WO2021139371A1 - 虚拟对象的控制方法、装置、终端及存储介质 - Google Patents

虚拟对象的控制方法、装置、终端及存储介质 Download PDF

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Publication number
WO2021139371A1
WO2021139371A1 PCT/CN2020/126227 CN2020126227W WO2021139371A1 WO 2021139371 A1 WO2021139371 A1 WO 2021139371A1 CN 2020126227 W CN2020126227 W CN 2020126227W WO 2021139371 A1 WO2021139371 A1 WO 2021139371A1
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WO
WIPO (PCT)
Prior art keywords
virtual
game
virtual object
bullet
firearm
Prior art date
Application number
PCT/CN2020/126227
Other languages
English (en)
French (fr)
Inventor
刘智洪
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to JP2022519311A priority Critical patent/JP7362191B2/ja
Priority to EP20911968.4A priority patent/EP4000704A4/en
Publication of WO2021139371A1 publication Critical patent/WO2021139371A1/zh
Priority to US17/588,156 priority patent/US12090401B2/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/837Shooting of targets
    • 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
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • 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
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character

Definitions

  • This application relates to the field of computer and Internet technologies, and in particular to a method, device, terminal, and storage medium for controlling virtual objects.
  • shooting games have become more and more popular.
  • the user controls the virtual object to kill other virtual objects by shooting in the virtual environment, thereby gaining the victory of the game.
  • a virtual object can hold a virtual firearm, and the virtual object fires virtual bullets to other virtual objects by using the virtual firearm to cause damage to other virtual objects.
  • the other virtual objects are converted from a living state to a dead state.
  • the embodiments of the present application provide a method, device, terminal, and storage medium for controlling virtual objects, which can shorten the game duration of a shooting game, thereby reducing the processing overhead of the server.
  • the technical solution is as follows:
  • an embodiment of the present application provides a method for controlling a virtual object, which is applied to a terminal, and the method includes:
  • the mode selection interface including at least one game mode
  • control the virtual firearm In response to the shooting instruction of the virtual firearm used by the first virtual object, control the virtual firearm to emit virtual bullets; wherein the damage value of the virtual bullet is greater than or equal to the life value of the virtual object in the game match ;
  • an embodiment of the present application provides a virtual object control device, the device includes:
  • An interface display module for displaying a mode selection interface of a shooting game, the mode selection interface including at least one game mode;
  • the game opening module is configured to respond to the selection instruction for the target game mode in the mode selection interface, start the game game of the target game mode, and display the game game interface of the game game;
  • the object control module is used to control the first virtual object to operate in the virtual environment provided by the game match;
  • the bullet control module is configured to control the virtual firearm to emit virtual bullets in response to the shooting instruction of the virtual firearm used by the first virtual object; wherein the damage value of the virtual bullet is greater than or equal to that in the game match The life value of the virtual object;
  • the state switching module is configured to determine that the second virtual object is switched from the living state to the dead state if the virtual bullet hits the second virtual object in the game match.
  • an embodiment of the present application provides a terminal, the terminal includes a processor and a memory, the memory stores at least one instruction, at least one program, code set or instruction set, the at least one instruction, the The at least one program, the code set or the instruction set is loaded and executed by the processor to realize the control method of the virtual object.
  • an embodiment of the present application provides a computer-readable storage medium, and the readable storage medium stores at least one instruction, at least one program, code set, or instruction set, the at least one instruction, the at least A section of program, the code set or the instruction set is loaded and executed by the processor to realize the control method of the virtual object described above.
  • a computer program product which when the computer program product runs on a terminal, causes the terminal to execute the above-mentioned method for controlling virtual objects.
  • the second virtual object After entering the game match in the target game mode, if the first virtual object hits the second virtual object with a virtual bullet fired by the virtual firearm, it is determined that the second virtual object is switched from the surviving state to the dead state, achieving a single shot Complete the product function of killing, which helps to improve the efficiency of killing in the game, speed up the process of the game, shorten the duration of the game, thereby reducing the processing overhead of the server.
  • Fig. 1 is a schematic diagram of a game running environment provided by an embodiment of the present application
  • FIG. 2 is a schematic structural diagram of a terminal provided by an embodiment of the present application.
  • FIG. 3 is a flowchart of a method for controlling virtual objects provided by an embodiment of the present application
  • Fig. 4 exemplarily shows a schematic diagram of a selection interface of a game mode
  • Figure 5 exemplarily shows a schematic diagram of a game match interface
  • Figure 6 exemplarily shows a schematic diagram of another game match interface
  • Fig. 7 exemplarily shows a schematic diagram of a method for judging the hit of a virtual bullet
  • FIG. 8 is a flowchart of a method for controlling a virtual object provided by another embodiment of the present application.
  • Fig. 9 exemplarily shows a schematic diagram of a method for controlling virtual objects
  • Fig. 10 is a block diagram of a virtual object control device provided by an embodiment of the present application.
  • FIG. 11 is a block diagram of a virtual object control device provided by another embodiment of the present application.
  • FIG. 12 is a structural block diagram of a terminal provided by an embodiment of the present application.
  • FIG. 1 shows a schematic diagram of a game running environment provided by an embodiment of the present application.
  • the game running environment may include: a terminal 10 and a server 20.
  • the terminal 10 may be an electronic device such as a mobile phone, a tablet computer, a game console, an e-book reader, a multimedia playback device, a wearable device, and a PC (Personal Computer, personal computer).
  • the terminal 10 can install a client of an application program (such as a game application program).
  • the above-mentioned application program refers to a shooting game application program.
  • the shooting game application can provide a virtual environment for users to substitute and operate virtual characters to perform activities in the virtual environment, such as walking, shooting, etc.
  • shooting game applications can be TPS (Third-Personal Shooting Game), FPS (First-person shooting game, First-person shooting game), MOBA (Multiplayer Online Battle Arena, multiplayer online tactical competition) Games, multiplayer gun battle survival games, etc.
  • TPS Tiny-Personal Shooting Game
  • FPS First-person shooting game
  • MOBA Multiplayer Online Battle Arena, multiplayer online tactical competition
  • Games multiplayer gun battle survival games, etc.
  • the form of the virtual objects provided will be different, and the corresponding functions will also be different, which can be pre-configured according to actual needs. Not limited.
  • the above-mentioned virtual environment is a scene displayed (or provided) when the client of an application program (such as a game application) runs on a terminal, and the virtual environment refers to a scene created for virtual objects to perform activities (such as game competition).
  • an application program such as a game application
  • the virtual environment refers to a scene created for virtual objects to perform activities (such as game competition).
  • the virtual environment may be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictitious environment.
  • the virtual environment may be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment, which is not limited in the embodiment of the present application.
  • the above-mentioned virtual objects refer to the virtual characters controlled by the user account in the application.
  • a virtual object refers to a game character controlled by a user account in the game application.
  • the virtual object may be in the form of a character, an animal, a cartoon, or other forms, which is not limited in the embodiment of the present application.
  • the virtual object can be displayed in a three-dimensional form or in a two-dimensional form, which is not limited in the embodiment of the present application.
  • the virtual object is a three-dimensional model created based on animation skeletal technology.
  • Each virtual object has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment.
  • the server 20 is used to provide background services for the clients of the application programs in the terminal 10.
  • the server 20 may be a background server of the above-mentioned application program.
  • the server 20 may be one server, a server cluster composed of multiple servers, or a cloud computing service center.
  • the server 20 provides background services for applications in multiple terminals 10 at the same time.
  • the terminal 10 and the server 20 can communicate with each other through the network 30.
  • the network 30 may be a wired network or a wireless network.
  • the aforementioned terminal 10 includes a first terminal and a second terminal.
  • the first terminal and the second terminal may install and run the same application client.
  • the client in the first terminal is called the first client
  • the client in the second terminal is called the second client.
  • the user account logged in in the first client is recorded as the first user account
  • the user account logged in in the second client is recorded as the second user account.
  • the virtual object controlled by the first client is called the first virtual object
  • the virtual object controlled by the second client is called the second virtual object, where the second virtual object is in a hostile relationship with the first virtual object.
  • the aforementioned hostile relationship refers to virtual objects in different camps (or groups).
  • the 100 users may form a plurality of different groups, for example, each group may include at most 4 users.
  • the relationship between the virtual objects controlled by users in this group and the virtual objects controlled by users in other groups is an adversarial relationship.
  • ten users play a matching game and are divided into two teams, a red team and a blue team, that is, every five people form a group. At this time, the virtual objects in the red team and the blue team are in a hostile relationship with each other.
  • the execution subject of each step may be a terminal, such as a client of the above-mentioned application program running in the terminal.
  • the above-mentioned application program is an application program developed based on a three-dimensional virtual environment engine.
  • the virtual environment engine is a Unity engine, and the virtual environment engine can construct a three-dimensional virtual environment, virtual objects, virtual props, etc., for users Bring a more immersive gaming experience.
  • the terminal 10 may include a main board 110, an external output/input device 120, a memory 130, an external interface 140, a touch control system 150, and a power supply 160.
  • the motherboard 110 integrates processing elements such as a processor and a controller.
  • its external output/input device 120 may include a display component (such as a display screen), a sound playback component (such as a speaker), a sound collection component (such as a microphone), and various keys, etc.; for a PC terminal, its The external output/input device 120 may include a display component (such as a display screen), a sound playback component (such as a speaker), a sound collection component (such as a microphone), various keys (such as a mouse and a keyboard), and so on.
  • a display component such as a display screen
  • a sound playback component such as a speaker
  • a sound collection component such as a microphone
  • various keys such as a mouse and a keyboard
  • the memory 130 stores program codes and data.
  • the external interface 140 may include an earphone interface, a charging interface, a data interface, and the like.
  • the touch control system 150 may be integrated in a display component or a button of the external output/input device 120, and the touch control system 150 is used to detect a touch operation performed by a user on the display component or the button.
  • the power supply 160 is used to supply power to other components in the terminal 10.
  • the processor in the motherboard 110 can generate a user interface (such as a game interface) by executing or calling program codes and data stored in the memory, and output/output the generated user interface (such as a game interface) through an external device.
  • the input device 120 performs presentation.
  • the touch control system 150 can detect a touch operation performed by the user when interacting with the user interface (such as a game interface), and respond to the touch operation.
  • FIG. 3 shows a flowchart of a virtual object control method provided by an embodiment of the present application.
  • This method can be applied to the terminal 10 in the game running environment shown in FIG. 1.
  • the execution subject of each step may be a client of an application program installed in the terminal 10 (hereinafter referred to as a "client").
  • the method can include the following steps (301-305):
  • Step 301 Display the mode selection interface of the shooting game.
  • the mode selection interface is used to display the game modes provided by the above shooting game.
  • the mode selection interface includes at least one game mode, such as including multiple game modes for the user to select, and different game modes correspond to different game play methods and rules.
  • the client terminal displays the mode selection interface of the shooting game. Further, by obtaining the user's selection instruction, the game match is started, and the match interface of the game match is displayed.
  • the above-mentioned mode selection interface further includes: game mode classification, game mode, gameplay rules, and the like.
  • a game mode classification 41 is displayed in the mode selection interface 40, and the game mode classification 41 includes a type A game mode, a type B game mode, and a type C game mode.
  • the type B game modes include game mode a, game mode b, game mode c, and game mode d.
  • the game rule 42 corresponding to the game mode d is displayed in the mode selection interface 40.
  • the game rules 42 include the recommended number of people and game play, and the game play is used to prompt the user how to win the game.
  • Step 302 In response to the selection instruction for the target game mode in the mode selection interface, start the game match of the target game mode, and display the match interface of the game match.
  • the selection instruction is an operation instruction for selecting a target game mode from at least one game mode provided by the mode selection interface.
  • the selection instruction can be triggered by the user.
  • the user can trigger the generation of the selection instruction corresponding to the target game mode by clicking on the option corresponding to the target game mode in the mode selection interface.
  • Game match refers to the interactive game environment corresponding to the above-mentioned target game mode.
  • a game match usually takes up a certain amount of time.
  • a virtual object can attack other virtual objects with virtual firearms to win the game match.
  • the game interface refers to the user interface used to present the virtual environment of the above game game to the user.
  • the game interface may include the display screen of the virtual environment, such as including elements in the virtual environment, such as virtual buildings, virtual props, virtual Objects etc.
  • the game interface also includes some operation controls, such as buttons, sliders, icons, etc., for users to operate.
  • the aforementioned game interface may also include a virtual object and a virtual firearm used by the virtual object.
  • the user can select the target game mode in the above-mentioned mode selection interface to play the game.
  • the client can start the game match of the target game mode according to the selection instruction.
  • FIG. 4 and FIG. 5 taking a shooting game from the first-person perspective as an example, after the user clicks on the game mode d in FIG. 4, a selection instruction for the game mode d is triggered, and the client terminal according to the selection instruction , Start the game match of game mode d, and display the match interface 50 of the game match.
  • the game rules 51 of the game game may be displayed in the game interface 50 to prompt the user how to win the game game.
  • the server when the game match in the target game mode is turned on, the server may allocate virtual weapons to each virtual object in the game match, and the virtual weapons may be virtual firearms.
  • the following sub-steps are further included:
  • the firearm configuration information refers to the related information that the virtual firearm is configured to the corresponding virtual object.
  • the firearm configuration information sent by the server to the client corresponding to the first virtual object is used to specify the virtual firearm used by the first virtual object in the above game match.
  • the firearm configuration information includes the above virtual firearm ⁇ identification information.
  • the client After receiving the above-mentioned firearm configuration information, the client can determine the virtual firearm of the first virtual object according to the firearm configuration information, and display the virtual firearm used by the first virtual object in the game interface, such as the virtual firearm in Figure 5 52.
  • the server may configure virtual firearms for each virtual object in the above-mentioned game match.
  • each virtual object in the game match is configured to use the same virtual firearm.
  • each virtual object participating in the same game match is configured to use the same virtual firearm, which helps to ensure the fairness of the game.
  • there are at least two virtual objects in the game match which are configured to use different virtual firearms.
  • the first virtual object can snatch the virtual firearms used by the second virtual object by killing the second virtual object, thereby enhancing the diversity and strategy of the game.
  • the second virtual object is in a hostile relationship with the first virtual object.
  • the client can also configure one or more other virtual weapons for the virtual objects in the game. , Such as virtual daggers, virtual explosives, etc.
  • Step 303 Control the first virtual object to operate in the virtual environment provided by the game match.
  • the first virtual object refers to a virtual object controlled by a user that can interact with the virtual environment.
  • the user can generate corresponding touch operation instructions by operating the operation controls in the game interface.
  • the customer The terminal controls the first virtual object to perform corresponding operations in the virtual environment provided by the game match according to the above-mentioned touch operation instruction.
  • the game interface 50 includes an operation control A53, an operation control B54, an operation control C55, and an operation control D56.
  • the operation control A 53, the operation control B 54 and the operation control C 55 are the skill operation controls of the first virtual object, and the user can control the first virtual object to release the corresponding skill in the virtual environment by clicking the corresponding operation control.
  • the operation control D 56 is a movement operation control of the first virtual object, and the user can control the movement of the first virtual object in the virtual environment by sliding the operation control D 56.
  • Step 304 In response to the shooting instruction of the virtual firearm used by the first virtual object, control the virtual firearm to emit virtual bullets.
  • Virtual firearms refer to offensive virtual props used by virtual objects.
  • Virtual bullets refer to virtual items that are assembled on virtual firearms and used to attack or damage virtual objects other than virtual objects.
  • a shooting instruction refers to a control instruction used to trigger a virtual object to use a virtual firearm to issue a virtual bullet.
  • the shooting instruction is generated by the user.
  • the user can click the operation control corresponding to the shooting instruction on the game interface to trigger the generation of the shooting instruction ;
  • the user can also press the corresponding key on the keyboard (such as the R key) to trigger the generation of a shooting command.
  • the above key refers to the key corresponding to the operation control corresponding to the shooting command, which is optional Locally, the key position can be set according to the user's personal habits.
  • the user can trigger the generation of the shooting instruction by clicking the operation control corresponding to the shooting instruction. Further, after receiving the shooting instruction, the client can control the use of the first virtual object according to the shooting instruction.
  • the virtual firearm emits virtual bullets.
  • the damage value of the virtual bullet is greater than or equal to the life value of the virtual object in the game match.
  • the damage value of the virtual bullet is greater than or equal to any virtual object in the game match. The life value of the object. That is, if the health value of each virtual object in the game match is the same and is the first health value, then the damage value of the virtual bullet is greater than or equal to the first health value; if the health value of each virtual object in the game match The health value is different.
  • the damage value of the virtual bullet is greater than or equal to the second health value. That is to say, when the virtual bullet hits the second virtual object in the game match, the second virtual object's life value is reset to zero, that is, the second virtual object is killed, and the first virtual object is in the game match. The number of kills increased.
  • the second virtual object may be any other virtual object except the first virtual object in the game match, and the second virtual object and the first virtual object are in a hostile relationship.
  • the above-mentioned virtual bullet refers to the virtual gun provided by the client when the first virtual object is configured at the beginning of the game match.
  • the number of virtual bullets equipped in the virtual firearm is limited, which may be 1, 2, 3, or 4, etc., which is not limited in the embodiment of the present application.
  • the response condition of the shooting instruction is that the available number of virtual bullets of the virtual firearm is not zero.
  • the client can detect whether the available number of virtual bullets of the virtual firearm is zero, and if the available number of virtual bullets is not zero, the client responds to the shooting instruction; If the available number of virtual bullets is zero, the client does not respond to the above shooting command.
  • the response condition of the shooting instruction is that the time interval between the last time the virtual gun fired the virtual bullet and the time when the shooting instruction was received this time meets the preset duration.
  • the client can obtain the interval time between the time when the shooting instruction is received and the time when the virtual bullet was last issued; if the interval time is greater than the preset time length, execute the In the step of responding to the shooting instruction, the client responds to the shooting instruction of the virtual firearm used by the first virtual object to control the virtual firearm to emit a virtual bullet.
  • the aforementioned preset duration may be 1s, 2s, or 3s, which is not limited in the embodiment of the present application. It should be noted that the preset duration is less than the duration of the automatic recovery of the aforementioned virtual bullet.
  • the response duration of the shooting condition may be that the available number of virtual bullets of the virtual firearm is not zero, and the time between the time when the virtual bullet was issued last time and the shooting instruction is received this time The interval meets the preset duration.
  • the client detects whether the available number of virtual bullets of the virtual firearm is zero, and can obtain the interval between the time when the shooting instruction is received and the time when the virtual bullet was last issued Duration, if the available number of virtual bullets is not zero, and the time interval is greater than the preset duration, the client responds to the shooting command; if the available number of virtual bullets is zero, or the time interval is less than or equal to the preset duration , The client does not respond to the above shooting command
  • the client may display first prompt information in the game interface.
  • the first prompt information is used to remind the user that virtual bullets cannot be used to attack at this time.
  • the first prompt message may include conditions under which virtual bullets can be used, such as "virtual bullets can be used for attack in n minutes”.
  • Step 305 If the virtual bullet hits the second virtual object in the game match, it is determined that the second virtual object is switched from the living state to the dead state.
  • the survival state refers to the state of the virtual object in the game match when the health value is not zero.
  • the user can control the first virtual object to perform interactive operations on the virtual environment or the second virtual object.
  • the dead state refers to the state when the life value of the virtual object in the game match is zero.
  • the user cannot control the first virtual object to perform interactive operations.
  • the user can freely switch the viewing angle to the game. Bureau to observe.
  • the client can determine that the second virtual object is in the alive state Switch to dead state.
  • the second virtual object 61 is in the alive state, and the user clicks the operation control A53 to trigger the generation of a launch instruction, and the client controls the use of the first virtual object according to the launch instruction.
  • the virtual firearm 52 emits a virtual bullet. If the virtual bullet hits the second object 61, the game interface 60 is converted to the game interface 62, wherein the second virtual object 61 is in a dead state in the game interface 62.
  • the client can determine whether the second virtual object is hit by the virtual bullet by emitting a detection ray.
  • a collision box is provided on or around the second virtual object, and the collision box is used to detect whether the virtual object is attacked.
  • the shape of the collision box can be a rectangular parallelepiped, a cylinder, or a sphere.
  • the client may control the first virtual object to emit detection rays from a designated position, where the designated position may be the firing position of the virtual bullet, such as the muzzle of a virtual firearm used by the first virtual object.
  • the trajectory of the ray coincides with the trajectory of the aforementioned virtual bullet.
  • the detection ray 73 is emitted in real time from the muzzle of the virtual firearm 72 used by the first virtual object 71, and the second virtual object 74 is provided with a collision box 75.
  • the client receives the above shooting instruction
  • the detection ray 73 intersects the collision box 75, it is determined that the second virtual object 74 is hit by the virtual bullet, and the second virtual object 74 is controlled to switch from the living state to the dead state.
  • the size of the aforementioned crash box can be set by the server.
  • the size of the collision box is large enough to cover each body part of the second virtual object; or the number of the collision box is large enough to cover each body part of the second virtual object.
  • the collision box only covers the specific part, where the specific part may be the head, chest, or abdomen of the second virtual object.
  • the above-mentioned virtual bullet has penetrability.
  • the penetrability means that after the virtual bullet hits the second virtual object, it can penetrate the second virtual object and continue to fly.
  • the client may control the virtual bullet to penetrate the second virtual object and continue to move in a specified direction; when the moving state of the virtual bullet meets the condition, control the The virtual bullet stops moving.
  • the above condition refers to a restriction condition for judging whether the virtual bullet has stopped flying.
  • the aforementioned condition refers to the flight distance of the aforementioned virtual bullet.
  • the flight distance may be set by the server.
  • the aforementioned condition refers to that the aforementioned virtual bullet hits a virtual obstacle, such as a virtual tree, a virtual building, and a virtual wall.
  • the client may control the virtual bullet to continue moving in a specified direction, and when the virtual bullet hits a virtual obstacle during the flight, the client controls the virtual bullet to stop flight.
  • the above condition refers to that the above virtual bullet hits n second virtual objects in the flying distance.
  • n may be 2, 3, 4, and so on.
  • the client can control the virtual bullet to continue moving along a specified direction.
  • the client controls the virtual bullet to stop flying.
  • the second virtual object after entering the game match of the target game mode, if the first virtual object hits the second virtual object with a virtual bullet emitted by the virtual firearm, the second virtual object is determined
  • the virtual object is switched from the survival state to the death state, which realizes the product function of killing through a single shot, which helps to improve the killing efficiency in the game match, speed up the game process, shorten the game match time, and thus reduce The processing overhead of the server.
  • the number of virtual bullets equipped by the client when configuring virtual firearms for virtual objects is limited.
  • the virtual bullets can be automatically restored after being consumed. The recovery method of virtual bullet is introduced.
  • the available number of virtual bullets equipped with the control virtual firearm is increased by the first value after the first time period.
  • the first duration refers to the recovery duration of the available number of virtual bullets after the client receives a shooting instruction or the first virtual object consumes virtual bullets to successfully kill the second virtual object.
  • the first value refers to the number of recovered virtual bullets.
  • the client can control the virtual bullet equipped with the virtual firearm used by the first virtual object
  • the available number of is increased by a first value after the first time period, where the first time period may be 0.050s, 0.066s, or 0.080s, etc., and the first value may be 1, 2, or 3, etc.
  • the above-mentioned first value is smaller than the upper limit value of the available number of virtual bullets equipped with the above-mentioned virtual firearm.
  • the upper limit value can be set by the server and can be 3, 4, or 5, etc. This is the case in the embodiment of the application. Not limited.
  • the available number of virtual bullets equipped with the virtual firearm is controlled by the second value after the second period of time.
  • the second duration refers to the recovery duration of the available number of virtual bullets after the client receives the shooting instruction.
  • the second value refers to the number of recovered virtual bullets. Wherein, the second duration is greater than the above-mentioned first duration.
  • the client can control the virtual gun equipped with the virtual firearm used by the first virtual object.
  • the number of bullets available is increased by a second value after the second duration.
  • the aforementioned second duration may be 1 min, 3 min, 5 min, etc.
  • the aforementioned second value may be 1, 2, or 3, etc.
  • the above-mentioned second value is less than the upper limit of the available number of virtual bullets equipped with the above-mentioned virtual firearm.
  • the foregoing second value is equal to the foregoing first value, and optionally, both the second value and the first value are 1.
  • the first duration is 0 and the first value is 1, that is, after the first virtual object uses the virtual firearm to emit a virtual bullet, if the virtual bullet hits the second virtual object, the virtual firearm’s virtual
  • the number of bullets available has been increased by 1.
  • the available number of virtual bullets of a virtual firearm is 3.
  • the first virtual object hits the second virtual object, then the available number of virtual bullets immediately restores to 3; after the second shooting instruction, The first virtual object misses the second virtual object, then, when the recovery duration of the virtual bullet meets the second duration, the available number of virtual bullets is restored to 3.
  • a progress icon is displayed in the above-mentioned game interface, where the progress icon is used to indicate the progress of the increase of the available number of virtual bullets.
  • the upper limit of the available number of virtual bullets equipped with the virtual firearm is 3 as an example.
  • the available number of virtual bullets is 3.
  • the progress icon 63 is filled with a full bar.
  • the style of the icon of the virtual bullet can be changed as the available number of virtual bullets changes. It should be noted that when the available number of virtual bullets equipped with the virtual firearm 52 reaches the upper limit, the available number of virtual bullets stops increasing.
  • the recovery time of the virtual bullet is determined according to the situation when the virtual bullet hits the virtual object. If the recovery time is shorter, the user's shooting accuracy is required to be higher. Helps enhance the intensity of the game.
  • the progress of the increase of the available number of virtual bullets is displayed during the increase of the virtual bullets, which is convenient for the user to determine the increase time of the available number of virtual bullets through the increase progress, which increases the strategy of the game.
  • the client in the game match, will automatically throw a virtual throwing object.
  • the throwing time or the throwing location of the virtual throwing object can be determined by the server.
  • Throwing objects can be used to increase the competitiveness of virtual objects in game matches.
  • the client after the first virtual object acquires the virtual thrown object, it can trigger the generation of an acquisition instruction for the virtual thrown object, and the client can control the first virtual object to acquire the ability plus included in the virtual thrown object according to the acquisition instruction.
  • the effect where the ability bonus effect is used to increase the ability value of the first virtual object, such as shortening the first duration or the second duration, increasing the attack speed or increasing the movement speed, etc.
  • the virtual throwing object can also bring specific gain effects to the virtual object, such as stealth skills, teleport skills, and death-free skills.
  • the ability bonus effect or gain effect can also be obtained.
  • the above-mentioned ability addition effect and gain effect may have a time limit or no time limit. The ability effect of virtual objects is increased through virtual throwing objects, and the intensity of the game is improved.
  • FIG. 8 shows a flowchart of a virtual object control method provided by another embodiment of the present application.
  • This method can be applied to the terminal 10 in the game running environment shown in FIG. 1.
  • the execution subject of each step may be a client of an application program installed in the terminal 10 (hereinafter referred to as a "client").
  • the method can include the following steps (801 ⁇ 807):
  • Step 801 Display the mode selection interface of the shooting game.
  • Step 802 In response to the selection instruction for the target game mode in the mode selection interface, start the game match of the target game mode, and display the match interface of the game match.
  • Step 803 Control the first virtual object to operate in the virtual environment provided by the game match.
  • Step 804 In response to the shooting instruction of the virtual firearm used by the first virtual object, control the virtual firearm to emit virtual bullets.
  • Step 805 If the virtual bullet hits the second virtual object in the game match, it is determined that the second virtual object is switched from the living state to the dead state.
  • steps 801-805 are the same as the steps 301-305 in the embodiment of FIG. 3. For details, refer to the embodiment of FIG. 3, which will not be repeated here.
  • Step 806 In response to the end of the game match, obtain the number of kills of the first virtual object in the game match.
  • the number of kills refers to the number of enemies killed by the virtual object in a game match.
  • the number of kills refers to the number of second virtual objects killed by the aforementioned first virtual object in a game match.
  • the client terminal obtains the number of kills of the first virtual object in the game match.
  • Step 807 Display the match result of the first virtual object in the game match according to the number of kills.
  • the client can sort the number of kills of each virtual object in the game match according to the above-mentioned number of kills, and display the match result of the first virtual object in the game match.
  • the result of the game includes the above sorting result.
  • the result of the game may also include other data of the first virtual object, such as the hit rate of the first virtual object in this game, and the first virtual object. Sorting the hit rate in this game match, the first virtual object's ability value in this game match, and the first virtual object's ability value sorting in this game match, etc.
  • the virtual object can be resurrected after a predetermined period of time after being killed, and the predetermined period of time can be set by the server.
  • the virtual object can also refuse to be resurrected after being killed, which is not limited in the embodiment of the present application.
  • the result of the match is displayed according to the number of kills, which increases the intensity of the game match.
  • step 901 the client obtains a selection instruction of the one-hit kill mode, and displays a corresponding game match interface according to the selection instruction.
  • Step 902 The client detects whether the first virtual object kills the second virtual object. If the first virtual object kills the second virtual object, step 903 is executed; if the first virtual object does not kill the second virtual object, step 904 is executed.
  • step 903 the client controls the death of the second virtual object, and the available number of virtual bullets of the first virtual object increases by one.
  • step 904 the number of available virtual bullets controlled by the client is reduced by one.
  • Step 905 The client detects whether the available number of virtual bullets is zero. If the available number of virtual bullets is zero, then step 906 is executed; if the available number of virtual bullets is not zero, then step 902 is executed.
  • step 906 the client controls the first virtual object to be unable to use the virtual bullet.
  • step 907 the client detects whether the progress of increasing the available number of virtual bullets is over. If the progress of the increase in the available number of virtual bullets ends, step 908 is executed; if the progress of the increase in the available number of virtual bullets has not ended, step 906 is executed.
  • step 908 the client controls the available number of virtual bullets to increase.
  • Step 909 The client terminal detects whether the available number of virtual bullets reaches the upper limit. If the available number of virtual bullets reaches the upper limit, step 910 is executed; if the available number of virtual bullets does not reach the upper limit, then step 908 is executed.
  • step 910 the client controls the available number of virtual bullets to stop increasing.
  • Step 911 The client detects whether the duration of the game match reaches a preset threshold. If the duration of the game match reaches the preset threshold, the game ends; if the duration of the game match does not reach the preset threshold, the game continues.
  • FIG. 10 shows a block diagram of a virtual object control device provided by an embodiment of the present application.
  • the device has the function of realizing the control method of the above virtual object, and the function can be realized by hardware, or by hardware executing corresponding software.
  • the device can be a terminal, or it can be set in the terminal.
  • the device 1000 may include: an interface display module 1101, a game opening module 1002, an object control module 1003, a bullet control module 1004, and a state switching module 1005.
  • the interface display module 1001 is used to display a mode selection interface of a shooting game, and the mode selection interface includes at least one game mode.
  • the game opening module 1002 is configured to respond to a selection instruction for the target game mode in the mode selection interface, start the game game of the target game mode, and display the game game interface of the game game.
  • the object control module 1003 controls the first virtual object to operate in the virtual environment provided by the game match.
  • the bullet control module 1004 is configured to control the virtual firearm to emit virtual bullets in response to the shooting instruction of the virtual firearm used by the first virtual object; wherein the damage value of the virtual bullet is greater than or equal to the game match The life value of the virtual object in.
  • the state switching module 1005 is configured to determine that the second virtual object is switched from the living state to the dead state if the virtual bullet hits the second virtual object in the game match.
  • the bullet control module 1004 is configured to, if the virtual bullet hits the second virtual object in the game match, control the available number of virtual bullets equipped with the virtual firearm in the first Increase the first value after the duration; if the virtual bullet misses the second virtual object in the game match, control the available number of virtual bullets equipped with the virtual gun to increase the second value after the second duration; wherein , The first duration is less than the second duration.
  • the device 1000 includes: an icon display module 1006.
  • the icon display module 1006 is configured to display a progress icon in the game interface when the available number of virtual bullets is increasing; wherein the progress icon is used to indicate the progress of the increase in the available number of virtual bullets .
  • the device 1000 further includes: a quantity detection module 1007 and an instruction response module 1008.
  • the quantity detection module 1007 is configured to detect whether the available quantity of the virtual bullet is zero after receiving the shooting instruction.
  • the instruction response module 1008 is configured to respond to the shooting instruction if the available number of virtual bullets is not zero.
  • the device 1000 further includes: a duration acquisition module 1009 and a step execution module 1010.
  • the duration acquisition module 1009 is configured to acquire the interval duration between the time when the shooting instruction is received and the time when the virtual bullet was sent last time;
  • the step execution module 1010 is configured to execute the step of responding to the shooting instruction if the interval duration is greater than the preset duration.
  • the device 1000 further includes: an information receiving module 1011 and a firearm determining module 1012.
  • the information receiving module 1011 is configured to receive firearm configuration information sent by a server, where the firearm configuration information is used to configure the virtual firearm used by the first virtual object in the game match.
  • the firearm determining module 1012 is configured to determine the virtual firearm used by the first virtual object according to the firearm configuration information.
  • each virtual object in the game match is configured to use the same virtual firearm; or, there are at least two virtual objects in the game match that are configured to use different virtual firearms .
  • the device 1000 further includes: a quantity acquisition module 1013 and a result display module 1014.
  • the quantity obtaining module 1013 is configured to obtain the number of kills of the first virtual object in the game match in response to the end of the game match.
  • the result display module 1014 is configured to display the match result of the first virtual object in the game match according to the number of kills.
  • the device 1000 further includes: an effect acquisition module 1015.
  • the effect acquisition module 1015 is configured to control the first virtual object to acquire the ability addition effect contained in the virtual throw in response to the first virtual object's acquisition instruction for the virtual throw; wherein, the ability addition The success effect is used to increase the ability value of the first virtual object.
  • the bullet control module 1004 is further configured to control the virtual bullet to penetrate the second virtual object and continue to move in a specified direction after the virtual bullet hits the second virtual object; When the moving state of the virtual bullet satisfies the condition, the virtual bullet is controlled to stop moving.
  • the second virtual object after entering the game match of the target game mode, if the first virtual object hits the second virtual object with a virtual bullet emitted by the virtual firearm, the second virtual object is determined
  • the virtual object is switched from the survival state to the death state, which realizes the product function of killing through a single shot, which helps to improve the killing efficiency in the game match, speed up the game process, shorten the game match time, and thus reduce The processing overhead of the server.
  • FIG. 12 shows a structural block diagram of a terminal 1200 according to an embodiment of the present application.
  • the terminal 1200 may be an electronic device such as a mobile phone, a tablet computer, a game console, an e-book reader, a multimedia playback device, a wearable device, and a PC.
  • the terminal is used to implement the virtual object control method provided in the foregoing embodiment.
  • the terminal may be the terminal 10 in the game running environment shown in FIG. 1. Specifically:
  • the terminal 1200 includes a processor 1201 and a memory 1202.
  • the processor 1201 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so on.
  • the processor 1201 can be implemented in at least one hardware form among DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array, Programmable Logic Array) .
  • the processor 1201 may also include a main processor and a coprocessor.
  • the main processor is a processor used to process data in the awake state, also called a CPU (Central Processing Unit, central processing unit); the coprocessor is A low-power processor used to process data in the standby state.
  • the processor 1201 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is used to render and draw content that needs to be displayed on the display screen.
  • the processor 1201 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computing operations related to machine learning.
  • AI Artificial Intelligence
  • the memory 1202 may include one or more computer-readable storage media, which may be non-transitory.
  • the memory 1202 may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices.
  • the non-transitory computer-readable storage medium in the memory 1202 is used to store at least one instruction, at least one program, code set or instruction set, the at least one instruction, at least one program, code set or instruction It is configured to be executed by one or more processors to realize the above-mentioned control method of virtual objects.
  • the terminal 1200 may optionally further include: a peripheral device interface 1203 and at least one peripheral device.
  • the processor 1201, the memory 1202, and the peripheral device interface 1203 may be connected by a bus or a signal line.
  • Each peripheral device can be connected to the peripheral device interface 1203 through a bus, a signal line, or a circuit board.
  • the peripheral device includes: at least one of a radio frequency circuit 1204, a display screen 1205, a camera component 1207, an audio circuit 1207, a positioning component 1208, and a power supply 1209.
  • FIG. 12 does not constitute a limitation on the terminal 1200, and may include more or fewer components than shown in the figure, or combine certain components, or adopt different component arrangements.
  • a computer-readable storage medium stores at least one instruction, at least one program, a code set, or an instruction set, the at least one instruction, the at least one program ,
  • the code set or the instruction set is executed by the processor to realize the control method of the above virtual object.
  • the computer-readable storage medium may include: ROM (Read Only Memory), RAM (Random Access Memory, random access memory), SSD (Solid State Drives, solid state hard disk), or optical disk.
  • the random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).
  • a computer program product which is used to implement the control method of the aforementioned virtual object when the computer program product is executed by a processor.
  • the "plurality” mentioned herein refers to two or more.
  • “And/or” describes the association relationship of the associated objects, which means that there can be three relationships, for example, A and/or B, which can mean: A alone exists, A and B exist at the same time, and B exists alone.
  • the character "/” generally indicates that the associated objects before and after are in an "or” relationship.
  • the numbering of the steps described in this article only exemplarily shows a possible order of execution among the steps. In some other embodiments, the above steps may also be executed out of the order of numbers, such as two differently numbered ones. The steps are executed at the same time, or the two steps with different numbers are executed in the reverse order from the figure, which is not limited in the embodiment of the present application.

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Abstract

一种虚拟对象的控制方法、装置、终端及存储介质,所述方法包括:显示射击游戏的模式选择界面(301);响应于对于模式选择界面中的目标游戏模式的选择指令,开启目标游戏模式的游戏对局,并显示游戏对局的对局界面(302);控制第一虚拟对象在游戏对局提供的虚拟环境中进行操作(303);响应于对于第一虚拟对象使用的虚拟枪械的射击指令,控制虚拟枪械发出虚拟子弹(304);若虚拟子弹命中游戏对局中的第二虚拟对象,则确定第二虚拟对象从存活状态切换为死亡状态(305)。该方法实现了通过一次射击完成击杀的产品功能,这有助于提升游戏对局中的击杀效率,加快对局进程,缩短游戏对局的时长,从而减少服务器的处理开销。

Description

虚拟对象的控制方法、装置、终端及存储介质
本申请要求于2020年01月08日提交的、申请号为202010018370.3、发明名称为“虚拟对象的控制方法、装置、终端及存储介质”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
本申请涉及计算机和互联网技术领域,特别涉及一种虚拟对象的控制方法、装置、终端及存储介质。
背景技术
目前,射击游戏已经越来越普及。在射击游戏中,用户控制虚拟对象在虚拟环境中通过射击的方式,击杀其他虚拟对象,从而获得游戏的胜利。
在射击游戏中,虚拟对象可以持有虚拟枪械,虚拟对象通过使用虚拟枪械向其他虚拟对象发射虚拟子弹,以实现对其他虚拟对象造成伤害。当虚拟对象发射多个虚拟子弹,且对其他虚拟对象的伤害累计达到设定值时,该其他虚拟对象由存活状态转换为死亡状态。
然而,上述相关技术中,虚拟对象在击杀其他虚拟对象时,需要多次发射虚拟子弹,游戏对局耗时长,加大服务器的处理开销。
发明内容
本申请实施例提供了一种虚拟对象的控制方法、装置、终端及存储介质,可以缩短射击游戏的游戏对局时长,从而减少服务器的处理开销。所述技术方案如下:
一方面,本申请实施例提供了一种虚拟对象的控制方法,应用于终端中,所述方法包括:
显示射击游戏的模式选择界面,所述模式选择界面中包括至少一种游戏模式;
响应于对于所述模式选择界面中的目标游戏模式的选择指令,开启所述目标游戏模式的游戏对局,并显示所述游戏对局的对局界面;
控制第一虚拟对象在所述游戏对局提供的虚拟环境中进行操作;
响应于对于所述第一虚拟对象使用的虚拟枪械的射击指令,控制所述虚拟枪械发出虚拟子弹;其中,所述虚拟子弹的伤害值大于或等于所述游戏对局中的虚拟对象的生命值;
若所述虚拟子弹命中所述游戏对局中的第二虚拟对象,则确定所述第二虚拟对象从存活状态切换为死亡状态。
另一方面,本申请实施例提供了一种虚拟对象的控制装置,所述装置包括:
界面显示模块,用于显示射击游戏的模式选择界面,所述模式选择界面中包括至少一种游戏模式;
对局开启模块,用于响应于对于所述模式选择界面中的目标游戏模式的选择指令,开启所述目标游戏模式的游戏对局,并显示所述游戏对局的对局界面;
对象控制模块,用于控制第一虚拟对象在所述游戏对局提供的虚拟环境中进行操作;
子弹控制模块,用于响应于对于所述第一虚拟对象使用的虚拟枪械的射击指令,控制所述虚拟枪械发出虚拟子弹;其中,所述虚拟子弹的伤害值大于或等于所述游戏对局中的虚拟 对象的生命值;
状态切换模块,用于若所述虚拟子弹命中所述游戏对局中的第二虚拟对象,则确定所述第二虚拟对象从存活状态切换为死亡状态。
再一方面,本申请实施例提供了一种终端,所述终端包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现上述虚拟对象的控制方法。
又一方面,本申请实施例提供了一种计算机可读存储介质,所述可读存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现上述虚拟对象的控制方法。
还一方面,提供了一种计算机程序产品,当所述计算机程序产品在终端上运行时,使得终端执行上述虚拟对象的控制方法。
本申请实施例提供的技术方案可以带来如下有益效果:
通过在进入目标游戏模式的游戏对局之后,若第一虚拟对象使用虚拟枪械发出的虚拟子弹命中第二虚拟对象,即确定该第二虚拟对象从存活状态切换为死亡状态,实现了通过一次射击完成击杀的产品功能,这有助于提升游戏对局中的击杀效率,加快对局进程,缩短游戏对局的时长,从而减少服务器的处理开销。
附图说明
为了更清楚地说明本申请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申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1是本申请一个实施例提供的游戏运行环境的示意图;
图2是本申请一个实施例提供的终端的结构示意图;
图3是本申请一个实施例提供的虚拟对象的控制方法的流程图;
图4示例性示出了一种游戏模式的选择界面的示意图;
图5示例性示出了一种游戏对局界面的示意图;
图6示例性示出了另一种游戏对局界面的示意图;
图7示例性示出了一种判断虚拟子弹命中方法的示意图;
图8是本申请另一个实施例提供的虚拟对象的控制方法的流程图;
图9示例性示出了一种虚拟对象的控制方法的示意图;
图10是本申请一个实施例提供的虚拟对象的控制装置的框图;
图11是本申请另一个实施例提供的虚拟对象的控制装置的框图;
图12是本申请一个实施例提供的终端的结构框图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
请参考图1,其示出了本申请一个实施例提供的游戏运行环境的示意图。该游戏运行环 境可以包括:终端10和服务器20。
终端10可以是诸如手机、平板电脑、游戏主机、电子书阅读器、多媒体播放设备、可穿戴设备、PC(Personal Computer,个人计算机)等电子设备。终端10中可以安装应用程序(如游戏应用程序)的客户端。
在本申请实施例中,上述应用程序是指射击游戏应用程序。在射击游戏应用程序能够提供虚拟环境,以供用户代入和操作的虚拟角色在该虚拟环境中进行活动,如行走、射击等。典型地,射击游戏应用程序可以是TPS(Third-Personal Shooting Game,第三人称射击游戏)、FPS(First-person shooting game,第一人称射击游戏)、MOBA(Multiplayer Online Battle Arena,多人在线战术竞技)游戏、多人枪战类生存游戏,等等。另外,对于不同的应用程序来说,其所提供的虚拟对象的形态也会有所不同,且相应的功能也会有所不同,这都可以根据实际需求预先进行配置,本申请实施例对此不作限定。
其中,上述虚拟环境是应用程序(如游戏应用程序)的客户端在终端上运行时显示(或提供)的场景,该虚拟环境是指营造出的供虚拟对象进行活动(如游戏竞技)的场景,如虚拟房屋、虚拟岛屿、虚拟地图等。该虚拟环境可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的环境。虚拟环境可以是二维虚拟环境,也可以是2.5维虚拟环境,或者是三维虚拟环境,本申请实施例对此不作限定。
上述虚拟对象是指用户帐号在应用程序中控制的虚拟角色。以应用程序为游戏应用程序为例,虚拟对象是指用户帐号在游戏应用程序中控制的游戏角色。虚拟对象可以是人物形态,可以是动物、卡通或者其它形态,本申请实施例对此不作限定。虚拟对象可以三维形式展示,也可以二维形式展示,本申请实施例对此不作限定。可选地,当虚拟环境为三维虚拟环境时,虚拟对象是基于动画骨骼技术创建的三维立体模型。每个虚拟对象在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。
服务器20用于为终端10中的应用程序的客户端提供后台服务。例如,服务器20可以是上述应用程序的后台服务器。服务器20可以是一台服务器,也可以是由多台服务器组成的服务器集群,或者是一个云计算服务中心。可选地,服务器20同时为多个终端10中的应用程序提供后台服务。
终端10和服务器20之间可通过网络30进行互相通信。该网络30可以是有线网络,也可以是无线网络。
可选地,上述终端10包括第一终端和第二终端。在本申请实施例中,第一终端和第二终端中可以安装运行有同一应用程序的客户端。第一终端中的客户端称为第一客户端,第二终端中的客户端称为第二客户端。第一客户端中登录的用户帐号记为第一用户帐号,第二客户端中登录的用户帐号记为第二用户帐号。第一客户端控制的虚拟对象称为第一虚拟对象,第二客户端控制的虚拟对象称为第二虚拟对象,其中,该第二虚拟对象与第一虚拟对象为敌对关系。
上述敌对关系是指处在不同阵营(或分组)的虚拟对象。示例性地,参与同一游戏对局的用户有100个,该100个用户可以形成多个不同的分组,如每个分组中可以至多包括4个用户。该分组内的用户所控制的虚拟对象与其它分组内的用户所控制的虚拟对象之间,即为敌对关系。示例性地,十名用户进行匹配游戏,分为红方和蓝方两队,即每五个人为一组,此时红方与蓝方中的虚拟对象互为敌对关系。
在本申请方法实施例中,各步骤的执行主体可以是终端,如终端中运行的上述应用程序 的客户端。在一些实施例中,上述应用程序是基于三维的虚拟环境引擎开发的应用程序,比如该虚拟环境引擎是Unity引擎,该虚拟环境引擎能够构建三维的虚拟环境、虚拟对象和虚拟道具等,给用户带来更加沉浸式的游戏体验。
请参考图2,其示出了本申请一个实施例提供的终端的结构示意图。该终端10可以包括:主板110、外部输出/输入设备120、存储器130、外部接口140、触控系统150以及电源160。
其中,主板110中集成有处理器和控制器等处理元件。
可选地,对于终端,其外部输出/输入设备120可以包括显示组件(比如显示屏)、声音播放组件(比如扬声器)、声音采集组件(比如麦克风)以及各类按键等;对于PC终端,其外部输出/输入设备120可以包括显示组件(比如显示屏)、声音播放组件(比如扬声器)、声音采集组件(比如麦克风)以及各类按键(比如鼠标和键盘)等。
存储器130中存储有程序代码和数据。
外部接口140可以包括耳机接口、充电接口以及数据接口等。
触控系统150可以集成在外部输出/输入设备120的显示组件或者按键中,触控系统150用于检测用户在显示组件或者按键上执行的触控操作。
电源160用于对终端10中的其它各个部件进行供电。
在本申请实施例中,主板110中的处理器可以通过执行或者调用存储器中存储的程序代码和数据生成用户界面(如游戏界面),并将生成的用户界面(如游戏界面)通过外部输出/输入设备120进行展示。在展示用户界面(如游戏界面)的过程中,可以通过触控系统150检测用户与用户界面(如游戏界面)进行交互时执行的触控操作,并对该触控操作进行响应。
请参考图3,其示出了本申请一个实施例提供的虚拟对象的控制方法的流程图。该方法可应用于图1所示游戏运行环境的终端10中,如各步骤的执行主体可以是终端10中安装的应用程序的客户端(以下简称为“客户端”)。该方法可以包括以下几个步骤(301~305):
步骤301,显示射击游戏的模式选择界面。
射击游戏是指在游戏对局中为用户提供虚拟枪械作为虚拟武器的对战游戏,用户可以控制虚拟对象使用虚拟枪械对其他虚拟对象进行攻击。模式选择界面用于展示上述射击游戏所提供的游戏模式。可选地,模式选择界面中包括至少一种游戏模式,如包括多种游戏模式供用户选择,不同的游戏模式对应于不同的游戏玩法和规则。
在本申请实施例中,用户在开始游戏时,客户端显示射击游戏的模式选择界面,进一步地,通过获取用户的选择指令,开启游戏对局,并显示该游戏对局的对局界面。可选地,上述模式选择界面中还包括:游戏模式分类、游戏模式、玩法规则等。示例性地,结合参考图4,在模式选择界面40中显示游戏模式分类41,该游戏模式分类41中包括A类游戏模式、B类游戏模式和C类游戏模式。其中,B类游戏模式中包括游戏模式a、游戏模式b、游戏模式c和游戏模式d。当用户点击游戏模式d时,模式选择界面40中显示与游戏模式d相对应的游戏规则42。可选地,游戏规则42中包括推荐人数和游戏玩法,该游戏玩法用于提示用户如何获得游戏胜利。
步骤302,响应于对于模式选择界面中的目标游戏模式的选择指令,开启目标游戏模式的游戏对局,并显示游戏对局的对局界面。
选择指令是用于从模式选择界面提供的至少一种游戏模式中,选择目标游戏模式的操作指令。可选地,该选择指令可以由用户触发生成,例如,用户可以通过点击上述模式选择界 面中对应于目标游戏模式的选项,触发生成该目标游戏模式对应的选择指令。
游戏对局是指上述目标游戏模式对应的互动游戏环境。一个游戏对局通常占用一定的时长,在射击游戏的游戏对局中,虚拟对象可以通过虚拟枪械攻击其他虚拟对象,从而获得该游戏对局的胜利。对局界面是指用于向用户呈现上述游戏对局的虚拟环境的用户界面,该对局界面中可以包括虚拟环境的显示画面,如包括虚拟环境中的元素,如虚拟建筑、虚拟道具、虚拟对象等。可选地,该对局界面中还包括一些操作控件,如按钮、滑块、图标等,以供用户进行操作。可选地,在本申请实施例中,上述对局界面中还可以包括虚拟对象和该虚拟对象使用的虚拟枪械。
在本申请实施例中,用户可以在上述模式选择界面中选择目标游戏模式进行游戏对局。可选地,用户通过点击该目标游戏模式,触发生成该目标游戏模式的选择指令,进一步地,客户端在接收到该选择指令之后,可以根据该选择指令,开启上述目标游戏模式的游戏对局,并显示该游戏对局的对局界面。示例性地,结合参考图4和参考图5,以第一人称视角的射击游戏为例,用户通过点击图4中的游戏模式d后,触发生成游戏模式d的选择指令,客户端根据该选择指令,开启游戏模式d的游戏对局,并显示该游戏对局的对局界面50。可选地,对局界面50中可以显示该游戏对局中的游戏规则51,来提示用户如何获得该游戏对局的胜利。
需要说明的一点是,在本申请实施例中,在开启目标游戏模式的游戏对局时,服务器可以为该游戏对局中的各个虚拟对象分配虚拟武器,该虚拟武器可以是虚拟枪械。可选地,上述步骤302之后,还包括以下几个子步骤:
1、接收服务器发送的枪械配置信息;
2、根据枪械配置信息,确定第一虚拟对象使用的虚拟枪械。
枪械配置信息是指上述虚拟枪械配置給对应的虚拟对象的相关信息。例如,服务器发送给第一虚拟对象所对应客户端的枪械配置信息,用于对第一虚拟对象在上述游戏对局中使用的虚拟枪械进行指定,可选地,该枪械配置信息中包括上述虚拟枪械的标识信息。客户端在接收到上述枪械配置信息之后,可以根据该枪械配置信息,确定第一虚拟对象的虚拟枪械,并在对局界面中显示第一虚拟对象使用的虚拟枪械,如图5中的虚拟枪械52。
需要说明的一点是,在本申请实施例中,服务器可以为上述游戏对局中的各个虚拟对象配置虚拟枪械。在一种可能的实施方式中,该游戏对局中的各个虚拟对象,被配置为使用相同的虚拟枪械。这样,参与同一游戏对局的各个虚拟对象被配置为使用同一虚拟枪械,有助于确保游戏的公平性。在另一种可能的实施方式中,该游戏对局中存在至少两个虚拟对象,被配置为使用不同的虚拟枪械。这样,第一虚拟对象可以通过击杀第二虚拟对象,抢夺第二虚拟对象使用的虚拟枪械,从而提升游戏的多样性和策略性。其中,第二虚拟对象与第一虚拟对象为敌对关系。
还需要说明的一点是,上述对服务器配置的虚拟武器的介绍只是示例性和解释性的,在实际运用中,客户端还可以为游戏对局中的虚拟对象配置其他一种或多种虚拟武器,如虚拟匕首、虚拟爆炸物等。
步骤303,控制第一虚拟对象在游戏对局提供的虚拟环境中进行操作。
第一虚拟对象是指由用户控制的可与虚拟环境进行交互动作的虚拟对象。可选地,在本申请实施例中,客户端开启上述目标游戏模式的游戏对局之后,用户可以通过对该对局界面中的操作控件进行操作产生对应的触控操作指令,进一步地,客户端根据上述触控操作指令, 控制第一虚拟对象在游戏对局提供的虚拟环境中进行对应的操作。
示例性地,结合参考图5,对局界面50中包括操作控件A 53、操作控件B 54、操作控件C 55和操作控件D 56。其中,操作控件A 53、操作控件B 54和操作控件C 55是第一虚拟对象的技能操作控件,用户可以通过点击对应的操作控件,控制第一虚拟对象在虚拟环境中释放对应的技能。操作控件D 56是第一虚拟对象的移动操作控件,用户可以通过滑动操作控件D 56,控制第一虚拟对象在虚拟环境中移动。
步骤304,响应于对于第一虚拟对象使用的虚拟枪械的射击指令,控制虚拟枪械发出虚拟子弹。
虚拟枪械是指虚拟对象使用的具有攻击性的虚拟道具。虚拟子弹是指装配在虚拟枪械上,用于对除虚拟对象之外的其他虚拟对象造成攻击或伤害的虚拟物品。射击指令是指用于触发虚拟对象使用虚拟枪械发出虚拟子弹的控制指令,可选地,该射击指令由用户触发生成,例如,用户可以点击对局界面的射击指令对应的操作控件触发生成射击指令;再例如,用户也可以按压键盘上相应的键位(如R键)触发生成射击指令,需要说明的一点是,上述键位是指上述射击指令对应的操作控件所对应的键位,可选地,该键位可以根据用户的个人习惯进行设置。
在本申请实施例中,用户可以通过点击上述射击指令对应的操作控件触发生成上述射击指令,进一步地,客户端在接收到该射击指令之后,可以根据该射击指令,控制上述第一虚拟对象使用虚拟枪械发出虚拟子弹。在本申请实施例中,该虚拟子弹的伤害值大于或等于该游戏对局中的虚拟对象的生命值,可选地,该虚拟子弹的伤害值大于或等于该游戏对局中的任何一个虚拟对象的生命值。也即,如果游戏对局中的各个虚拟对象的生命值相同,均为第一生命值,那么该虚拟子弹的伤害值大于或等于该第一生命值;如果游戏对局中的各个虚拟对象的生命值不同,假设生命值最大的虚拟对象的生命值为第二生命值,那么该虚拟子弹的伤害值大于或等于该第二生命值。也就是说,当该虚拟子弹命中游戏对局中的第二虚拟对象时,第二虚拟对象的生命值归零,即第二虚拟对象被击杀,同时第一虚拟对象在该游戏对局中的击杀人数增加。第二虚拟对象可以是游戏对局中除第一虚拟对象之外的任一其他虚拟对象,且该第二虚拟对象与第一虚拟对象为敌对关系。
需要说明的一点是,上述虚拟子弹是指游戏对局开始时,由客户端在为第一虚拟对象配置虚拟枪械的同时配备的。在一种可能的实施方式中,上述虚拟枪械中配备的虚拟子弹的数量有限,可以为1、2、3或4,等等,本申请实施例对此不作限定。
在一种可能的实施方式中,上述射击指令的响应条件是上述虚拟枪械的虚拟子弹的可用数量不为零。可选地,客户端在接收到上述射击指令之后,可以检测上述虚拟枪械的虚拟子弹的可用数量是否为零,若该虚拟子弹的可用数量不为零,则客户端对上述射击指令进行响应;若该虚拟子弹的可用数量为零,则客户端对上述射击指令不进行响应。
在另一种可能的实施方式中,上述射击指令的响应条件是上述虚拟枪械在上一次发出虚拟子弹的时刻,与本次接收到射击指令之间的时间间隔满足预设时长。可选地,客户端在接收到上述射击指令之后,可以获取接收到该射击指令的时刻与上一次发出虚拟子弹的时刻之间的间隔时长;若该间隔时长大于预设时长,则执行对该射击指令进行响应的步骤,客户端响应于对于第一虚拟对象使用的虚拟枪械的射击指令,控制该虚拟枪械发出一个虚拟子弹。也即,每触发一个射击指令,仅能够发出一个虚拟子弹,不会连续发出多个虚拟子弹;若该间隔时长小于或等于预设时长,则客户端对上述射击指令不作响应。其中,上述预设时长可 以是1s、2s或3s,本申请实施例对此不作限定。需要说明的一点是,该预设时长小于上述虚拟子弹自动恢复的时长。
当然,在其他可能的实施例中,上述射击条件的响应时长可以是上述虚拟枪械的虚拟子弹的可用数量不为零,且上一次发出虚拟子弹的时刻与本次接收到射击指令之间的时间间隔满足预设时长。可选地,客户端在接收到上述射击指令之后,检测上述虚拟枪械的虚拟子弹的可用数量是否为零时,可以获取接收到该射击指令的时刻与上一次发出虚拟子弹的时刻之间的间隔时长,若上述虚拟子弹的可用数量不为零,且上述时间间隔大于预设时长,则客户端响应上述射击指令;若上述虚拟子弹的可用数量为零,或上述时间间隔小于或等于预设时长,则客户端不响应上述射击指令
可选地,若客户端不响应上述射击指令,则客户端可以在对局界面中显示第一提示信息,该第一提示信息用于提醒用户此时不可使用虚拟子弹进行攻击。可选地,该第一提示信息中可以包括可使用虚拟子弹的条件,如“n分钟后可使用虚拟子弹进行攻击”。
步骤305,若虚拟子弹命中游戏对局中的第二虚拟对象,则确定第二虚拟对象从存活状态切换为死亡状态。
存活状态是指游戏对局中虚拟对象在生命值不为零时的状态。可选地,以第一虚拟对象为例,在第一虚拟对象处于存活状态下,用户可以控制第一虚拟对象对虚拟环境或第二虚拟对象进行交互操作。死亡状态是指游戏对局中虚拟对象的生命值为零时的状态。可选地,以第一虚拟对象为例,在第一虚拟对象处于死亡状态下,用户无法控制第一虚拟对象进行交互操作,可选地,在死亡状态下,用户可以自由切换视角对游戏对局进行观察。
在本申请实施例中,由于上述虚拟子弹的伤害值不小于虚拟对象的生命值,因此,如虚拟子弹命中游戏对局中的第二虚拟对象,则客户端可以确定第二虚拟对象由存活状态切换为死亡状态。示例性地,结合参考图6,在对局界面60中,第二虚拟对象61处于存活状态,用户通过点击操作控件A 53触发生成发射指令,客户端根据该发射指令,控制第一虚拟对象使用虚拟枪械52发出虚拟子弹,若该虚拟子弹命中第二对象61,则对局界面60转换为对局界面62,其中,在对局界面62中第二虚拟对象61处于死亡状态。
可选地,客户端可以通过发出检测射线的方法来确定第二虚拟对象是否被虚拟子弹命中。在本申请实施例中,第二虚拟对象身上或周围设置有碰撞盒,该碰撞盒用于检测虚拟对象是否受到攻击,其中,该碰撞盒的形状可以是长方体、圆柱或球体,本申请实施例对此不作限定。可选地,客户端可以控制第一虚拟对象从指定位置向外发出检测射线,其中,该指定位置可以是上述虚拟子弹的发出位置,如第一虚拟对象使用的虚拟枪械的枪口,该检测射线的轨迹与上述虚拟子弹的运动轨迹重合。在一种可能的实施方式中,在客户端接收到上述射击指令时,若上述检测射线与第二虚拟对象的碰撞盒相交,则确定该第二虚拟对象被虚拟子弹命中。
示例性地,结合参考图7,以第一虚拟对象71使用的虚拟枪械72的枪口为起点实时发出检测射线73,第二虚拟对象74身上设置有碰撞盒75,当客户端接收上述射击指令时,若检测射线73与碰撞盒75相交,则确定第二虚拟对象74被虚拟子弹命中,控制第二虚拟对象74由存活状态转换为死亡状态。
需要说明的一点是,上述碰撞盒的尺寸可以由服务器设置。在一种可能的实施方式中,第二虚拟对象被上述虚拟子弹命中任意部位时由存活状态转变为死亡状态。可选地,上述碰撞盒的尺寸足够大以覆盖第二虚拟对象的各个身体部位;或者,上述碰撞盒的数量足够多以 覆盖第二虚拟对象的各个身体部位。在另一种可能的实施方式中,第二虚拟对象被上述虚拟子弹命中特定部位时由存活状态转变为死亡状态。可选地,上述碰撞盒只覆盖上述特定部位,其中,该特定部位可以是该第二虚拟对象的脑袋、胸口或腹部等。
可选地,在本申请实施例中,上述虚拟子弹具有穿透性。其中,穿透性是指该虚拟子弹在命中第二虚拟对象之后,可以穿透该第二虚拟对象继续飞行。可选地,在虚拟子弹命中上述第二虚拟对象之后,客户端可以控制该虚拟子弹穿透上述第二虚拟对象,沿指定方向继续移动;当该虚拟子弹的移动状态满足条件时,控制所述虚拟子弹停止移动。
上述条件是指判断上述虚拟子弹是否停止飞行的限制条件。在一种可能的实施例中,上述条件是指上述虚拟子弹的飞行距离,可选地,该飞行距离可以由服务器设置。当上述虚拟子弹命中第二虚拟对象之后,客户端可以控制该虚拟子弹沿着指定方向继续移动,当该虚拟对象的移动距离达到上述飞行距离时,客户端控制该虚拟子弹停止飞行。
在另一种可能的实施例中,上述条件是指上述虚拟子弹命中虚拟障碍物,如虚拟树木、虚拟建筑和虚拟墙壁等。可选地,当上述虚拟子弹命中第二虚拟对象之后,客户端可以控制该虚拟子弹沿着指定方向继续移动,当该虚拟子弹在飞行过程中命中虚拟障碍物时,客户端控制该虚拟子弹停止飞行。
在再一种可能的实施方式中,上述条件是指上述虚拟子弹在飞行距离中命中n个第二虚拟对象,可选地,n可以是2、3或4等。当上述虚拟子弹命中第二虚拟对象之后,客户端可以控制该虚拟子弹沿着指定方向继续移动,当该虚拟对象连续命中n个第二虚拟对象时,客户端控制该虚拟子弹停止飞行。
综上所述,本申请实施例提供的技术方案中,通过在进入目标游戏模式的游戏对局之后,若第一虚拟对象使用虚拟枪械发出的虚拟子弹命中第二虚拟对象,即确定该第二虚拟对象从存活状态切换为死亡状态,实现了通过一次射击完成击杀的产品功能,这有助于提升游戏对局中的击杀效率,加快对局进程,缩短游戏对局的时长,从而减少服务器的处理开销。
另外,通过设置虚拟子弹的伤害值大于或等于游戏对局中的每个虚拟对象的生命值,在实现一次射击完成击杀(也即“一击必杀”)的产品功能的同时,不需要更改游戏应用程序的其他代码逻辑,显著降低了新模式的开发成本。
需要说明的一点是,在本申请实施例中,客户端在为虚拟对象配置虚拟枪械时配备的虚拟子弹的数量有限,可选地,该虚拟子弹在被消耗后可以自动恢复,下面,对该虚拟子弹的恢复方法进行介绍。
在示例性实施例中,上述步骤304之后还包括以下几个子步骤:
1、若虚拟子弹命中游戏对局中的第二虚拟对象,则控制虚拟枪械配备的虚拟子弹的可用数量在第一时长后增加第一数值。
第一时长是指客户端接收射击指令或第一虚拟对象消耗虚拟子弹成功击杀第二虚拟对象后,虚拟子弹的可用数量的恢复时长。第一数值是指上述虚拟子弹的恢复数量。
可选地,在本申请实施例中,若第一虚拟对象消耗虚拟子弹之后,成功命中游戏对局中的第二虚拟对象,则客户端可以控制第一虚拟对象使用的虚拟枪械配备的虚拟子弹的可用数量在第一时长后增加第一数值,其中,上述第一时长可以是0.050s、0.066s或0.080s等,上述第一数值可以是1、2或3等。需要说明的一点是,上述第一数值小于上述虚拟枪械配备的虚拟子弹的可用数量的上限值,该上限值可以由服务器设置,可以是3、4或5等,本申请实 施例对此不作限定。
2、若虚拟子弹未命中游戏对局中的第二虚拟对象,则控制虚拟枪械配备的虚拟子弹的可用数量在第二时长后增加第二数值。
第二时长是指客户端接收射击指令后,虚拟子弹的可用数量的恢复时长。第二数值是指上述虚拟子弹的恢复数量。其中,第二时长大于上述第一时长。
可选地,在本申请实施例中,若第一虚拟对象消耗虚拟子弹之后,未成功命中游戏对局中的第二虚拟对象,则客户端可以控制第一虚拟对象使用的虚拟枪械配备的虚拟子弹的可用数量在第二时长后增加第二数值。其中,上述第二时长可以是1min、3min或5min等,上述第二数值可以是1、2或3等。需要说明的一点是,上述第二数值小于上述虚拟枪械配备的虚拟子弹的可用数量的上限值。在一种可能的实施方式中,上述第二数值等于上述第一数值,可选地,该第二数值和第一数值均为1。
在一个示例中,第一时长为0且第一数值为1,也即第一虚拟对象使用虚拟枪械发出一个虚拟子弹之后,如果该虚拟子弹命中第二虚拟对象,那么立即将该虚拟枪械的虚拟子弹的可用数量增加1个。例如,虚拟枪械的虚拟子弹可用数量为3,在第一次射击指令之后,第一虚拟对象命中第二虚拟对象,那么,虚拟子弹的可用数量立刻恢复成3;在第二次射击指令之后,第一虚拟对象未命中第二虚拟对象,那么,当虚拟子弹的恢复时长满足第二时长时,虚拟子弹的可用数量恢复成3。
可选地,在虚拟子弹的可用数量增加的过程中,在上述对局界面中显示进度图标,其中,该进度图标用于指示上述虚拟子弹的可用数量的增加进度。示例性地,结合参考图6,以上述虚拟枪械配备的虚拟子弹的可用数量的上限值是3为例。在对局界面60中,虚拟子弹的可用数量为3,此时进度图标63为满条填充的样式,当第一虚拟对象消耗3枚虚拟子弹击杀第二虚拟对象61之后,在对局界面62中,虚拟子弹的可用数量在第一时长之后可以恢复至1,此时进度图标63的样式随着第二时长的变化而变化。另外,如图6所示,虚拟子弹的图标的样式可以随着虚拟子弹的可用数量的变化而变化。需要说明的一点是,当上述虚拟枪械52配备的虚拟子弹的可用数量达到上限值时,虚拟子弹的可用数量停止增加。
综上所述,在本申请实施例中,通过根据虚拟子弹命中虚拟对象的情况,决定虚拟子弹的恢复时长,如果命中恢复时长较短,从而对用户的射击精度提出了更高要求,这有助于提升游戏对局的激烈性。
另外,在虚拟子弹的增加过程中显示虚拟子弹的可用数量的增加进度,便于用户通过该增加进度确定虚拟子弹的可用数量的增加时间,增加了游戏的策略性。
还需要说明的一点是,在本申请实施例中,在游戏对局中,客户端会自动投掷虚拟投掷物,可选地,该虚拟投掷物的投掷时间或投掷地点可以由服务器确定,该虚拟投掷物可以用于增加虚拟对象在游戏对局中的竞争力。可选地,当第一虚拟对象获取上述虚拟投掷物之后,可以触发生成该虚拟投掷物的获取指令,客户端可以根据该获取指令,控制第一虚拟对象获取该虚拟投掷物中包含的能力加成效果,其中,该能力加成效果用于增加第一虚拟对象的能力值,如缩短上述第一时长或第二时长、增加攻击速度或增加移动速度等。当然,该虚拟投掷物还可以为虚拟对象带来特定的增益效果,若隐身技能、瞬移技能和免死技能等。在其他可能的实施方式中,第一虚拟对象在成功击杀第二虚拟对象之后,也可以获得能力加成效果或增益效果。可选地,上述能力加成效果和增益效果可以有时间限制,也可以没有时间限制。 通过虚拟投掷物增加虚拟对象的能力效果,提高了游戏对局的激烈性。
请参考图8,其示出了本申请另一个实施例提供的虚拟对象的控制方法的流程图。该方法可应用于图1所示游戏运行环境的终端10中,如各步骤的执行主体可以是终端10中安装的应用程序的客户端(以下简称为“客户端”)。该方法可以包括以下几个步骤(801~807):
步骤801,显示射击游戏的模式选择界面。
步骤802,响应于对于模式选择界面中的目标游戏模式的选择指令,开启目标游戏模式的游戏对局,并显示游戏对局的对局界面。
步骤803,控制第一虚拟对象在游戏对局提供的虚拟环境中进行操作。
步骤804,响应于对于第一虚拟对象使用的虚拟枪械的射击指令,控制虚拟枪械发出虚拟子弹。
步骤805,若虚拟子弹命中游戏对局中的第二虚拟对象,则确定第二虚拟对象从存活状态切换为死亡状态。
上述步骤801-805与图3实施例中的步骤301-305相同,具体参见图3实施例,在此不作赘述。
步骤806,响应于游戏对局结束,获取第一虚拟对象在游戏对局中的击杀数量。
击杀数量是指虚拟对象在游戏对局中击杀的敌人的数量。在本申请实施例中,该击杀数量是指上述第一虚拟对象在游戏对局中击杀的第二虚拟对象的数量。可选地,当上述游戏对局的时长达到预设阈值时,该游戏对局结束,进一步地,客户端获取第一虚拟对象在该游戏对局中的击杀数量。
步骤807,根据击杀数量,显示第一虚拟对象在游戏对局中的对局结果。
可选地,客户端可以根据上述击杀数量,对本次游戏对局中各个虚拟对象的击杀数量进行排序,并显示第一虚拟对象在游戏对局中的对局结果。其中,该对局结果中包括上述排序结果,当然,该对局结果中还可以包括第一虚拟对象的其他数据,如第一虚拟对象在本次游戏对局中的命中率、第一虚拟对象在本次游戏对局中的命中率排序、第一虚拟对象在本次游戏对局中的能力值和第一虚拟对象在本次游戏对局中的能力值排序等。
需要说明的一点是,在本申请实施例中,虚拟对象被击杀后可以在预设时段后复活,该预设时段可以由服务器设置。当然,根据实际情况,虚拟对象被击杀后也可以拒绝复活,本申请实施例对此不作限定。
综上所述,本申请实施例提供的技术方案中,在游戏对局结束时,根据击杀数量,显示对局结果,增加了游戏对局的激烈性。
示例性地,结合参考图9,假设本申请提供的游戏模式为“一击必杀”模式,对本申请进行完整介绍。
步骤901,客户端获取一击必杀模式的选择指令,并根据该选择指令,显示对应的游戏对局界面。
步骤902,客户端检测第一虚拟对象是否击杀第二虚拟对象。若第一虚拟对象击杀第二虚拟对象,则执行步骤903;第一虚拟对象未击杀第二虚拟对象,则执行步骤904。
步骤903,客户端控制第二虚拟对象死亡,且第一虚拟对象的虚拟子弹可用数量增加1。
步骤904,客户端控制虚拟子弹的可用数量减少1。
步骤905,客户端检测虚拟子弹的可用数量是否为零。若虚拟子弹的可用数量为零,则执行步骤906;若虚拟子弹的可用数量不为零,则执行步骤902。
步骤906,客户端控制第一虚拟对象无法使用虚拟子弹。
步骤907,客户端检测虚拟子弹的可用数量的增加进度是否结束。若虚拟子弹的可用数量的增加进度结束,则执行步骤908;若虚拟子弹的可用数量的增加进度未结束,则执行步骤906。
步骤908,客户端控制虚拟子弹的可用数量增加。
步骤909,客户端检测虚拟子弹的可用数量是否达到上限值。若虚拟子弹的可用数量达到上限值,则执行步骤910;若虚拟子弹的可用数量未达到上限值,则执行步骤908。
步骤910,客户端控制虚拟子弹的可用数量停止增加。
步骤911,客户端检测游戏对局的时长是否达到预设阈值。若游戏对局的时长达到预设阈值,则结束游戏;若游戏对局的时长未达到预设阈值,则继续游戏。
下述为本申请装置实施例,可以用于执行本申请方法实施例。对于本申请装置实施例中未披露的细节,请参照本申请方法实施例。
请参考图10,其示出了本申请一个实施例提供的虚拟对象的控制装置的框图。该装置具有实现上述虚拟对象的控制方法的功能,所述功能可以由硬件实现,也可以由硬件执行相应的软件实现。该装置可以是终端,也可以设置在终端中。该装置1000可以包括:界面显示模块1101、对局开启模块1002、对象控制模块1003、子弹控制模块1004和状态切换模块1005。
界面显示模块1001,用于显示射击游戏的模式选择界面,所述模式选择界面中包括至少一种游戏模式。
对局开启模块1002,用于响应于对于所述模式选择界面中的目标游戏模式的选择指令,开启所述目标游戏模式的游戏对局,并显示所述游戏对局的对局界面。
对象控制模块1003,控制第一虚拟对象在所述游戏对局提供的虚拟环境中进行操作。
子弹控制模块1004,用于响应于对于所述第一虚拟对象使用的虚拟枪械的射击指令,控制所述虚拟枪械发出虚拟子弹;其中,所述虚拟子弹的伤害值大于或等于所述游戏对局中的虚拟对象的生命值。
状态切换模块1005,用于若所述虚拟子弹命中所述游戏对局中的第二虚拟对象,则确定所述第二虚拟对象从存活状态切换为死亡状态。
在示例性实施例中,所述子弹控制模块1004,用于若所述虚拟子弹命中所述游戏对局中的第二虚拟对象,则控制所述虚拟枪械配备的虚拟子弹的可用数量在第一时长后增加第一数值;若所述虚拟子弹未命中所述游戏对局中的第二虚拟对象,则控制所述虚拟枪械配备的虚拟子弹的可用数量在第二时长后增加第二数值;其中,所述第一时长小于所述第二时长。
在示例性实施例中,如图11所示,所述装置1000包括:图标显示模块1006。
图标显示模块1006,用于在所述虚拟子弹的可用数量增加的过程中,在所述对局界面中显示进度图标;其中,所述进度图标用于指示所述虚拟子弹的可用数量的增加进度。
在示例性实施例中,如图11所示,所述装置1000还包括:数量检测模块1007和指令响应模块1008。
数量检测模块1007,用于在接收到所述射击指令之后,检测所述虚拟子弹的可用数量是否为零。
指令响应模块1008,用于若所述虚拟子弹的可用数量不为零,则对所述射击指令进行响应。
在示例性实施例中,如图11所示,所述装置1000还包括:时长获取模块1009和步骤执行模块1010。
时长获取模块1009,用于获取接收到所述射击指令的时刻与上一次发出所述虚拟子弹的时刻之间的间隔时长;
步骤执行模块1010,用于若所述间隔时长大于预设时长,则执行所述对所述射击指令进行响应的步骤。
在示例性实施例中,如图11所示,所述装置1000还包括:信息接收模块1011和枪械确定模块1012。
信息接收模块1011,用于接收服务器发送的枪械配置信息,所述枪械配置信息用于对所述第一虚拟对象在所述游戏对局中使用的所述虚拟枪械进行配置。
枪械确定模块1012,用于根据所述枪械配置信息,确定所述第一虚拟对象使用的所述虚拟枪械。
在示例性实施例中,所述游戏对局中的各个虚拟对象,被配置为使用相同的虚拟枪械;或者,所述游戏对局中存在至少两个虚拟对象,被配置为使用不同的虚拟枪械。
在示例性实施例中,如图11所示,所述装置1000还包括:数量获取模块1013和结果显示模块1014。
数量获取模块1013,用于响应于所述游戏对局结束,获取所述第一虚拟对象在所述游戏对局中的击杀数量。
结果显示模块1014,用于根据所述击杀数量,显示所述第一虚拟对象在所述游戏对局中的对局结果。
在示例性实施例中,如图11所示,所述装置1000还包括:效果获取模块1015。
效果获取模块1015,用于响应于所述第一虚拟对象针对虚拟投掷物的获取指令,控制所述第一虚拟对象获取所述虚拟投掷物中包含的能力加成效果;其中,所述能力加成效果用于增加所述第一虚拟对象的能力值。
在示例性实施例中,所述子弹控制模块1004还用于在所述虚拟子弹命中所述第二虚拟对象之后,控制所述虚拟子弹穿透所述第二虚拟对象,沿指定方向继续移动;当所述虚拟子弹的移动状态满足条件时,控制所述虚拟子弹停止移动。
综上所述,本申请实施例提供的技术方案中,通过在进入目标游戏模式的游戏对局之后,若第一虚拟对象使用虚拟枪械发出的虚拟子弹命中第二虚拟对象,即确定该第二虚拟对象从存活状态切换为死亡状态,实现了通过一次射击完成击杀的产品功能,这有助于提升游戏对局中的击杀效率,加快对局进程,缩短游戏对局的时长,从而减少服务器的处理开销。
需要说明的是,上述实施例提供的装置,在实现其功能时,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的装置与方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
请参考图12,其示出了本申请一个实施例提供的终端1200的结构框图。该终端1200可以是诸如手机、平板电脑、游戏主机、电子书阅读器、多媒体播放设备、可穿戴设备、PC等电子设备。该终端用于实施上述实施例中提供的虚拟对象的控制方法。该终端可以是图1所示游戏运行环境中的终端10。具体来讲:
通常,终端1200包括有:处理器1201和存储器1202。
处理器1201可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1201可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1201也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1201可以在集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1201还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1202可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器1202还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1202中的非暂态的计算机可读存储介质用于存储至少一个指令,至少一段程序、代码集或指令集,所述至少一条指令、至少一段程序、代码集或指令集,且经配置以由一个或者一个以上处理器执行,以实现上述虚拟对象的控制方法。
在一些实施例中,终端1200还可选包括有:外围设备接口1203和至少一个外围设备。处理器1201、存储器1202和外围设备接口1203之间可以通过总线或信号线相连。各个外围设备可以通过总线、信号线或电路板与外围设备接口1203相连。具体地,外围设备包括:射频电路1204、显示屏1205、摄像头组件1207、音频电路1207、定位组件1208和电源1209中的至少一种。
本领域技术人员可以理解,图12中示出的结构并不构成对终端1200的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
在示例性实施例中,还提供了一种计算机可读存储介质,所述存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或所述指令集在被处理器执行时以实现上述虚拟对象的控制方法。
可选地,该计算机可读存储介质可以包括:ROM(Read Only Memory,只读存储器)、RAM(Random Access Memory,随机存取记忆体)、SSD(Solid State Drives,固态硬盘)或光盘等。其中,随机存取记忆体可以包括ReRAM(Resistance Random Access Memory,电阻式随机存取记忆体)和DRAM(Dynamic Random Access Memory,动态随机存取存储器)。
在示例性实施例中,还提供一种计算机程序产品,所述计算机程序产品被处理器执行时,用于实现上述虚拟对象的控制方法。
应当理解的是,在本文中提及的“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A 和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。另外,本文中描述的步骤编号,仅示例性示出了步骤间的一种可能的执行先后顺序,在一些其它实施例中,上述步骤也可以不按照编号顺序来执行,如两个不同编号的步骤同时执行,或者两个不同编号的步骤按照与图示相反的顺序执行,本申请实施例对此不作限定。
以上所述仅为本申请的示例性实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (15)

  1. 一种虚拟对象的控制方法,应用于终端中,所述方法包括:
    显示射击游戏的模式选择界面,所述模式选择界面中包括至少一种游戏模式;
    响应于对于所述模式选择界面中的目标游戏模式的选择指令,开启所述目标游戏模式的游戏对局,并显示所述游戏对局的对局界面;
    控制第一虚拟对象在所述游戏对局提供的虚拟环境中进行操作;
    响应于对于所述第一虚拟对象使用的虚拟枪械的射击指令,控制所述虚拟枪械发出虚拟子弹;其中,所述虚拟子弹的伤害值大于或等于所述游戏对局中的虚拟对象的生命值;
    若所述虚拟子弹命中所述游戏对局中的第二虚拟对象,则确定所述第二虚拟对象从存活状态切换为死亡状态。
  2. 根据权利要求1所述的方法,其中,所述响应于对于所述第一虚拟对象使用的虚拟枪械的射击指令,控制所述虚拟枪械发出虚拟子弹之后,还包括:
    若所述虚拟子弹命中所述游戏对局中的第二虚拟对象,则控制所述虚拟枪械配备的虚拟子弹的可用数量在第一时长后增加第一数值;
    若所述虚拟子弹未命中所述游戏对局中的第二虚拟对象,则控制所述虚拟枪械配备的虚拟子弹的可用数量在第二时长后增加第二数值;
    其中,所述第一时长小于所述第二时长。
  3. 根据权利要求2所述的方法,其中,所述方法还包括:
    在所述虚拟子弹的可用数量增加的过程中,在所述对局界面中显示进度图标;
    其中,所述进度图标用于指示所述虚拟子弹的可用数量的增加进度。
  4. 根据权利要求1所述的方法,其中,所述方法还包括:
    在接收到所述射击指令之后,检测所述虚拟子弹的可用数量是否为零;
    若所述虚拟子弹的可用数量不为零,则对所述射击指令进行响应。
  5. 根据权利要求4所述的方法,其特征在于,所述对所述射击指令进行响应之前,还包括:
    获取接收到所述射击指令的时刻与上一次发出所述虚拟子弹的时刻之间的间隔时长;
    若所述间隔时长大于预设时长,则执行所述对所述射击指令进行响应的步骤。
  6. 根据权利要求1所述的方法,其中,所述开启所述目标游戏模式的游戏对局之后,还包括:
    接收服务器发送的枪械配置信息,所述枪械配置信息用于对所述第一虚拟对象在所述游戏对局中使用的所述虚拟枪械进行配置;
    根据所述枪械配置信息,确定所述第一虚拟对象使用的所述虚拟枪械。
  7. 根据权利要求6所述的方法,其中,
    所述游戏对局中的各个虚拟对象,被配置为使用相同的虚拟枪械;
    或者,
    所述游戏对局中存在至少两个虚拟对象,被配置为使用不同的虚拟枪械。
  8. 根据权利要求1至7任一项所述的方法,其中,所述方法还包括:
    响应于所述游戏对局结束,获取所述第一虚拟对象在所述游戏对局中的击杀数量;
    根据所述击杀数量,显示所述第一虚拟对象在所述游戏对局中的对局结果。
  9. 根据权利要求1至7任一项所述的方法,其中,所述方法还包括:
    响应于所述第一虚拟对象针对虚拟投掷物的获取指令,控制所述第一虚拟对象获取所述虚拟投掷物中包含的能力加成效果;
    其中,所述能力加成效果用于增加所述第一虚拟对象的能力值。
  10. 根据权利要求1至7任一项所述的方法,其中,所述方法还包括:
    在所述虚拟子弹命中所述第二虚拟对象之后,控制所述虚拟子弹穿透所述第二虚拟对象,沿指定方向继续移动;
    当所述虚拟子弹的移动状态满足条件时,控制所述虚拟子弹停止移动。
  11. 一种虚拟对象的控制装置,,所述装置包括:
    界面显示模块,用于显示射击游戏的模式选择界面,所述模式选择界面中包括至少一种游戏模式;
    对局开启模块,用于响应于对于所述模式选择界面中的目标游戏模式的选择指令,开启所述目标游戏模式的游戏对局,并显示所述游戏对局的对局界面;
    对象控制模块,用于控制第一虚拟对象在所述游戏对局提供的虚拟环境中进行操作;
    子弹控制模块,用于响应于对于所述第一虚拟对象使用的虚拟枪械的射击指令,控制所述虚拟枪械发出虚拟子弹;其中,所述虚拟子弹的伤害值大于或等于所述游戏对局中的虚拟对象的生命值;
    状态切换模块,用于若所述虚拟子弹命中所述游戏对局中的第二虚拟对象,则确定所述第二虚拟对象从存活状态切换为死亡状态。
  12. 根据权利要求11所述的装置,其中,所述装置还包括:子弹增加模块,用于:
    若所述虚拟子弹命中所述游戏对局中的第二虚拟对象,则控制所述虚拟枪械配备的虚拟子弹的可用数量在第一时长后增加第一数值;
    若所述虚拟子弹未命中所述游戏对局中的第二虚拟对象,则控制所述虚拟枪械配备的虚拟子弹的可用数量在第二时长后增加第二数值;
    其中,所述第一时长小于所述第二时长。
  13. 根据权利要求12所述的装置,其中,所述装置还包括:
    图标显示模块,用于在所述虚拟子弹的可用数量增加的过程中,在所述对局界面中显示进度图标;
    其中,所述进度图标用于指示所述虚拟子弹的可用数量的增加进度。
  14. 一种终端,所述终端包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如权利要求1至10任一项所述的虚拟对象的控制方法。
  15. 一种计算机可读存储介质,所述存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现如权利要求1至10任一项所述的虚拟对象的控制方法。
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