount in response to the interaction of the first virtual object with the first game object, and determine an object energy value based on the recommended participation amount;
The sub-object determining unit 127 is configured to display a game sub-object for the first game object in the game interface based on the object energy value.
The embodiment of the application provides a game running device, which can display a first game object in a game interface, respond to the interaction operation of a first virtual object on the first game object and display a game sub-object on the first game object in the game interface. And in the interaction process of the first virtual object aiming at the first game object, if the game sub-object is not hit in the game skill of the second virtual object, controlling the game sub-object to interact with the first virtual object. If the interaction between the game sub-object and the first virtual object causes the target interaction behavior between the game sub-object and the first virtual object, the interaction process of the first virtual object for the first game object is terminated. That is, the first game object has a game sub-object daemon, and the game sub-object actively attacks the virtual object interacting with the first game object, which means that the second virtual object is required to attack the game sub-object, which is equivalent to attracting the game sub-object and preventing the game sub-object from breaking the interaction process between the first virtual object and the first game object, which also enables collaboration and interaction between different virtual objects to realize common management of the first game object and the game sub-object, thereby completing the interaction process of the first game object, and further improving the interactivity of the game. Further, if the difference between the interaction completion time of the interaction process of the first virtual object for the first game object and the interaction completion time of the interaction process of the third virtual object for the second game object is greater than the interaction synchronization threshold, displaying a game failure message on the game interface. The interaction completion time refers to the time point when the virtual object and the interacted game object complete interaction, through the above process, the linear flow of the game play can be updated into a parallel flow, namely, players are required to be separated into different lines to simultaneously operate, so that each virtual object (such as a player) can simultaneously complete interaction aiming at different game objects, and the cooperation and interaction among different players are required, namely, certain mercy cooperation is required among the players to complete task targets, and the interest and playability of the game play are greatly increased. Through the above process, the virtual objects participating in different game lines and the virtual objects participating in the same game line all need to realize cooperation and interaction. Further, the content richness of the game is improved, and the diversity and the interactivity of the game are increased.
Referring to fig. 15, fig. 15 is a schematic structural diagram of a computer device according to an embodiment of the present application. As shown in fig. 15, the computer device in the embodiment of the present application may include: one or more processors 1501, memory 1502, and input-output interfaces 1503. The processor 1501, memory 1502 and input/output interface 1503 are connected via a bus 1504. The memory 1502 is used for storing a computer program including program instructions, and the input/output interface 1503 is used for receiving data and outputting data, such as for data interaction between game clients; the processor 1501 is used to execute program instructions stored in the memory 1502.
The processor 1501 may perform the following operations:
Displaying a first game object in a game interface, and displaying a game sub-object for the first game object in the game interface in response to the interactive operation of the first virtual object for the first game object;
if the game sub-object is not hit by the second virtual object, controlling the game sub-object to interact with the first virtual object; the second virtual object refers to a virtual object located in the same area as the first virtual object;
if the interaction between the game sub-object and the first virtual object causes the target interaction behavior between the game sub-object and the first virtual object, the interaction process of the first virtual object for the first game object is terminated.
In some possible implementations, the processor 1501 may be a central processing unit (central processing unit, CPU), which may also be other general purpose processors, digital signal processors (DIGITAL SIGNAL processors, DSPs), application Specific Integrated Circuits (ASICs), off-the-shelf programmable gate arrays (FPGAs) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
The memory 1502 may include read only memory and random access memory and provide instructions and data to the processor 1501 and input output interface 1503. A portion of memory 1502 may also include non-volatile random access memory. For example, the memory 1502 may also store information of device type.
In a specific implementation, the computer device may execute, through each functional module built in the computer device, an implementation manner provided by each step in fig. 3 or fig. 7, and specifically, the implementation manner provided by each step in fig. 3 or fig. 7 may be referred to, which is not described herein again.
An embodiment of the present application provides a computer device, including: the processor, the input/output interface and the memory acquire the computer program in the memory through the processor, execute the steps of the method shown in fig. 3, and perform the game running operation. The embodiment of the application realizes that the first game object is displayed in the game interface, and the game sub-object aiming at the first game object is displayed in the game interface in response to the interactive operation of the first virtual object aiming at the first game object; if the game sub-object is not hit by the second virtual object, controlling the game sub-object to interact with the first virtual object; the second virtual object refers to a virtual object located in the same area as the first game object; if the interaction between the game sub-object and the first virtual object causes the target interaction behavior between the game sub-object and the first virtual object, the interaction process of the first virtual object for the first game object is terminated. Through the above process, a game sub-object is generated for the game object, and the game sub-object can daemon the game object, for example, when the first virtual object interacts with the first game object, the second virtual object is required to block the game sub-object, so that the game sub-object is prevented from influencing the interaction process between the first virtual object and the first game object, that is, in the same game line, cooperation between different players is required to ensure that the interaction process with the game object is not terminated, and cooperation and interaction between the virtual objects are required to be realized. Further, the content richness of the game is improved, and the diversity and the interactivity of the game are increased.
The embodiment of the present application further provides a computer readable storage medium, where the computer readable storage medium stores a computer program, where the computer program is adapted to be loaded by the processor and execute the game running method provided by each step in fig. 3 or fig. 7, and specifically refer to an implementation manner provided by each step in fig. 3 or fig. 7, which is not described herein again. In addition, the description of the beneficial effects of the same method is omitted. For technical details not disclosed in the embodiments of the computer-readable storage medium according to the present application, please refer to the description of the method embodiments of the present application. As an example, a computer program can be deployed to be executed on one computer device or on multiple computer devices at one site or distributed across multiple sites and interconnected by a communication network.
The computer readable storage medium may be the game running apparatus provided in any of the foregoing embodiments or an internal storage unit of the computer device, such as a hard disk or a memory of the computer device. The computer readable storage medium may also be an external storage device of the computer device, such as a plug-in hard disk, a smart memory card (SMART MEDIA CARD, SMC), a Secure Digital (SD) card, a flash memory card (FLASH CARD), etc. that are provided on the computer device. Further, the computer-readable storage medium may also include both internal storage units and external storage devices of the computer device. The computer-readable storage medium is used to store the computer program and other programs and data required by the computer device. The computer-readable storage medium may also be used to temporarily store data that has been output or is to be output.
Embodiments of the present application also provide a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions, so that the computer device executes the methods provided in the various alternative modes in fig. 3 or fig. 7, thereby realizing that the linear flow of the game is updated to a parallel flow, that is, the players are required to be separated into different lines to operate simultaneously, so that each virtual object (such as a player) can simultaneously complete the interaction aiming at different game objects, that is, the cooperation and interaction between different players are required, that is, a certain mercy cooperation is required between the players to complete the task target, and the interestingness and playability of the game are greatly increased. Meanwhile, a game sub-object is generated for the game object, and the game sub-object can daemon the game object, that is, in the same game line, different players are required to cooperate with each other to ensure that the interaction process with the game object is not terminated, so that the virtual objects participating in different game lines and the virtual objects participating in the same game line are required to cooperate and interact with each other. Further, the content richness of the game is improved, and the diversity and the interactivity of the game are increased.
The terms first, second and the like in the description and in the claims and drawings of embodiments of the application are used for distinguishing between different objects and not for describing a particular sequential order. Furthermore, the term "include" and any variations thereof is intended to cover a non-exclusive inclusion. For example, a process, method, apparatus, article, or device that comprises a list of steps or elements is not limited to the list of steps or modules but may, in the alternative, include other steps or modules not listed or inherent to such process, method, apparatus, article, or device.
It should be noted that, for simplicity of description, the foregoing method embodiments are all expressed as a series of action combinations, but it should be understood by those skilled in the art that the present application is not limited by the order of action described, as some steps may be performed in other order or simultaneously according to the present application. Further, those skilled in the art will also appreciate that the embodiments described in the specification are all preferred embodiments, and that the acts and modules referred to are not necessarily required for the present application.
The steps in the method of the embodiment of the application can be sequentially adjusted, combined and deleted according to actual needs.
The modules in the device of the embodiment of the application can be combined, divided and deleted according to actual needs.
Those skilled in the art will appreciate that implementing all or part of the above-described methods may be accomplished by way of a computer program stored in a computer-readable storage medium, which when executed may comprise the steps of the embodiments of the methods described above. The storage medium may be a magnetic disk, an optical disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), or the like.
The foregoing disclosure is illustrative of the present application and is not to be construed as limiting the scope of the application, which is defined by the appended claims.

Claims (23)

1. A method of game play, the method comprising:
Displaying a first game object in a game interface, and responding to the interactive operation of a first virtual object on the first game object, displaying a game sub-object on the first game object in the game interface;
If the game sub-object is not hit by the second virtual object, controlling the game sub-object to interact with the first virtual object; the second virtual object refers to a virtual object located in the same area as the first virtual object;
And if the interaction between the game sub-object and the first virtual object causes the target interaction behavior between the game sub-object and the first virtual object, terminating the interaction process of the first virtual object for the first game object.
2. The method of claim 1, wherein the method further comprises:
responding to a starting operation aiming at a target game scene, and displaying the game interface;
Displaying object thumbnails corresponding to N game objects respectively in the game interface; the display states of the N object thumbnails are all in an uninterface state; n is a positive integer; the relative position relation among the N object thumbnails is the same as the relative position relation among the N game objects in the target game scene; the N game objects include the first game object and the second game object.
3. The method of claim 2, wherein the method further comprises:
Displaying a scene map of the target game scene in the game interface, and displaying attribute restriction information corresponding to the N game objects in the game interface; the attribute restriction information comprises game attributes and restriction attributes corresponding to the N game objects respectively; the restriction attribute is an object attribute with restriction capability for the game attribute of the corresponding game object; the object attribute refers to an attribute of a virtual object;
displaying a moving route for indicating the first virtual object to move to the first game object in the scene map; the first game object refers to a game object of which the restriction attribute in the corresponding attribute restriction information is an object attribute of the first virtual object.
4. The method of claim 2, wherein the responding to the first virtual object following the interaction with the first game object further comprises:
switching the display state of the object thumbnail of the first game object in the N object thumbnails to be displayed as an interaction progress state;
And displaying the interaction progress information of the interaction process aiming at the first game object in an associated mode for the object thumbnail of the first game object.
5. The method of claim 2, wherein the method further comprises:
When the first virtual object completes interaction aiming at the first game object, switching the display state of the object thumbnail of the first game object to be displayed as an interaction completion state; the time of the first virtual object completing interaction aiming at the first game object is the interaction completion time of the interaction process of the first virtual object aiming at the first game object;
and canceling display of the game sub-object aiming at the first game object.
6. The method of claim 2, wherein the method further comprises:
If the difference value between the interaction progress and the interaction progress corresponding to the first game object is larger than the interaction synchronization threshold value in the N game objects, displaying an interaction slowing prompt message on the game interface; the interaction progress corresponding to the first game object refers to the progress of the interaction process of the first virtual object for the first game object.
7. The method of claim 1, wherein the displaying, in the game interface, a game child object for the first game object comprises:
Displaying a game sub-object for the first game object in the game interface every time an object refresh period elapses;
and when the object energy value of the game sub-object is cleared, canceling to display the game sub-object.
8. The method of claim 1, wherein the method further comprises:
And if the game sub-object is hit by the second virtual object, controlling the game sub-object to interact with the second virtual object.
9. The method of claim 1, wherein the method further comprises:
If the duration of the first virtual object, which is not interacted with the first game object, reaches the interaction separation duration threshold value in the interaction process of the first virtual object aiming at the first game object, the interaction process of the first virtual object aiming at the first game object is terminated, and an object interaction failure prompt message is displayed.
10. The method of claim 1, wherein the method further comprises:
When virtual objects exist in object detection ranges corresponding to N game objects respectively, a preparation completion prompt message is displayed in the game interface; the N game objects include the first game object; n is a positive integer;
And executing the process of responding to the interactive operation of the first virtual object for the first game object when the interactive start countdown indicated by the preparation completion prompt message is finished.
11. The method of claim 1, wherein the method further comprises:
Counting the interaction times between the game sub-object and the first virtual object, and if the interaction times are larger than a first interaction abnormal threshold value, determining the interaction between the game sub-object and the first virtual object, so that a target interaction behavior is generated between the game sub-object and the first virtual object; or alternatively
And if the game sub-object interacts with the first virtual object, determining the interaction between the game sub-object and the first virtual object, and generating the target interaction behavior between the game sub-object and the first virtual object.
12. The method of claim 1, wherein the method further comprises:
Counting the effective interaction times between the game sub-object and the first virtual object, and if the effective interaction times are larger than a second interaction abnormal threshold value, determining the interaction between the game sub-object and the first virtual object, so as to generate a target interaction behavior between the game sub-object and the first virtual object; the effective interaction times refer to the times of interaction behaviors influencing the object attribute values of the first virtual object; or alternatively
If effective interaction is generated between the game sub-object and the first virtual object, determining the interaction between the game sub-object and the first virtual object, and causing the target interaction behavior to be generated between the game sub-object and the first virtual object; the effective interaction refers to interaction behavior affecting the object attribute value of the first virtual object.
13. The method of claim 1, wherein the method further comprises:
responding to a starting operation aiming at a target game scene, and displaying the game interface;
Generating N game objects in the target game scene, and setting object states corresponding to the N game objects as initial states; n is a positive integer, and the N game objects comprise the first game object;
And executing the process of displaying the first game object in the game interface when the first virtual object moves to the game area where the first game object is located.
14. The method of claim 1, wherein the displaying, in the game interface, a game child object for the first game object in response to the interaction of the first virtual object for the first game object comprises:
Responding to the interactive operation of a first virtual object on the first game object, acquiring an object identification of the first game object, and updating the object state of the first game object into an interactive state based on the object identification of the first game object;
sending the object state of the first game object to a game client;
a game sub-object for the first game object is displayed in the game interface.
15. The method of claim 1, wherein the method further comprises:
If the difference between the interaction completion time of the interaction process of the first virtual object aiming at the first game object and the interaction completion time of the interaction process of the third virtual object aiming at the second game object is larger than an interaction synchronization threshold value, displaying a game failure message on the game interface; the second game object is a game object except the first game object, and the third virtual object is a virtual object which interacts with the second game object;
And if the difference between the interaction completion time of the interaction process of the first virtual object aiming at the first game object and the interaction completion time of the interaction process of the third virtual object aiming at the second game object is smaller than or equal to the interaction synchronization threshold value, displaying a game success message on the game interface.
16. The method of claim 15, wherein displaying a game failure message at the game interface if a difference between the interaction completion time of the interaction process of the first virtual object for the first game object and the interaction completion time of the interaction process of the third virtual object for the second game object is greater than an interaction synchronization threshold comprises:
Determining the maximum interaction completion time and the minimum interaction completion time from the interaction completion time respectively corresponding to the N game objects; the N game objects comprise the first game object and the second game object; n is a positive integer;
And if the difference between the maximum interaction completion time and the minimum interaction completion time is larger than an interaction synchronization threshold, displaying a game failure message in the game interface.
17. The method of claim 15, wherein displaying a game failure message at the game interface if a difference between the interaction completion time of the interaction process of the first virtual object for the first game object and the interaction completion time of the interaction process of the third virtual object for the second game object is greater than an interaction synchronization threshold comprises:
Acquiring the interaction completion time of a target game object, and if the game object which is not interacted and completed exists in N game objects at a time point after the interaction completion time of the target game object passes an interaction synchronization threshold value, displaying a game failure message on the game interface; the N game objects comprise the first game object and the second game object, and the N game objects comprise the target game object; the target game object refers to a game object which completes interaction first among the N game objects, and N is a positive integer.
18. The method of claim 1, wherein the method further comprises:
Responding to starting operation aiming at a target game scene, acquiring the number of virtual objects entering the target game scene, and acquiring the default number of game objects of the target game scene;
determining the number N of actual game objects based on the number of virtual objects and the number of default game objects, and generating N game objects; n is a positive integer; the N game objects include the first game object.
19. The method of claim 1, wherein the displaying, in the game interface, a game child object for the first game object in response to the interaction of the first virtual object for the first game object comprises:
Responding to the interactive operation of a first virtual object for the first game object, acquiring the recommended participation quantity, and determining an object energy value based on the recommended participation quantity;
based on the object energy value, a game child object for the first game object is displayed in the game interface.
20. A game play apparatus, the apparatus comprising:
the object display module is used for displaying a first game object in the game interface;
a sub-object generation module, configured to respond to an interaction operation of a first virtual object with respect to the first game object, and display a game sub-object with respect to the first game object in the game interface;
The object interaction module is used for controlling the game sub-object to interact with the first virtual object if the game sub-object is not hit by the second virtual object; the second virtual object refers to a virtual object located in the same area as the first game object;
And the interaction termination module is used for terminating the interaction process of the first virtual object for the first game object if the interaction between the game sub-object and the first virtual object causes the target interaction behavior between the game sub-object and the first virtual object.
21. A computer device, comprising a processor, a memory, and an input-output interface;
the processor is connected to the memory and the input-output interface, respectively, wherein the input-output interface is used for receiving data and outputting data, the memory is used for storing a computer program, and the processor is used for calling the computer program to enable the computer device to execute the method of any one of claims 1-19.
22. A computer readable storage medium, characterized in that the computer readable storage medium stores a computer program adapted to be loaded and executed by a processor to cause a computer device having the processor to perform the method of any of claims 1-19.
23. A computer program product comprising computer programs/instructions which, when executed by a processor, implement the method of any of claims 1-19.
CN202211373748.7A 2022-11-04 2022-11-04 Game running method, game running device, computer, readable storage medium and program product Pending CN118022326A (en)

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