WO2018192315A1 - 一种确定比赛结果的方法及用户设备 - Google Patents

一种确定比赛结果的方法及用户设备 Download PDF

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Publication number
WO2018192315A1
WO2018192315A1 PCT/CN2018/078244 CN2018078244W WO2018192315A1 WO 2018192315 A1 WO2018192315 A1 WO 2018192315A1 CN 2018078244 W CN2018078244 W CN 2018078244W WO 2018192315 A1 WO2018192315 A1 WO 2018192315A1
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WIPO (PCT)
Prior art keywords
target
user equipment
simulated object
score
determining
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PCT/CN2018/078244
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English (en)
French (fr)
Inventor
忻向俊
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腾讯科技(深圳)有限公司
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Publication of WO2018192315A1 publication Critical patent/WO2018192315A1/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/843Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/61Score computation

Definitions

  • the present invention relates to the field of computers, and in particular, to a method and user equipment for determining a result of a game.
  • MOBA Multiplayer online battle arena
  • the "main city” is a game building, each team has a main city, the "hero”'s operational goal is to protect the main city of the enemy, and attack the enemy's main city, if one of the "main city” is captured, Then another win the game.
  • the "warrior line” consists of a number of small armored combat formations, each of which is controlled by Artificial Intelligence (abbreviation: AI), which has been the end of the main city for the pathfinding battle.
  • AI Artificial Intelligence
  • the Defense Tower is a propulsion game building with high defense capabilities that blocks soldiers and heroes and is also controlled by AI.
  • Embodiments of the present invention provide a method for determining a game result and a user equipment for improving flexibility in determining a game result.
  • an embodiment of the present invention provides a method for determining a result of a game, including:
  • the area occupation command is used to instruct the target user equipment to control the respective simulation object to enter the target preset area, where the target user equipment is the user equipment of the entrant, and the target preset area is the participant's The area that the simulated object needs to occupy;
  • the target simulation object is a simulation object of each of the participating parties in the target preset area
  • the winning competitor is determined based on the score of each of the participating parties.
  • a second aspect of the present invention provides a user equipment, including:
  • An acquiring module configured to acquire an area occupation instruction, where the area occupation instruction is used to instruct the target user equipment to control a respective simulated object to enter a target preset area, where the target user equipment is a user equipment of the entrant, and the target preset area The area that the simulated object needs to occupy for each participating party;
  • a movement control module configured to control, according to the area occupation instruction received by the acquisition module, to move the first simulation object to the target preset area
  • a first determining module configured to determine a number of target simulation objects of each of the participating parties, where the target simulation object is a simulated object of each participant in the target preset area;
  • a second determining module configured to determine, according to the number of target simulation objects of each participant determined by the first determining module, a score obtained by each participant;
  • the third determining module determines the winning participant according to the score of each of the participating parties determined by the second determining module.
  • a third aspect of the present invention provides a computer readable storage medium storing program instructions, the processor executing one of the above methods when executing the stored program instructions.
  • a target preset area is first determined, and the combat target of the simulated object is occupied by the target preset area, and then each entry is determined according to the number of target simulation objects entering the target preset area in each participant.
  • the score of the party; finally, the winning participant is determined based on the score.
  • the method of capturing the winning manner of the “main city” mode of the opponent is changed, but the target pre-occupied area is occupied by the participating party, and then the number of target simulation objects entering the target preset area by each participating party is used. Determining the score of the entrant, and determining the winner according to the score.
  • the number of the entrants is not required to be 2 in the conventional manner.
  • multiple contestants can participate in the competition, and the dynamics of the simulated objects (such as heroes) can be exerted.
  • the simulated objects controlled by the player can grasp the game situation, which is in contrast to the traditional attack methods.
  • the line) and part of the defensive power (such as the defensive tower) are not controlled by the player. In this scenario, the simulated objects are controlled by the player, which improves the flexibility of determining the outcome of the game.
  • FIG. 1 is a schematic diagram of steps of an embodiment of a method for determining a result of a game according to an embodiment of the present invention
  • FIG. 2 is a schematic diagram of a scenario of a target preset area according to an embodiment of the present invention.
  • FIG. 3 is a schematic diagram of a scenario in which a competitor performs a game according to an embodiment of the present invention
  • FIG. 4 is a schematic diagram of steps of simulating an object to apply a target skill according to an embodiment of the present invention
  • FIG. 5 is a schematic diagram of a scenario in which a target object is simulated by a simulated object according to an embodiment of the present invention
  • FIG. 6 is a schematic flowchart of a target object being simulated by a simulated object according to an embodiment of the present invention
  • FIG. 7 is a schematic structural diagram of an embodiment of a user equipment according to an embodiment of the present disclosure.
  • FIG. 8 is a schematic structural diagram of another embodiment of a user equipment according to an embodiment of the present disclosure.
  • FIG. 9 is a schematic structural diagram of another embodiment of a user equipment according to an embodiment of the present disclosure.
  • FIG. 10 is a schematic structural diagram of another embodiment of a user equipment according to an embodiment of the present disclosure.
  • FIG. 11 is a schematic structural diagram of another embodiment of a user equipment according to an embodiment of the present disclosure.
  • FIG. 12 is a schematic structural diagram of another embodiment of a user equipment according to an embodiment of the present invention.
  • Embodiments of the present invention provide a method for determining a game result and a user equipment for improving flexibility in determining a game result.
  • the embodiment of the present invention provides a method for determining a result of a game, and the method for determining the result of the game can be applied to a network game.
  • the method can be applied to a MOBA game.
  • a MOBA game type can include at least two competitors, and the number of the participants can also be 3 or 4, etc., in the embodiment of the present invention, the number of participants can be The two participating parties are described as an example, but in actual applications, the number of participating parties is not limited in the present invention.
  • Each participant includes multiple simulation objects. It can be understood that the simulation object is a player-controlled character.
  • the number of simulation objects in each participant may be five, four or six, etc. In practical applications, the number of simulation objects in the parameter side is not limited. As long as the number of simulation objects in each participant is the same, for example, 5V5, 4V4 and 6V6.
  • the method in the embodiment of the present invention is different from the traditional method for determining the result of the game.
  • a target preset area is first determined, and the target of the simulated object is occupied by the target preset area, and then according to The number of simulation objects entering the target preset area of each participating party determines the score of each participating party; finally, the first party whose score reaches the preset score is the winning party.
  • the method of capturing the winning manner of the “main city” mode of the opponent is changed, but the target pre-occupied area is occupied by the participating party, and then the number of the simulated objects entering the target preset area in each participating party is determined.
  • the score of the contestant determines the winner according to the score.
  • the winner is determined by the scores of the contestants in the embodiment of the present invention, there is no need to limit the number of contestants to 2 in the conventional manner.
  • multiple contestants can participate in the competition, and the dynamics of the simulated objects (such as heroes) can be exerted.
  • the simulated objects controlled by the player can grasp the game situation, which is in contrast to the attack power of the traditional mode (such as the line of soldiers). ) and a part of the defensive power (such as the defensive tower) is not controlled by the player.
  • the simulation objects in this program are controlled by the player, which enhances the flexibility of the game.
  • the method in the embodiment of the present invention may be applied to a user equipment, where the user equipment may be a mobile phone, a tablet computer, a personal digital assistant (PDA), or the like.
  • the user equipment may use a mobile phone as an example. Be explained.
  • the competition starts with two teams, each of which has 5 simulation objects, and then 2 teams have 10 simulation objects, that is, It is said that there are 10 user devices, and each target user device controls one simulation object.
  • a method for determining a game result of a target user equipment is taken as an example for description.
  • the target user equipment acquires an area occupation command, where the area occupation command is used to instruct the target user equipment to control the respective simulation object to enter the target preset area, and the area occupation instruction may be acquired from the server or generated by the target user equipment.
  • the target user equipment controls the first simulation object to move to the target preset area according to the area occupation instruction, so that the first simulation object occupies the target preset area, and obtains the number of target simulation objects of each participant in the target preset area, according to each The number of target simulation objects in the entrant determines the score obtained by the corresponding entrant, and then determines the winning entrant based on the score.
  • an embodiment of a method for determining a game result provided in an embodiment of the present invention includes:
  • Step 101 Acquire an area occupation instruction.
  • the area occupation command is used to instruct the target user equipment to control the respective simulation objects to enter the target preset area.
  • the target user equipment is the user equipment of the entrant, and the target preset area is the area that the simulation object of each participant needs to occupy.
  • the target preset area may be in the middle of each participating base camp; or, in order to increase the difficulty of the game, the target preset area may be on the top of the mountain; or the target preset may also be on the island surrounding the sea,
  • the target preset area is set on the top of the mountain or on the island. It needs to simulate objects with certain special skills to reach, which makes the game process more flexible. It should be noted that the location of the target preset area in the embodiment of the present invention is only an example and does not cause a limitation of the present invention.
  • Step 102 Control, according to the area occupation command, to move the first simulation object to the target preset area.
  • the first simulation object is controlled to move to the target preset area, that is, the target of the first simulation object is to enter the target preset area, and if the first simulation object belongs to the first participant, the first simulation The object enters the target preset area to obtain a score for the first participant.
  • Step 103 Determine the number of target simulation objects of each participant.
  • FIG. 2 is a schematic diagram of a scene of a target preset area.
  • a rectangular parallelepiped 210 composed of white lines is targeted to the target preset area 210, and includes a target preset area 210 area trigger.
  • the trigger area trigger determines the simulation.
  • the object 220 is a target simulation object, and the number of target simulation objects in each participant is calculated. Further, it is also possible to calculate the duration of each target simulation object located in the target preset area.
  • the shape of the target preset area in the embodiment of the present invention is described by taking a rectangular parallelepiped as an example.
  • the target preset area may also be a square or a sphere, and the specific target preset area is in the present invention. Not limited.
  • Step 104 Determine the score of each participating party according to the number of target simulation objects of each participating party.
  • the number of target simulation objects has a preset relationship corresponding to the score
  • the scores of each participant are determined according to the number of target simulation objects of each participant and the preset relationship. For example, in an application scenario, if two participants are included, the two participants are the first participant and the second participant, and each participant includes 5 simulated objects (such as heroes), and one simulated object corresponds to The score is 20 points, that is, when the first simulation object enters the target preset area, the first participant obtains 20 points, and the first simulation object belongs to the first participant.
  • the number of simulation objects in the first participant is 4, and the score obtained by the first participant is 80 points; in the target preset area, The number of simulation objects in the second party is 3, and the score obtained by the second party is 60 points.
  • the specific manner of determining the score of each participant may be:
  • FIG. 3 is a schematic diagram of the scene of the competition by the competitor.
  • Each participant is calculated according to the number of target simulation objects of each participant and the duration of each target simulation object 320 in the target preset area 330.
  • the occupation progress of the target preset area, the occupation progress is represented by the progress bar 310 in the actual application scenario; then, the occupation progress and the score have a preset corresponding relationship, and then each participating party is determined according to the occupation progress of each participating party. The score obtained.
  • the score obtained by the first competitor is used as an example.
  • the first simulation object and the third simulation object of the first participant are located in the target storage area, and the first The duration of a simulated object in the target preset area is a minute, and the duration of the second simulated object in the target preset area is b minutes.
  • the number of simulated objects and the duration of each simulated object can be weighted and determined.
  • the occupation progress, the occupation progress and the score have a corresponding relationship. For example, when the occupation progress is 70%, the first participant gets a score of 70 points.
  • the score can be doubled, that is, when the occupation progress reaches 20%, the score can be 40 points.
  • Table 1 is as follows:
  • the linear bonus progress includes: when the progress is 1%, add 70 points, then the progress is increased by 30%, and the corresponding increment is 6 points, when the first simulated object is in the target preset area. When it reaches 180 seconds, the extra points increase by 1.75 times.
  • Step 105 Determine the winning participant according to the score of each participating party.
  • the first party that determines the score to reach the preset score is the winner.
  • a preset score of 100 points, or 1000 points is predetermined, and the first party that reaches the preset score is the winner.
  • the preset scores are illustrative and do not result in a limitation of the invention.
  • the overtime may also be triggered to give the opponent a chance to win.
  • the preset threshold of the preset score is reached first, the overtime may also be triggered to give the opponent a chance to win.
  • the preset score is 100 points, the score of the first competitor is When you reach 99 points, you can trigger extra time and increase the length of the game.
  • the competitor with the high score is the winning competitor. For example, within 5 minutes of the preset, the score of the first party is 100 points, the score of the second party is 90 points, and the score of the first party is greater than the score of the second party, then the first party is the winner. .
  • the scene of the traditional MOBA game and the method for determining the winning party are changed, that is, the "military line" without the AI control is used as the defensive force as the attacking force and the "defense tower", and the "main city” is removed, but through " The hero "preempts the target preset area, determines the score of the contestant by the number of "heroes” in the target preset area, and then determines the winning party by the score.
  • the simulation object in the process of simulating the object to capture the target simulation object, can also apply special skills to prevent the enemy simulation object from occupying the target preset area.
  • each simulated object of each participant may have the target skill.
  • the first simulated object in the first participant is taken as an example, and the target user device controls the first simulated object release target.
  • the skill method can be:
  • FIG. 4 is a schematic diagram of the steps of simulating an object to cast a target skill.
  • the target skill can be a "fly hook" skill.
  • Step 401 Receive an input first instruction.
  • the first simulation object prevents the second simulation object from entering the target preset area, and the user equipment receives the first instruction input by the player, the first instruction is used to instruct the first simulation object to release the target skill.
  • Step 402 Create a collision box according to the first instruction.
  • the crash box is a spatial area, which can be understood as the position of the crash box, which is dynamically variable.
  • a collision box is created according to the first instruction, and the collision box is rendered as a "fly hook".
  • the collision box is used to detect whether the target object is attacked during the movement, and it can be understood whether it overlaps with the spatial area of the target object in detecting the dynamic change of the spatial area.
  • Step 403 Record the starting position of the crash box and various positions of the crash box during the moving process.
  • the starting position of the crash box is recorded, and the starting position may be the position of the first simulated object and various positions of the crash box during the moving process.
  • Step 404 Determine a moving path of the crash box composed of the starting position and each position.
  • FIG. 5 is a schematic diagram of a scene in which a simulated object is applied with a target skill.
  • the first simulated object 510 releases the "fly hook” skill, which is rendered as a "chain” 520.
  • Step 405 If the position of the target object is reached during the movement of the collision box, then control the movement of the first simulation object along the movement path to the position of the target object; or control the position of the target object to the position of the first simulation object. mobile.
  • the target object may be a second simulated object (such as "hero") or a target object (such as boxes, etc.).
  • the target object 530 is a second simulated object, that is, when the target object is a hero character, when the "flying hook" attacks the second simulated object, the second simulated object is directed to the first simulated object.
  • the direction moves and reduces the energy value of the second simulated object, which is used to represent the life duration of the simulated object.
  • the energy value may be “blood volume”.
  • the amount of reduction of the energy value is in a preset correspondence with the attack time of the attack target skill.
  • the second simulated object when the second simulated object is attacked by the "fly hook" for 3 seconds, the second simulated object is reduced by 2 drops of blood, and when the second simulated object is attacked by the "flying hook" for 6 seconds, the second simulated object reduces 4 drops of blood.
  • the energy value may also be exponentially decreased according to the time of being attacked. For example, the second simulated object is attacked for 1 second, and the energy value is less 2; when attacked for 2 seconds, the energy value is decreased by 4; when attacked for 3 seconds, the energy value is decreased. 8.
  • the target object is a target object, and the target object includes a first skill, and the first skill included in the target object is added to the first simulated object.
  • the target object may be a "box”
  • the target object includes a first skill
  • the first skill is "floating”
  • the "floating" skill is added to the first simulated object. It should be noted that the "box” and the "floating" skills are illustrative and do not result in a limited description of the target object and the first skill.
  • the target skill may also be a “flame flying hook”, and the moving path and the preset coverage of the moving path are rendered, and the moving path and the preset coverage of the moving path are rendered into the first target object.
  • the first target object is a "flame.”
  • FIG. 6 is a schematic flowchart of the first simulated object casting target skill.
  • the first simulated object player casts a fire hook skill.
  • the fly hook creates a rectangular collision box and records the starting point of the collision box and each position during the movement.
  • the end position of the rectangular collision box is continuously adjusted to determine the moving path.
  • the moving path does not change, and the moving path has a flame.
  • the second simulated object When the second simulated object walks on the flame path, it causes damage to the second simulated object (such as reducing the energy value).
  • a combat experience based on configuring the flying hook skill as a core based on all simulated objects (such as a hero) is designed, and the combined object can increase the skill of the simulated object and enhance the game stickiness.
  • an embodiment of the present invention provides a user equipment to which a method for determining a game is applied.
  • An embodiment of a user equipment 700 according to an embodiment of the present invention includes:
  • the acquiring module 701 is configured to obtain an area occupation command, where the area occupation command is used to instruct the target user equipment to control the respective simulated object to enter the target preset area, the target user equipment is the user equipment of the participant, and the target preset area is the participant's The area that the simulated object needs to occupy;
  • the mobile control module 702 is configured to control, according to the area occupation instruction acquired by the obtaining module 701, the first simulated object to move to the target preset area;
  • the first determining module 703 is configured to determine the number of target simulation objects of each participant, and the target simulation object is a simulation object of each participant in the target preset area;
  • a second determining module 704 configured to determine, according to the number of target simulation objects of each participating party determined by the first determining module 703, a score of each participating party;
  • the third determining module 705 determines the winning participant according to the score of each participating party determined by the second determining module 704.
  • FIG. 8 Another embodiment of the user equipment 800 is further provided by the embodiment of the present invention, including:
  • the second determining module 704 includes a progress calculating unit 7041 and a score calculating unit 7042;
  • the progress calculation unit 7041 is configured to calculate, according to the number of target simulation objects of each participant and the duration of each of the target simulation objects in the target preset area, calculate, for each participant, the target preset The occupation of the region;
  • the score calculation unit 7042 is configured to determine the score of each participant according to the occupation progress of each of the participants.
  • the third determining module 705 is further configured to determine that the first party that reaches the preset score in each of the scores of the participating parties is the winning participant.
  • FIG. 9 another embodiment of the user equipment 900 is further provided by the embodiment of the present invention, including:
  • the receiving module 706 is configured to receive the input first instruction
  • the first skill control module 707 is configured to control, according to the first instruction received by the receiving module 706, a first simulated object to apply a target skill, where the target skill is used to prevent the second simulated object from entering the target preset
  • the area, the first simulation object and the second simulation object belong to different participants.
  • FIG. 10 another embodiment of the user equipment 1000 is further provided by the embodiment of the present invention, including:
  • the first skill control module 707 includes a creating unit 7071, a recording unit 7072, a determining unit 7073, and a control unit 7074;
  • the creating unit 7071 is configured to create a collision box according to the first instruction received by the third receiving module 706;
  • the recording unit 7072 is configured to record a starting position of the crash box created by the creating unit 7071 and various positions of the crash box during the moving process;
  • the determining unit 7073 is configured to determine a moving path of the crash box composed of the starting position recorded by the recording unit 7072 and the respective positions;
  • the control unit 7074 is configured to control, when the position of the target object is reached during the movement of the crash box, to move the first simulated object along the moving path to a position of the target object; or ,
  • FIG. 11 another embodiment of the user equipment 1100 is provided by the embodiment of the present invention, including:
  • the second skill control module 708 is configured to add a first skill included in the target object to the first simulated object.
  • the second skill control module 708 is configured to add a first skill included in the target object to the first simulated object.
  • the energy control module 709 is further configured to reduce the energy value of the second simulated object when the second simulated object is located within a preset coverage of the moving path and the moving path.
  • FIGS. 7 to 11 are presented in the form of functional modules.
  • a “module” herein may refer to an application-specific integrated circuit (ASIC), circuitry, a processor and memory that executes one or more software or firmware programs, integrated logic circuitry, and/or other functions that provide the functionality described above.
  • ASIC application-specific integrated circuit
  • Device In a simple embodiment, the user equipment of Figures 8 through 11 can take the form shown in Figure 12.
  • the embodiment of the present invention further provides another user equipment, as shown in FIG. 12, for the convenience of description, only the parts related to the embodiment of the present invention are shown. For the specific technical details not disclosed, refer to the method of the embodiment of the present invention. section.
  • the terminal may be a mobile phone, a tablet computer, a PDA (Personal Digital Assistant), etc., and the user equipment uses a mobile phone as an example:
  • FIG. 12 is a block diagram showing a partial structure of a mobile phone related to a terminal provided by an embodiment of the present invention.
  • the mobile phone includes: a radio frequency (RF) circuit 1210, a memory 1220, an input unit 1230, a display unit 1240, a sensor 1250, an audio circuit 1260, a wireless fidelity (WiFi) module 1270, and a processor 1280. And power supply 1290 and other components.
  • RF radio frequency
  • the RF circuit 1210 can be used for receiving and transmitting signals during the transmission or reception of information or during a call. Specifically, after receiving the downlink information of the base station, the processor 1280 processes the data; and, in addition, transmits the designed uplink data to the base station.
  • RF circuit 1210 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a Low Noise Amplifier (LNA), a duplexer, and the like.
  • LNA Low Noise Amplifier
  • RF circuitry 1210 can also communicate with the network and other devices via wireless communication.
  • the above wireless communication may use any communication standard or protocol, including but not limited to Global System of Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (Code Division). Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), E-mail, Short Messaging Service (SMS), and the like.
  • GSM Global System of Mobile communication
  • the memory 1220 can be used to store software programs and modules, and the processor 1280 executes various functional applications and data processing of the mobile phone by running software programs and modules stored in the memory 1220.
  • the memory 1220 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application required for at least one function (such as a sound playing function, an image playing function, etc.), and the like; the storage data area may be stored according to Data created by the use of the mobile phone (such as audio data, phone book, etc.).
  • memory 1220 can include high speed random access memory, and can also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid state storage device.
  • the input unit 1230 can be configured to receive input numeric or character information and to generate key signal inputs related to user settings and function controls of the handset.
  • the input unit 1230 may include a touch panel 1231 and other input devices 1232.
  • the touch panel 1231 also referred to as a touch screen, can collect touch operations on or near the user (such as the user using a finger, a stylus, or the like on the touch panel 1231 or near the touch panel 1231. Operation), and drive the corresponding connecting device according to a preset program.
  • the touch panel 1231 may include two parts: a touch detection device and a touch controller.
  • the touch detection device detects the touch orientation of the user, and detects a signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts the touch information into contact coordinates, and sends the touch information.
  • the processor 1280 is provided and can receive commands from the processor 1280 and execute them.
  • the touch panel 1231 can be implemented in various types such as resistive, capacitive, infrared, and surface acoustic waves.
  • the input unit 1230 may also include other input devices 1232.
  • other input devices 1232 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control buttons, switch buttons, etc.), trackballs, mice, joysticks, and the like.
  • the display unit 1240 can be used to display information input by the user or information provided to the user as well as various menus of the mobile phone.
  • the display unit 1240 can include a display panel 1241.
  • the display panel 1241 can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.
  • the touch panel 1231 may cover the display panel 1241. After the touch panel 1231 detects a touch operation on or near the touch panel 1231, the touch panel 1231 transmits to the processor 1280 to determine the type of the touch event, and then the processor 1280 according to the touch event. The type provides a corresponding visual output on display panel 1241.
  • the touch panel 1231 and the display panel 1241 are used as two independent components to implement the input and input functions of the mobile phone, in some embodiments, the touch panel 1231 and the display panel 1241 may be integrated. Realize the input and output functions of the phone.
  • the handset can also include at least one type of sensor 1250, such as a light sensor, motion sensor, and other sensors.
  • the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor may adjust the brightness of the display panel 1241 according to the brightness of the ambient light, and the proximity sensor may close the display panel 1241 and/or when the mobile phone moves to the ear. Or backlight.
  • the accelerometer sensor can detect the magnitude of acceleration in all directions (usually three axes). When it is stationary, it can detect the magnitude and direction of gravity.
  • the mobile phone can be used to identify the gesture of the mobile phone (such as horizontal and vertical screen switching, related Game, magnetometer attitude calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for the mobile phone can also be configured with gyroscopes, barometers, hygrometers, thermometers, infrared sensors and other sensors, no longer Narration.
  • the gesture of the mobile phone such as horizontal and vertical screen switching, related Game, magnetometer attitude calibration
  • vibration recognition related functions such as pedometer, tapping
  • the mobile phone can also be configured with gyroscopes, barometers, hygrometers, thermometers, infrared sensors and other sensors, no longer Narration.
  • Audio circuit 1260, speaker 1261, and microphone 1262 can provide an audio interface between the user and the handset.
  • the audio circuit 1260 can transmit the converted electrical data of the received audio data to the speaker 1261, and convert it into a sound signal output by the speaker 1261; on the other hand, the microphone 1262 converts the collected sound signal into an electrical signal, by the audio circuit 1260. After receiving, it is converted into audio data, and then processed by the audio data output processor 1280, transmitted to the mobile phone 1210 via the RF circuit 1210, or outputted to the memory 1220 for further processing.
  • WiFi is a short-range wireless transmission technology.
  • the mobile phone through the WiFi module 1270 can help users to send and receive e-mail, browse the web and access streaming media, etc. It provides users with wireless broadband Internet access.
  • FIG. 12 shows the WiFi module 1270, it can be understood that it does not belong to the essential configuration of the mobile phone, and may be omitted as needed within the scope of not changing the essence of the invention.
  • the processor 1280 is a control center for the handset that connects various portions of the entire handset using various interfaces and lines, by executing or executing software programs and/or modules stored in the memory 1220, and invoking data stored in the memory 1220, The phone's various functions and processing data, so that the overall monitoring of the phone.
  • the processor 1280 may include one or more processing units; preferably, the processor 1280 may integrate an application processor and a modem processor, where the application processor mainly processes an operating system, a user interface, an application, and the like.
  • the modem processor primarily handles wireless communications. It will be appreciated that the above described modem processor may also not be integrated into the processor 1280.
  • the handset also includes a power source 1290 (such as a battery) that supplies power to the various components.
  • a power source 1290 such as a battery
  • the power source can be logically coupled to the processor 1280 via a power management system to manage functions such as charging, discharging, and power management through the power management system.
  • the mobile phone may further include a camera, a Bluetooth module, and the like, and details are not described herein again.
  • the processor 1280 included in the terminal further has a method for the user equipment to execute the embodiment corresponding to FIG. 1 and the target user equipment in the embodiment corresponding to FIG. 4.
  • the disclosed system, apparatus, and method may be implemented in other manners.
  • the device embodiments described above are merely illustrative.
  • the division of the unit is only a logical function division.
  • there may be another division manner for example, multiple units or components may be combined or Can be integrated into another system, or some features can be ignored or not executed.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, device or unit, and may be electrical, mechanical or otherwise.
  • the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
  • each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
  • the above integrated unit can be implemented in the form of hardware or in the form of a software functional unit.
  • the integrated unit if implemented in the form of a software functional unit and sold or used as a standalone product, may be stored in a computer readable storage medium.
  • the technical solution of the present invention which is essential or contributes to the prior art, or all or part of the technical solution, may be embodied in the form of a software product stored in a storage medium.
  • a number of instructions are included to cause a computer device (which may be a personal computer, server, or network device, etc.) to perform all or part of the steps of the methods described in various embodiments of the present invention.
  • the foregoing storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk, and the like. .

Abstract

一种确定比赛结果的方法,包括:获取区域占领指令(101),该区域占领指令用于指示目标用户设备控制各自的模拟对象进入目标预设区域,该目标用户设备为参赛方的用户设备,该目标预设区域为各参赛方的模拟对象需要占领的区域;根据该区域占领指令,控制第一模拟对象向该目标预设区域移动(102);确定各参赛方的目标模拟对象的数量(103),目标模拟对象为处于该目标预设区域内的各参赛方的模拟对象;根据各参赛方的目标模拟对象的数量确定每一个参赛方的分值(104);根据每一个参赛方的分值确定获胜参赛方(105)。还公开一种用户设备(700,800,900,1000,1100)。

Description

一种确定比赛结果的方法及用户设备
本申请要求于2017年4月21日提交中国专利局、申请号为2017102689173、发明名称为“一种确定比赛结果的方法及用户设备”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本发明涉及计算机领域,尤其涉及一种确定比赛结果的方法及用户设备。
背景技术
当前随着网络技术的发展,网络游戏给人们带来了丰富的精神文化享受,是除了传统娱乐外的又一个集聚人气的现代大众化娱乐方式。例如,多人在线战术竞技游戏(Multiplayer online battle arena,缩写:MOBA)。一种MOBA游戏,双方比赛人数可以为10人,每一方5人,除了玩家控制的“英雄”外,决定一方是否获胜的较为重要的战场元素还有“兵线”,“防御塔”和“主城”等。其中,“主城”为一种游戏建筑,每队有一个主城,“英雄”的作战目标就是保护己方的主城,而攻击敌方的主城,若一方的“主城”被攻陷,则另一个获得比赛的胜利。“兵线”则由多个小兵组织的战斗编队,每个小兵都由人工智能(Artificial Intelligence,缩写:AI)控制,已对方主城为终点的寻路战斗方式。防御塔是一种具有高防御能力,阻止兵线和英雄的推进游戏建筑,也是由AI控制。
传统方式中,“英雄”可以自主的攻击对方的主城,但是“兵线”和“防御塔”均是由AI控制,并不由玩家控制,也就是说游戏中的一部分攻击力量(如兵线)和一部分防御力量(如防御塔)并不是由玩家控制,灵活性差,因此,传统的比赛方式的获胜方法枯燥,游戏粘性低。
发明内容
本发明实施例提供了一种确定比赛结果的方法及用户设备,用于提高确定比赛结果的灵活性。
第一方面,本发明实施例提供了一种确定比赛结果的方法,包括:
获取区域占领指令,所述区域占领指令用于指示目标用户设备控制各自的模拟对象进入目标预设区域,所述目标用户设备为参赛方的用户设备,所述目标预设区域为各参赛方的模拟对象需要占领的区域;
根据所述区域占领指令,控制第一模拟对象向所述目标预设区域移动;
确定所述各参赛方的目标模拟对象的数量,所述目标模拟对象为处于所述目标预设区域内的所述各参赛方的模拟对象;
根据所述各参赛方的目标模拟对象的数量确定每一个参赛方的分值;
根据所述每一个参赛方的分值确定获胜参赛方。
本发明第二方面还提供了一种用户设备,包括:
获取模块,用于获取区域占领指令,所述区域占领指令用于指示目标用户设备控制各自的模拟对象进入目标预设区域,所述目标用户设备为参赛方的用户设备,所述目标预设区域为各参赛方的模拟对象需要占领的区域;
移动控制模块,用于根据所述获取模块接收的所述区域占领指令,控制第一模拟对象向所述目标预设区域移动;
第一确定模块,用于确定所述各参赛方的目标模拟对象的数量,所述目标模拟对象为处于所述目标预设区域内的所述各参赛方的模拟对象;
第二确定模块,用于根据所述第一确定模块确定的所述各参赛方的目标模拟对象的数量确定每一个参赛方所得到的分值;
第三确定模块,根据所述第二确定模块确定的所述每一个参赛方的分值确定获胜参赛方。
本发明第三方面还提供一种计算机可读存储介质,存储有程序指令,处理器执行所存储的程序指令时执行上述任一方法中的一种。
从以上技术方案可以看出,本发明实施例具有以下优点:
本发明实施例中,首先确定一个目标预设区域,模拟对象的作战目标均为占领该目标预设区域,然后根据各参赛方中进入该目标预设区域的目标模拟对象的数量来确定各参赛方的分值;最后,根据该分值确定获胜参赛方。本发明实施例中,改变了攻陷对方“主城”方式获胜的方法,而是通过参赛方占领目标预设区域,然后通过每个参赛方中进入该目标预设区域的目标模拟对象的数 量来确定该参赛方的分值,根据该分值确定获胜方,由于本发明实施例中是通过各参赛方的分值来确定获胜方,则不需要像传统方式中要限定参赛方的数量为2个,本方案中可以由多个参赛方来参加比赛,而且更能发挥模拟对象(如英雄)的能动性,可以由玩家控制的模拟对象掌握比赛态势,这与传统方式中一部分攻击力量(如兵线)和一部分防御力量(如防御塔)并不是由玩家控制不同,本方案中模拟对象均由玩家控制,提高了确定比赛结果的灵活性。
附图说明
为了更清楚地说明本发明实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本发明的一些实施例,对于本领域技术人员来讲,还可以根据这些附图获得其他的附图。
图1为本发明实施例中一种确定比赛结果的方法的一个实施例的步骤示意图;
图2为本发明实施例中目标预设区域的场景的示意图;
图3为本发明实施例中参赛方进行比赛的场景示意图;
图4为本发明实施例中模拟对象施放目标技能的步骤示意图;
图5为本发明实施例中模拟对象施放目标技能的场景示意图;
图6为本发明实施例中模拟对象施放目标技能的流程示意图;
图7为本发明实施例中一种用户设备的一个实施例的结构示意图;
图8为本发明实施例中一种用户设备的另一个实施例的结构示意图;
图9为本发明实施例中一种用户设备的另一个实施例的结构示意图;
图10为本发明实施例中一种用户设备的另一个实施例的结构示意图;
图11为本发明实施例中一种用户设备的另一个实施例的结构示意图;
图12为本发明实施例中一种用户设备的另一个实施例的结构示意图。
具体实施方式
本发明实施例提供了一种确定比赛结果的方法及用户设备,用于提高确定比赛结果的灵活性。
为了使本技术领域的人员更好地理解本发明方案,下面将结合本发明实施例中的附图,对本发明实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本发明一部分的实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员所获得的所有其他实施例,都应当属于本发明保护的范围。
本发明的说明书和权利要求书及上述附图中的术语“第一”、“第二”、“第三”“第四”等(如果存在)是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的实施例能够以除了在这里图示或描述的内容以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
本发明实施例提供了一种确定比赛结果的方法,该比赛结果的确定方法可以应用到网络游戏。例如,该方法可以应用到MOBA游戏中,假设一款MOBA游戏种可以至少包括2个参赛方,该参赛方的数量还可以为3或4个等,本发明实施例中参赛方的数量可以以2个参赛方为例进行说明,但是在实际应用中,参赛方的数量本发明中并不限定。每个参赛方包括多个模拟对象。可以理解的是,模拟对象为玩家控制的角色,例如,各参赛方中模拟对象的数量可以为5个,4个或6个等,在实际应用中,并不限定参数方中模拟对象的数量,只要各参赛方中模拟对象的数量相同即可,例如,5V5,4V4和6V6。
本发明实施例中的方法与传统的确定比赛结果的方法不同之处在于,本发明实施例中,首先确定一个目标预设区域,模拟对象的作战目标均为占领该目标预设区域,然后根据各参赛方中进入该目标预设区域的模拟对象的数量来确定各参赛方的分值;最后,分值第一个达到预置分值的参赛方为获胜参赛方。本发明实施例中,改变了攻陷对方“主城”方式获胜的方法,而是通过参赛方占领目标预设区域,然后通过每个参赛方中进入该目标预设区域的模拟对象的数量来确定该参赛方的分值,根据该分值确定获胜方,由于本发明实施例中是通过各参赛方的分值来确定获胜方,则不需要像传统方式中要限定参赛方的数 量为2个,本方案中可以由多个参赛方来参加比赛,而且更能发挥模拟对象(如英雄)的能动性,可以由玩家控制的模拟对象掌握比赛态势,这与传统方式中一部分攻击力量(如兵线)和一部分防御力量(如防御塔)并不是由玩家控制不同,本方案中模拟对象均由玩家控制,增强了游戏的灵活性。
本发明实施例中的方法应用于一种用户设备,该用户设备可以为手机、平板电脑、个人数字助理(Personal Digital Assistant,缩写:PDA)等,本发明实施例中用户设备可以以手机为例进行说明。在各参赛方的模拟对象数量达到比赛开始要求时,例如,该比赛开始要求为共有两个参赛队,每个参赛队有5个模拟对象,则2个参赛队共有10个模拟对象,也就是说共有10个用户设备,每个目标用户设备控制一个模拟对象。为了方便说明,本发明实施例中以一个目标用户设备的确定比赛结果的方法为例进行说明。
目标用户设备获取区域占领指令,该区域占领指令用于指示目标用户设备控制各自的模拟对象进入目标预设区域,该区域占领指令可以从服务器获取,也可以由目标用户设备生成。目标用户设备根据区域占领指令,控制第一模拟对象向目标预设区域移动,以使第一模拟对象占领目标预设区域,获取目标预设区域内各参赛方的目标模拟对象的数量,根据各参赛方中目标模拟对象的数量确定对应的参赛方所得到的分值,然后根据该分值确定获胜参赛方。
请参阅图1所示,本发明实施例中提供的一种确定比赛结果的方法的一个实施例包括:
步骤101、获取区域占领指令。
区域占领指令用于指示目标用户设备控制各自的模拟对象进入目标预设区域,目标用户设备为参赛方的用户设备,目标预设区域为各参赛方的模拟对象需要占领的区域。
例如,该目标预设区域可以在各参赛方大本营的中间位置;或者,为了增加比赛难度,该目标预设区域可以在山顶;或者,该目标预设也可以在四周环海的岛屿上,将目标预设区域设置在山顶或者岛屿上,需要模拟对象具有某些特殊的技能才能到达,使游戏过程更具有灵活性。需要说明的是,本发明实施例中的目标预设区域的位置只是举例说明,并不造成对本发明的限定性说明。
步骤102、根据该区域占领指令控制第一模拟对象向目标预设区域移动。
根据该区域占领指令,控制第一模拟对象向该目标预设区域移动,也就是说,第一模拟对象的目标为进入目标预设区域,若第一模拟对象属于第一参赛方,第一模拟对象进入目标预设区域为第一参赛方获取分数。
步骤103、确定各参赛方的目标模拟对象的数量。
从服务器获取各目标用户设备帧数据,该帧数据包括各目标用户设备所控制的模拟对象的位置数据,根据各模拟对象的位置数据得到进入该目标预设区域内的模拟对象为目标模拟对象,从而确定各参赛方的目标模拟对象的数量。
请结合图2进行理解,图2为目标预设区域的场景的示意图。在图2中,白色线条组成的长方体210为目标该目标预设区域210,该包括目标预设区域210区域触发器,当模拟对象220进入到目标预设区域时,触发区域触发器确定该模拟对象220为目标模拟对象,并计算各参赛方中的目标模拟对象的数量。进一步的,还可以计算每个目标模拟对象位于该目标预设区域的时长。
需要说明的是,本发明实施例中的目标预设区域的形状以长方体为例进行说明,当然,该目标预设区域也可以为正方体,也可以为球体,具体的目标预设区域本发明中并不限定。
步骤104、根据各参赛方的目标模拟对象的数量确定每一个参赛方的分值。
在第一种可能的实现方式中,目标模拟对象的数量与分数具有对应的预置关系,根据各参赛方的目标模拟对象的数量及该预置关系确定各参赛方的分值。例如,在一个应用场景中,若包括2个参赛方,这两个参赛方分别为第一参赛方和第二参赛方,每个参赛方包括5个模拟对象(如英雄),一个模拟对象对应的分数为20分,也就是说,当第一模拟对象进入该目标预设区域,则为第一参赛方获得20分,第一模拟对象属于第一参赛方。再如,在某一时刻,在该目标预设区域内,第一参赛方中的模拟对象的数量为4,则第一参赛方所获得的分数为80分;在该目标预设区域内,第二参赛方中的模拟对象的数量为3,则第二参赛方所获得的分数为60分。
在第二种可能的实现方式中,确定各参赛方的分值的具体的方式可以为:
请结合图3进行理解,图3为参赛方进行比赛的场景示意图,根据各参赛方的目标模拟对象的数量和每一个目标模拟对象320位于目标预设区域330 的时长,计算每一个参赛方对目标预设区域的占领进度,该占领进度在实际应用场景中用进度条310表示;然后,占领进度与分值具有预设的对应的关系,再根据各参赛方的占领进度确定每一个参赛方所得到的分值。
例如,以第一参赛方所获得的分值为例进行说明,在某一个时刻,在目标预设区域内,第一参赛方的第一模拟对象和第三模拟对象位于目标存储区域,且第一模拟对象在目标预设区域内的时长为a分钟,第二模拟对象在目标预设区域内的时长为b分钟,可以对模拟对象的数量和每个模拟对象对应的时长进行加权计算,确定占领进度,占领进度与分值具有对应的关系。例如,当占领进度为70%时,第一参赛方获得的分数为70分。可选的,在一种可能的实现方式中,当占领进度达到20%时,分数可以翻倍,也就是说,当占领进度达到20%时,分数可以为40分。
在另一种可能的实现方式中,可以参阅下表1中的加分规则,表1如下:
表1
线性加分进度  
起点进度 1
加分 75
递增进度 30
递增加分 6
加分加速  
区间地点(秒) 180
加分速度(倍) 1.75
例如,以上表1中所示的内容,线性加分进度包括:当进度为1%时,加70分,之后进度递增30%,对应的递增6分,当第一模拟对象在目标预设区域内达到180秒时,加分增加1.75倍。
需要说明的是,上述的分值的确定规则,均为举例说明,在实际应用中,可以还包括更多的规则,本发明实施例只是为了方便理解,而举例子说明,并 不造成对本发明的限定性说明。
步骤105、根据每一个参赛方的分值确定获胜参赛方。
在一种可能的实现方式中,确定分值第一个达到预置分值的参赛方为获胜方。例如,预先确定一个预置分值为100分,或1000分等,第一个达到该预置分值的参赛方为获胜方。需要说明的是,预置分值为举例说明,并不造成对本发明的限定说明。
进一步的,首先达到该预置分值的预置门限时,也可以触发加时赛,给对方转败为胜的机会,例如,该预置分数为100分时,当第一参赛方的分数达到99分时,可以触发加时赛,增加该局比赛的时长。
在另一种可能的实现方式中,在一个预置时间段,确定获得分数高的参赛方为获胜参赛方。例如在预置5分钟内,第一参赛方的分数为100分,第二参赛方的分数为90分,第一参赛方的分数大于第二参赛方的分数,则第一参赛方为获胜方。
需要说明的是,根据各参赛方的分值来确定获胜参赛方的具体方式为举例说明,并不造成对本发明的限定性说明。
本发明实施例中改变了传统MOBA游戏的场景及确定获胜方的方法,即没有AI控制的“兵线”作为攻击力量和“防御塔”作为防守力量,去掉“主城”,而是通过“英雄”抢占目标预设区域,通过目标预设区域的“英雄”的数量来确定该参赛方的分数,进而通过分数来确定获胜的参赛方。
在上述实施例的基础上,在模拟对象抢占目标模拟对象的过程中,模拟对象还可以施放特殊的技能,来阻止敌方的模拟对象占领目标预设区域。需要说明的是,各参赛方的每个模拟对象均可以具有该目标技能,本实施例中以第一参赛方中的第一模拟对象为例进行说明,目标用户设备控制第一模拟对象释放目标技能的方法可以为:
请参阅图4所示,图4为模拟对象施放目标技能的步骤示意图。例如,该目标技能可以为“飞钩”技能。
步骤401、接收输入的第一指令。
第一模拟对象阻止第二模拟对象进入目标预设区域,用户设备接收玩家输入的第一指令,该第一指令用于指示第一模拟对象释放该目标技能。
步骤402、根据第一指令创建碰撞盒。
该碰撞盒为一个空间区域,该空间区域可以理解为碰撞盒的位置,该空间区域是动态变化的。根据第一指令创建碰撞盒,将该碰撞盒渲染为“飞钩”。该碰撞盒用于检测在移动过程中是否攻击到目标对象,可以理解的是,在检测该空间区域动态变化的过程中是否与目标对象的空间区域发生重叠。
步骤403、记录碰撞盒的起点位置和碰撞盒在移动过程中的各个位置。
记录该碰撞盒的起点位置,该起点位置可以为第一模拟对象的位置,和该碰撞盒在移动过程中的各个位置。
步骤404、确定由起点位置和各个位置组成的碰撞盒的移动路径。
请结合图5进行理解,图5为模拟对象施放目标技能的场景示意图。在图5中,第一模拟对象510释放“飞钩”技能,该移动路径渲染为“锁链”520。
步骤405、若在碰撞盒的移动过程中,达到目标对象的位置时,则控制第一模拟对象沿着移动路径向目标对象的位置进行移动;或者,控制目标对象向第一模拟对象的位置进行移动。
在图5所示的场景中,若“飞钩”在移动的过程中,达到目标对象530的位置时,该目标对象可以为第二模拟对象(如“英雄”),也可以为目标物体(如箱子等)。
在一种场景中,若目标对象530为第二模拟对象,也就是说当目标对象为英雄角色时,当“飞钩”攻击到该第二模拟对象,第二模拟对象向第一模拟对象的方向移动,并减少第二模拟对象的能量值,该能量值用于表示模拟对象的生命时长。例如,该能量值可以为“血量”,可选的,该能量值的减少量与被攻击目标技能的攻击时间成预置对应关系。例如,当第二模拟对象被“飞钩”攻击3秒,第二模拟对象减少2滴血,当第二模拟对象被“飞钩”攻击6秒,则第二模拟对象减少4滴血。该能量值也可以根据被攻击的时间成指数递减,例如第二模拟对象被攻击1秒,能量值较少2;当被攻击2秒,能量值减少4;当被攻击3秒,能量值减少8。
需要说明的是,上述能量值的减少方式只是举例说明,并不造成本发明的限定性说明。
在另一种场景中,目标对象为目标物体,目标物体中包括第一技能,为第 一模拟对象增加目标物体中所包括的第一技能。例如,该目标物体可以为“箱子”,该目标物体包括第一技能,该第一技能为“漂浮”,则为该第一模拟对象增加该“漂浮”技能。需要说明的是,该“箱子”和该“漂浮”技能为举例说明,并不造成对目标物体和第一技能的限定性说明。
进一步的,该目标技能也可以为“火焰飞钩”,对该移动路径及该移动路径的预置覆盖范围进行渲染,将该移动路径及该移动路径的预置覆盖范围渲染成第一目标物体,该第一目标物体为“火焰”。当第二模拟对象位于移动路径及移动路径的预置覆盖范围内(如火焰)时,减少第二模拟对象的能量值。
请结合图6进行理解,图6为第一模拟对象施放目标技能的流程示意图。
a、第一模拟对象玩家施放火焰钩子技能。
b、创建火焰飞钩。
c、飞钩创建一个矩形碰撞盒,并记录碰撞盒起点、和移动过程中的各个位置。
d、飞钩移动过程中不断调整矩形该碰撞盒的终点位置,确定移动路径。
e、飞钩销毁后该移动路径不再变化,且该移动路径上具有火焰。
f、当第二模拟对象走在火焰路径上时,对第二模拟对象造成伤害(如减少能量值)。
本发明实施例中,设计了一种基于全部模拟对象(如英雄)配置飞钩技能为核心的战斗体验,结合目标物体可以增加模拟对象的技能,增强游戏粘性。
请参阅图7所示,本发明实施例提供了一种确定比赛的方法所应用的用户设备,本发明实施例提供的一种用户设备700的一个实施例包括:
获取模块701,用于获取区域占领指令,区域占领指令用于指示目标用户设备控制各自的模拟对象进入目标预设区域,目标用户设备为参赛方的用户设备,目标预设区域为各参赛方的模拟对象需要占领的区域;
移动控制模块702,用于根据获取模块701获取的区域占领指令,控制第一模拟对象向目标预设区域移动;
第一确定模块703,用于确定各参赛方的目标模拟对象的数量,目标模拟对象为处于目标预设区域内的各参赛方的模拟对象;
第二确定模块704,用于根据所述第一确定模块703确定的各参赛方的目 标模拟对象的数量确定每一个参赛方的分值;
第三确定模块705,根据第二确定模块704确定的每一个参赛方的分值确定获胜参赛方。
在图7对应的实施例的基础上,请参阅图8所示,本发明实施例还提供了一种用户设备800的另一个实施例包括:
所述第二确定模块704包括进度计算单元7041和分值计算单元7042;
所述进度计算单元7041,用于根据所述各参赛方的目标模拟对象的数量和每一个所述目标模拟对象位于所述目标预设区域的时长,计算每一个参赛方对所述目标预设区域的占领进度;
所述分值计算单元7042,用于根据所述每一个参赛方的占领进度,确定每一个参赛方的分值。
可选的,所述第三确定模块705,还用于确定每一个参赛方的分值中第一个达到预置分值的参赛方为获胜参赛方。
在图7对应的实施例的基础上,请参阅图9所示,本发明实施例还提供了一种用户设备900的另一个实施例包括:
还包括接收模块706和第一技能控制模块707;
所述接收模块706,用于接收输入的第一指令;
所述第一技能控制模块707,用于根据所述接收模块706接收的所述第一指令控制第一模拟对象施放目标技能,所述目标技能用于阻止第二模拟对象进入所述目标预设区域,所述第一模拟对象和所述第二模拟对象属于不同的参赛方。
在图7对应的实施例的基础上,请参阅图10所示,本发明实施例还提供了一种用户设备1000的另一个实施例包括:
所述第一技能控制模块707包括创建单元7071,记录单元7072,确定单元7073和控制单元7074;
所述创建单元7071,用于根据所述第三接收模块706接收的所述第一指令创建碰撞盒;
所述记录单元7072,用于记录所述创建单元7071创建的所述碰撞盒的起点位置和所述碰撞盒在移动过程中的各个位置;
所述确定单元7073,用于确定由所述记录单元7072记录的所述起点位置和所述各个位置组成的所述碰撞盒的移动路径;
所述控制单元7074,用于当在所述碰撞盒的移动过程中,达到目标对象的位置时,控制所述第一模拟对象沿着所述移动路径向所述目标对象的位置进行移动;或者,
控制所述目标对象向所述第一模拟对象的位置进行移动。
在图10对应的实施例的基础上,请参阅图11所示,本发明实施例还提供了一种用户设备1100的另一个实施例包括:
还包括第二技能控制模块708;
所述第二技能控制模块708,用于为所述第一模拟对象增加所述目标物体中所包括的第一技能。
还包括第二技能控制模块708;
所述第二技能控制模块708,用于为所述第一模拟对象增加所述目标物体中所包括的第一技能。
可选的,能量控制模块709,还用于当第二模拟对象位于移动路径及移动路径的预置覆盖范围内时,减少第二模拟对象的能量值。
进一步的,图7至图11中的用户设备是以功能模块的形式来呈现。这里的“模块”可以指特定应用集成电路(application-specific integrated circuit,ASIC),电路,执行一个或多个软件或固件程序的处理器和存储器,集成逻辑电路,和/或其他可以提供上述功能的器件。在一个简单的实施例中,图8至图11中的用户设备可以采用图12所示的形式。
本发明实施例还提供了另一种用户设备,如图12所示,为了便于说明,仅示出了与本发明实施例相关的部分,具体技术细节未揭示的,请参照本发明实施例方法部分。该终端可以为包括手机、平板电脑、PDA(Personal Digital Assistant,个人数字助理)等,用户设备以手机为例:
图12示出的是与本发明实施例提供的终端相关的手机的部分结构的框图。参考图12,手机包括:射频(Radio Frequency,RF)电路1210、存储器1220、输入单元1230、显示单元1240、传感器1250、音频电路1260、无线保真(wireless fidelity,WiFi)模块1270、处理器1280、以及电源1290等部件。 本领域技术人员可以理解,图12中示出的手机结构并不构成对手机的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
下面结合图12对手机的各个构成部件进行具体的介绍:
RF电路1210可用于收发信息或通话过程中,信号的接收和发送,特别地,将基站的下行信息接收后,给处理器1280处理;另外,将设计上行的数据发送给基站。通常,RF电路1210包括但不限于天线、至少一个放大器、收发信机、耦合器、低噪声放大器(Low Noise Amplifier,LNA)、双工器等。此外,RF电路1210还可以通过无线通信与网络和其他设备通信。上述无线通信可以使用任一通信标准或协议,包括但不限于全球移动通讯系统(Global System of Mobile communication,GSM)、通用分组无线服务(General Packet Radio Service,GPRS)、码分多址(Code Division Multiple Access,CDMA)、宽带码分多址(Wideband Code Division Multiple Access,WCDMA)、长期演进(Long Term Evolution,LTE)、电子邮件、短消息服务(Short Messaging Service,SMS)等。
存储器1220可用于存储软件程序以及模块,处理器1280通过运行存储在存储器1220的软件程序以及模块,从而执行手机的各种功能应用以及数据处理。存储器1220可主要包括存储程序区和存储数据区,其中,存储程序区可存储操作系统、至少一个功能所需的应用程序(比如声音播放功能、图像播放功能等)等;存储数据区可存储根据手机的使用所创建的数据(比如音频数据、电话本等)等。此外,存储器1220可以包括高速随机存取存储器,还可以包括非易失性存储器,例如至少一个磁盘存储器件、闪存器件、或其他易失性固态存储器件。
输入单元1230可用于接收输入的数字或字符信息,以及产生与手机的用户设置以及功能控制有关的键信号输入。具体地,输入单元1230可包括触控面板1231以及其他输入设备1232。触控面板1231,也称为触摸屏,可收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附件在触控面板1231上或在触控面板1231附近的操作),并根据预先设定的程式驱动相应的连接装置。可选的,触控面板1231可包括触摸检测装置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操作 带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测装置上接收触摸信息,并将它转换成触点坐标,再送给处理器1280,并能接收处理器1280发来的命令并加以执行。此外,可以采用电阻式、电容式、红外线以及表面声波等多种类型实现触控面板1231。除了触控面板1231,输入单元1230还可以包括其他输入设备1232。具体地,其他输入设备1232可以包括但不限于物理键盘、功能键(比如音量控制按键、开关按键等)、轨迹球、鼠标、操作杆等中的一种或多种。
显示单元1240可用于显示由用户输入的信息或提供给用户的信息以及手机的各种菜单。显示单元1240可包括显示面板1241,可选的,可以采用液晶显示器(Liquid Crystal Display,LCD)、有机发光二极管(Organic Light-Emitting Diode,OLED)等形式来配置显示面板1241。进一步的,触控面板1231可覆盖显示面板1241,当触控面板1231检测到在其上或附近的触摸操作后,传送给处理器1280以确定触摸事件的类型,随后处理器1280根据触摸事件的类型在显示面板1241上提供相应的视觉输出。虽然在图12中,触控面板1231与显示面板1241是作为两个独立的部件来实现手机的输入和输入功能,但是在某些实施例中,可以将触控面板1231与显示面板1241集成而实现手机的输入和输出功能。
手机还可包括至少一种传感器1250,比如光传感器、运动传感器以及其他传感器。具体地,光传感器可包括环境光传感器及接近传感器,其中,环境光传感器可根据环境光线的明暗来调节显示面板1241的亮度,接近传感器可在手机移动到耳边时,关闭显示面板1241和/或背光。作为运动传感器的一种,加速计传感器可检测各个方向上(一般为三轴)加速度的大小,静止时可检测出重力的大小及方向,可用于识别手机姿态的应用(比如横竖屏切换、相关游戏、磁力计姿态校准)、振动识别相关功能(比如计步器、敲击)等;至于手机还可配置的陀螺仪、气压计、湿度计、温度计、红外线传感器等其他传感器,在此不再赘述。
音频电路1260、扬声器1261,传声器1262可提供用户与手机之间的音频接口。音频电路1260可将接收到的音频数据转换后的电信号,传输到扬声器1261,由扬声器1261转换为声音信号输出;另一方面,传声器1262将收集的 声音信号转换为电信号,由音频电路1260接收后转换为音频数据,再将音频数据输出处理器1280处理后,经RF电路1210以发送给比如另一手机,或者将音频数据输出至存储器1220以便进一步处理。
WiFi属于短距离无线传输技术,手机通过WiFi模块1270可以帮助用户收发电子邮件、浏览网页和访问流式媒体等,它为用户提供了无线的宽带互联网访问。虽然图12示出了WiFi模块1270,但是可以理解的是,其并不属于手机的必须构成,完全可以根据需要在不改变发明的本质的范围内而省略。
处理器1280是手机的控制中心,利用各种接口和线路连接整个手机的各个部分,通过运行或执行存储在存储器1220内的软件程序和/或模块,以及调用存储在存储器1220内的数据,执行手机的各种功能和处理数据,从而对手机进行整体监控。可选的,处理器1280可包括一个或多个处理单元;优选的,处理器1280可集成应用处理器和调制解调处理器,其中,应用处理器主要处理操作系统、用户界面和应用程序等,调制解调处理器主要处理无线通信。可以理解的是,上述调制解调处理器也可以不集成到处理器1280中。
手机还包括给各个部件供电的电源1290(比如电池),优选的,电源可以通过电源管理系统与处理器1280逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。
尽管未示出,手机还可以包括摄像头、蓝牙模块等,在此不再赘述。
在本发明实施例中,该终端所包括的处理器1280还具有使用户设备执行图1对应的实施例和图4对应的实施例中目标用户设备所执行的方法。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统,装置和单元的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
在本申请所提供的几个实施例中,应该理解到,所揭露的系统,装置和方法,可以通过其它的方式实现。例如,以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,装置或单元的间接耦合或通信连接, 可以是电性,机械或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本发明各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
所述集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本发明的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本发明各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。
以上所述,以上实施例仅用以说明本发明的技术方案,而非对其限制;尽管参照前述实施例对本发明进行了详细的说明,本领域的普通技术人员应当理解:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分技术特征进行等同替换;而这些修改或者替换,并不使相应技术方案的本质脱离本发明各实施例技术方案的精神和范围。

Claims (16)

  1. 一种确定比赛结果的方法,其特征在于,包括:
    获取区域占领指令,所述区域占领指令用于指示目标用户设备控制各自的模拟对象进入目标预设区域,所述目标用户设备为参赛方的用户设备,所述目标预设区域为各参赛方的模拟对象需要占领的区域;
    根据所述区域占领指令,控制第一模拟对象向所述目标预设区域移动;
    确定所述各参赛方的目标模拟对象的数量,所述目标模拟对象为处于所述目标预设区域内的所述各参赛方的模拟对象;
    根据所述各参赛方的目标模拟对象的数量确定每一个参赛方的分值;
    根据所述每一个参赛方的分值确定获胜参赛方。
  2. 根据权利要求1所述的方法,其特征在于,所述根据所述各参赛方的目标模拟对象的数量确定每一个参赛方的分值,包括:
    根据所述各参赛方的目标模拟对象的数量和每一个所述目标模拟对象位于所述目标预设区域的时长,计算每一个参赛方对所述目标预设区域的占领进度;
    根据所述每一个参赛方对所述目标预设区域的的占领进度,确定所述每一个参赛方的分值。
  3. 根据权利要求2所述的方法,其特征在于,所述根据所述每一个参赛方的分值确定获胜参赛方,包括:
    将所述每一个参赛方的分值中第一个达到预置分值的参赛方确定为获胜参赛方。
  4. 根据权利要求1至3任一项所述的方法,其特征在于,所述方法还包括:
    接收输入的第一指令;
    根据所述第一指令控制第一模拟对象施放目标技能,所述目标技能用于阻止第二模拟对象进入所述目标预设区域,所述第一模拟对象和所述第二模拟对象属于不同的参赛方。
  5. 根据权利要求4所述的方法,其特征在于,所述根据所述第一指令控制所述第一模拟对象施放目标技能,包括:
    根据所述第一指令创建碰撞盒;
    记录所述碰撞盒的起点位置和所述碰撞盒在移动过程中的各个位置;
    确定由所述起点位置和所述各个位置组成的所述碰撞盒的移动路径;
    若在所述碰撞盒的移动过程中,达到目标对象的位置时,则控制所述第一模拟对象沿着所述移动路径向所述目标对象的位置进行移动;或者,
    控制所述目标对象向所述第一模拟对象的位置进行移动。
  6. 根据权利要求5所述的方法,其特征在于,所述目标对象为第二模拟对象,所述方法还包括:
    减少所述第二模拟对象的能量值,所述能量值用于表示模拟对象的生命时长。
  7. 根据权利要求5所述的方法,其特征在于,所述目标对象为目标物体,所述目标物体中包括第一技能,所述方法还包括:
    为所述第一模拟对象增加所述目标物体中所包括的第一技能。
  8. 根据权利要求5至7中任一项所述的方法,其特征在于,所述方法还包括:
    当第二模拟对象位于所述移动路径及所述移动路径的预置覆盖范围内时,减少所述第二模拟对象的能量值。
  9. 一种用户设备,其特征在于,包括:
    获取模块,用于获取区域占领指令,所述区域占领指令用于指示目标用户设备控制各自的模拟对象进入目标预设区域,所述目标用户设备为参赛方的用户设备,所述目标预设区域为各参赛方的模拟对象需要占领的区域;
    移动控制模块,用于根据所述获取模块接收的所述区域占领指令,控制第一模拟对象向所述目标预设区域移动;
    第一确定模块,用于确定所述各参赛方的目标模拟对象的数量,所述目标模拟对象为处于所述目标预设区域内的所述各参赛方的模拟对象;
    第二确定模块,用于根据所述第一确定模块确定的所述各参赛方的目标模拟对象的数量确定每一个参赛方的分值;
    第三确定模块,根据所述第二确定模块确定的所述每一个参赛方的分值确定获胜参赛方。
  10. 根据权利要求9所述的用户设备,其特征在于,所述第二确定模块包 括进度计算单元和分值计算单元;
    所述进度计算单元,用于根据所述各参赛方的目标模拟对象的数量和每一个所述目标模拟对象位于所述目标预设区域的时长,计算每一个参赛方对所述目标预设区域的占领进度;
    所述分值计算单元,用于根据进度计算单元计算的所述每一个参赛方的占领进度,确定所述每一个参赛方的分值。
    所述第三确定模块,还用于将所述每一个参赛方的分值中第一个达到预置分值的参赛方确定为获胜参赛方。
  11. 根据权利要求9或10所述的用户设备,其特征在于,还包括接收模块和第一技能控制模块;
    所述接收模块,用于接收输入的第一指令;
    所述第一技能控制模块,用于根据所述接收模块接收的所述第一指令控制第一模拟对象施放目标技能,所述目标技能用于阻止第二模拟对象进入所述目标预设区域,所述第一模拟对象和所述第二模拟对象属于不同的参赛方。
  12. 根据权利要求11所述的用户设备,其特征在于,所述第一技能控制模块包括创建单元,记录单元,确定单元和控制单元;
    所述创建单元,用于根据所述接收模块接收的所述第一指令创建碰撞盒;
    所述记录单元,用于记录所述创建单元创建的所述碰撞盒的起点位置和所述碰撞盒在移动过程中的各个位置;
    所述确定单元,用于确定由所述记录单元记录的所述起点位置和所述各个位置组成的所述碰撞盒的移动路径;
    所述控制单元,用于当在所述碰撞盒的移动过程中,达到目标对象的位置时,控制所述第一模拟对象沿着所述移动路径向所述目标对象的位置进行移动;或者,
    控制所述目标对象向所述第一模拟对象的位置进行移动。
  13. 根据权利要求12所述的用户设备,其特征在于,还包括能量控制模块;
    所述能量控制模块,用于减少所述第二模拟对象的能量值,所述能量值用于表示模拟对象的生命时长。
  14. 根据权利要求12所述的用户设备,其特征在于,还包括第二技能控制 模块;
    所述第二技能控制模块,用于为所述第一模拟对象增加所述目标物体中所包括的第一技能。
  15. 根据权利要求12所述的用户设备,还包括能量控制模块;
    所述能量控制模块,还用于当第二模拟对象位于所述移动路径及所述移动路径的预置覆盖范围内时,减少所述第二模拟对象的能量值。
  16. 一种计算机可读存储介质,存储有程序指令,其特征在于,处理器执行所存储的程序指令时执行根据权利要求1至8中任一项所述的方法。
PCT/CN2018/078244 2017-04-21 2018-03-07 一种确定比赛结果的方法及用户设备 WO2018192315A1 (zh)

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