WO2021179877A1 - 游戏中战术预案的交互方法、装置及电子设备 - Google Patents

游戏中战术预案的交互方法、装置及电子设备 Download PDF

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Publication number
WO2021179877A1
WO2021179877A1 PCT/CN2021/076095 CN2021076095W WO2021179877A1 WO 2021179877 A1 WO2021179877 A1 WO 2021179877A1 CN 2021076095 W CN2021076095 W CN 2021076095W WO 2021179877 A1 WO2021179877 A1 WO 2021179877A1
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WIPO (PCT)
Prior art keywords
tactical
virtual unit
plan
strategy control
graphical user
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PCT/CN2021/076095
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English (en)
French (fr)
Inventor
杨泽锋
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网易(杭州)网络有限公司
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Publication date
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Priority to JP2022532858A priority Critical patent/JP7416944B2/ja
Priority to US17/905,418 priority patent/US20230111729A1/en
Publication of WO2021179877A1 publication Critical patent/WO2021179877A1/zh

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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
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    • 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
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    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • G06F3/04883Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures for inputting data by handwriting, e.g. gesture or text
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
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    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
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    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • 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
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen

Definitions

  • the present disclosure relates to the technical field of information interaction, and in particular, to an interactive method, device and electronic device of a tactical plan in a game.
  • RTS Real-Time Strategy Game
  • real-time strategy game real-time strategy game
  • players often play the role of generals in the game and perform macro operations such as dispatching troops and generals.
  • macro operations such as dispatching troops and generals.
  • the real-time operation of virtual units requires human resources, and players often rely on virtual Numerous units and time factors are unable to perform real-time operations, or it is difficult to perform effective macro operations, which reduces the experience of the game.
  • the purpose of the present disclosure is to provide an interactive method, device and electronic device for tactical plans in a game to alleviate the above technical problems.
  • the embodiments of the present disclosure provide an interactive method for tactical plans in a game.
  • a graphical user interface is provided through a first terminal device.
  • the content displayed on the graphical user interface includes a virtual unit and at least one tactical strategy control.
  • the tactical strategy controls are all configured with a tactical plan, and the method includes: responding to the assignment operation of the tactical strategy control, determining the target virtual unit that implements the tactical plan of the tactical strategy control based on the assignment operation; triggering the target virtual unit to implement the tactical plan.
  • the above step of determining the target virtual unit for implementing the tactical plan of the tactical strategy control based on the granting operation includes: if the granting operation is a sliding operation from the tactical strategy control to the virtual unit, ending the sliding operation
  • the virtual unit corresponding to the location is determined as the target virtual unit for the implementation of the tactical plan of the tactical strategy control; if the assigned operation is a touch operation on the tactical strategy control and the virtual unit, the virtual unit corresponding to the touch operation is determined as the implementation of the tactical strategy control
  • the target virtual unit of the tactical plan; if the operation is assigned as a sliding operation from the virtual unit to the tactical strategy control, the virtual unit corresponding to the starting position of the sliding operation is determined as the target virtual unit for implementing the tactical plan of the tactical strategy control.
  • the tactical plans of the multiple tactical strategy controls are assigned to the same target virtual unit; the steps of triggering the target virtual unit to implement the tactical plan include: following the assigned operation The sequence triggers the tactical plan of the target virtual unit to implement multiple tactical strategy controls.
  • the above method further includes: in response to the assigning operation of the tactical strategy control, displaying an indication mark in the graphical user interface, the indication mark being an identification from the tactical strategy control to the target virtual unit.
  • the step of triggering the target virtual unit to implement the tactical plan further includes: if the assignment operation is an operation that acts on the tactical strategy control during the battle, after the target virtual unit is determined, The identification corresponding to the tactical strategy control is displayed at the preset position of the target virtual unit, and the target virtual unit is triggered to implement the tactical plan corresponding to the tactical strategy control.
  • the above method further includes: in response to a touch operation acting on the mark corresponding to the tactical strategy control, deleting the mark and the tactical plan corresponding to the mark.
  • the above method further includes: in response to the preview operation acting on the tactical strategy control, displaying the tactical plan on the graphical user interface.
  • the above method further includes: in response to the configuration trigger event of the tactical plan, displaying the sand table interface corresponding to the current battlefield in the graphical user interface; in response to the configuration operation acting on the sand table interface, in the sand table interface
  • the tactical plan corresponding to the configuration operation is displayed; the tactical plan includes: the target action route of the virtual unit generated based on the configuration operation; in response to the save trigger event of the tactical plan, the tactical strategy control of the tactical plan is displayed in the graphical user interface.
  • the step of displaying the sand table interface corresponding to the current battlefield in the graphical user interface includes: displaying the tactical edit control in the graphical user interface; The sand table interface corresponding to the current battlefield is displayed in the user interface.
  • the step of displaying the tactical editing controls in the graphical user interface includes: displaying a preset number of default tactical editing controls and preset addition marks in the graphical user interface; in the graphical user interface After the step of displaying the tactical editing controls, the method further includes: in response to the touch operation for adding the logo, adding new tactical editing controls in the graphical user interface until the number of tactical editing controls in the graphical user interface reaches the preset number The number threshold.
  • the step of displaying the tactical plan corresponding to the configuration operation in the sand table interface includes: adding a location mark and every touch position to the touch position of the configuration operation in the sand table interface.
  • the action priority identification corresponding to each location identification generates a tactical plan corresponding to the configuration operation according to the location identification and the action priority identification; or, in response to a sliding operation acting on the sand table interface, a tactical plan corresponding to the configuration operation is generated according to the sliding operation.
  • the above-mentioned method further includes: in response to a deletion operation for the location identification in the sandbox interface, deleting the location identification; and updating the remaining location identifications in the sandbox interface according to the sequence corresponding to the action priority identification Corresponding action priority identification.
  • the embodiments of the present disclosure also provide an interactive device for tactical plans in a game.
  • a graphical user interface is provided through a first terminal device.
  • the content displayed on the graphical user interface includes a virtual unit and at least one tactical strategy control.
  • Tactical strategy controls are configured with a tactical plan;
  • the device includes: a granting module configured to perform the granting operation in response to the tactical strategy control, based on the granting operation to determine the target virtual unit that implements the tactical plan for the tactical strategy control;
  • the implementation module is configured as Execute the tactical plan that triggers the target virtual unit to implement.
  • the embodiments of the present disclosure also provide an electronic device, including a memory, a processor, and a computer program stored on the memory and running on the processor.
  • the processor executes the computer program, The steps of the method described in the first aspect above are implemented.
  • the embodiments of the present disclosure also provide a computer-readable storage medium with a computer program stored on the computer-readable storage medium, and the computer program executes the steps of the method described in the first aspect when the computer program is run by a processor. .
  • the embodiment of the present disclosure provides an interactive method, device and electronic device for a tactical plan in a game.
  • the content displayed on the graphical user interface may include a virtual unit and at least one tactical strategy control, and each tactical strategy control is configured with The tactical plan, and then in response to the assignment operation of the tactical strategy control, can determine the target virtual unit that implements the tactical plan of the tactical strategy control based on the assignment operation, and trigger the target virtual unit to implement the tactical plan, because the tactical plan is pre-configured Saved in the tactical strategy control, during the game, the user can directly trigger the target virtual unit to implement the tactical plan, which effectively improves the user’s reaction speed and mental expectations in real-time battles, which not only facilitates the user’s macro operations, but also helps Improve the experience of the game.
  • FIG. 1 is a flowchart of an interactive method for tactical plans in a game provided by an embodiment of the present disclosure
  • FIG. 2 is a schematic diagram of the interaction process of an in-game tactical plan provided by an embodiment of the present disclosure
  • FIG. 3 is a schematic diagram of the interaction process of another tactical plan in a game provided by an embodiment of the present disclosure
  • FIG. 4 is a flowchart of another method for interacting with tactical plans in a game provided by an embodiment of the present disclosure
  • FIG. 5 is a schematic diagram of the interaction process of another tactical plan in a game provided by an embodiment of the present disclosure.
  • FIG. 6 is a schematic structural diagram of an interactive device for in-game tactical plans provided by an embodiment of the disclosure.
  • FIG. 7 is a schematic structural diagram of another interactive device for in-game tactical plans provided by an embodiment of the present disclosure.
  • FIG. 8 is a schematic structural diagram of another interactive device for in-game tactical plans provided by an embodiment of the present disclosure.
  • FIG. 9 is a schematic structural diagram of an electronic device provided by an embodiment of the disclosure.
  • RTS games support fewer types of mobile games, and lack better interactive operation functions.
  • the control of virtual units in RTS games mostly needs to be done manually, which reduces operation efficiency and game experience.
  • the embodiments of the present disclosure provide an interactive method, device, and electronic device for a tactical plan in a game to improve operation efficiency.
  • the interactive method of the in-game tactical plan in one of the embodiments of the present disclosure can be run on a terminal device or a server.
  • the terminal device may be a local terminal device.
  • the information processing method can be implemented and executed based on a cloud interactive system, where the cloud interactive system includes a server and a client device.
  • cloud applications such as cloud games
  • cloud gaming refers to a game based on cloud computing.
  • the main body of the game program and the main body of the game screen are separated.
  • the storage and operation of the interactive method of the tactical plan in the game are completed on the cloud game server, and the role of the client device is used for data
  • the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a television, a computer, a palmtop computer, etc.; but for information processing
  • the terminal device is a cloud game server in the cloud.
  • the player operates the client device to send operation instructions to the cloud game server.
  • the cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns to the client device through the network.
  • the client device performs Decode and output the game screen.
  • the terminal device may be a local terminal device.
  • the local terminal device stores the game program and is used to present the game screen.
  • the local terminal device is used to interact with the player through a graphical user interface, that is, the game program is conventionally downloaded, installed and run through an electronic device.
  • the local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or may be provided to the player through holographic projection.
  • the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the graphical user interface The display on the display.
  • an embodiment of the present disclosure provides a method for interacting with a tactical plan in a game.
  • a graphical user interface is provided through a first terminal device, where the first terminal device may be the aforementioned local terminal device. , It can also be the client device in the aforementioned cloud interactive system.
  • the content displayed in the graphical user interface includes a virtual unit and at least one tactical strategy control, wherein each tactical strategy control is configured with a tactical plan;
  • a flow chart of an interactive method for a tactical plan in a game the method includes the following steps
  • Step S102 responding to the assigning operation of the tactical strategy control, and determining the target virtual unit that implements the tactical plan of the tactical strategy control based on the assigning operation;
  • the above-mentioned tactical strategy controls are usually set in a designated area of the graphical user interface, for example, displayed on a side (for example, the right side) of the graphical user interface before the battle starts, so that the user can perform the assignment operation .
  • Step S104 trigger the target virtual unit to implement the tactical plan.
  • the above-mentioned tactical plan usually includes the action route of the virtual unit and the sequence of actions.
  • the target virtual unit can be triggered at the beginning of the battle.
  • the unit controls the target virtual unit to act on the battlefield according to the action route saved in the tactical plan.
  • the content displayed on the graphical user interface may include a virtual unit and at least one tactical strategy control, and each tactical strategy control is configured with a tactical plan.
  • the target virtual unit that implements the tactical plan of the tactical strategy control can be determined based on the assignment operation, and trigger the target virtual unit to implement the tactical plan, because the tactical plan is pre-configured and saved in the tactical plan.
  • the strategy control during the game, the user can directly trigger the target virtual unit to implement the tactical plan, which effectively improves the user’s reaction speed and mental expectations in real-time combat, which not only facilitates the user’s macro operations, but also helps improve the game’s performance Experience degree.
  • the above-mentioned first terminal device may be a terminal that can be touch-controlled, such as a smart phone, a tablet computer, or a palmtop computer.
  • the graphical user interface provided by the above-mentioned first terminal device is usually a game interaction interface, such as a mobile game,
  • An interactive interface such as an online game or a cloud game, and the game interactive interface can display a game scene, as well as virtual units contained in the game scene and skill controls for controlling the virtual units, game setting controls, and so on. Therefore, when the corresponding game client is installed on the first terminal device, the game scene and virtual unit can be displayed through the touch screen.
  • the first terminal device responds to operations on the graphical user interface so that the user can use the Control the game and realize the interaction of tactical plans.
  • FIG. 2 shows a schematic diagram of the interactive process of a tactical plan in a game.
  • the graphical user interface provided by the first terminal device is shown in FIG. Virtual unit and multiple tactical strategy controls.
  • four tactical strategy controls A, B, C, and D, and the tactical strategy controls are set on the right side of the graphical user interface as an example, the virtual unit is generally set in the graphical user interface Bottom, so that users can configure tactics.
  • each tactical strategy control is configured with a tactical plan
  • the user can use a pre-configured tactical plan when performing tactical configuration before the battle.
  • the number of virtual units is usually multiple. Therefore, when using a pre-configured tactical plan, the target virtual unit for implementing the tactical plan is usually determined according to the process of step S102 above
  • the virtual unit corresponding to the end position of the sliding operation is determined as the target virtual unit for implementing the tactical plan of the tactical strategy control.
  • the above assignment operation is equivalent to a dragging operation, dragging the tactical plan to the target virtual unit.
  • the target virtual unit will execute the tactical plan according to the action route of the tactical plan and the sequence of actions by default.
  • the virtual unit corresponding to the starting position of the sliding operation is determined as the target virtual unit for implementing the tactical plan of the tactical strategy control, that is, in addition to dragging the tactical plan as described above Drag operation to the target virtual unit.
  • the target virtual unit can also be dragged to the location of the tactical plan, and the target virtual unit that implements the tactical plan of the tactical strategy control can also be determined.
  • the virtual unit corresponding to the tapping operation is determined as the target virtual unit for implementing the tactical plan of the tactical strategy control.
  • For the touch operation you can first touch the tactical strategy control, and then touch one of the virtual units as the target virtual unit, and then assign the tactical plan of the tactical strategy control to the target virtual unit.
  • the specific assignment operation can be used according to the actual use.
  • the number of tactical strategy controls can also be set according to actual usage conditions, which is not limited in the embodiment of the present disclosure.
  • the target virtual unit when the target virtual unit implements the tactical plan, the target virtual unit can be triggered in sequence according to the order of assigned operations.
  • the unit implements a tactical plan with multiple tactical strategy controls. In this way, users can assign multiple tactical plans to the same target virtual unit.
  • the user can still assign the tactical plan to the target virtual unit.
  • the above assignment operation is an operation that acts on the tactical strategy control during the battle
  • the target virtual unit After the target virtual unit is determined, the target virtual unit The preset position displays the corresponding logo of the tactical strategy control, and triggers the target virtual unit to implement the tactical plan corresponding to the tactical strategy control.
  • the operation of deleting and canceling can also be performed. Therefore, the method recorded in the embodiment of the present disclosure further includes: deleting the logo in response to the touch operation on the logo corresponding to the tactical strategy control, and the Identify the corresponding tactical plan.
  • the logo A of the tactical strategy control above the target virtual unit indicates that the tactical plan of the tactical strategy control A is assigned to the virtual unit. If the tactical plan is cancelled, you can click on the logo A of the tactical strategy control Cancellation.
  • the tactical plan implemented for the operations assigned during the battle is usually executed after the virtual unit has executed the assigned tactical plan, that is, if the tactical plan is assigned during the battle, the virtual unit has been assigned a tactical plan. Then execute the existing tactical plan first, and then execute the tactical plan assigned during the battle, so as to allow the player time to cancel; if the tactical plan is assigned during the battle, the tactics executed by the virtual unit will be the default original tactics. That is, there is no assigned tactical plan. At this time, if the player assigns a tactical plan, the virtual unit can directly execute the plan.
  • the execution timing of the tactical plan given during the battle can also be set according to the specific game situation, which is not limited in the embodiment of the present disclosure.
  • an indication mark can also be displayed in the graphical user interface.
  • the indication mark is the mark from the tactical strategy control to the target virtual unit, for example, as shown in Figure 2.
  • the arrow mark shown can have many manifestations in actual use. Among them, the arrow shown in Figure 2 is only one of the possible implementations. In other implementations, it can also be a connection, The associated display of parameters such as color, size, shape, etc., etc., are specifically based on actual usage conditions, which are not limited in the embodiments of the present disclosure.
  • the above-mentioned indication signs may only appear when the first interaction of the tactical plan is performed, or each time the game is opened to configure the tactical plan, as a guide prompt.
  • the specific prompt method can also be carried out according to the actual use situation. Setting, the embodiment of the present disclosure does not limit this.
  • the tactical plan can also be displayed on the graphical user interface in response to the preview operation acting on the tactical strategy control. For example, during the battle, you can click or touch the tactical strategy controls, such as A, B, C, and D in Figure 2, to view the tactical plan, so as to know the movement of the target virtual unit during the battle.
  • the tactical strategy controls such as A, B, C, and D in Figure 2
  • FIG. 3 shows a schematic diagram of the interaction process of another tactical plan in a game. Specifically, Figure 3 includes tactical configuration controls and multiple virtual units. Based on Figure 3, Figure 4 shows another game.
  • Step S202 in response to the configuration trigger event of the tactical plan, display the sand table interface corresponding to the current battlefield in the graphical user interface;
  • the configuration trigger event of the tactical plan can be a click operation on the control of the tactical plan.
  • the tactical edit control can be displayed in the graphical user interface, and the tactical edit control can be displayed in response to the action on the tactical edit control.
  • the touch operation of displays the corresponding sand table interface of the current battlefield in the graphical user interface.
  • the tactical edit control is usually also set on a side of the graphical user interface.
  • the tactical edit control is set on the left side of the graphical user interface as an example for illustration, that is, the tactical edit in Figure 3 Controls A, B, and C.
  • the sandbox interface corresponding to the current battlefield can be popped up in the graphical user interface for the user to configure the tactics.
  • the number of the aforementioned tactical editing controls can also be set according to actual usage. Therefore, a preset number of default tactical editing controls and preset addition logos can also be displayed in the graphical user interface; further, in the graphical user interface After the step of displaying the tactical edit controls in, it also includes: in response to the touch operation acting on adding the logo, add new tactical edit controls in the graphical user interface until the number of tactical edit controls in the graphical user interface reaches the preset number Threshold.
  • the three tactical edit controls A/B/C can be displayed by default.
  • the user can click the add logo [+] to add more tactical edit controls until the graphic
  • the number of tactical edit controls in the user interface reaches the preset number threshold.
  • Step S204 in response to the configuration operation acting on the sand table interface, display the tactical plan corresponding to the configuration operation in the sand table interface;
  • the tactical plan includes: the target action route of the virtual unit generated based on the configuration operation;
  • FIG. 5 shows a schematic diagram of the interactive process of another tactical plan in the game.
  • the tactical editing controls A, B, and C the tactical configuration control and the virtual unit, the sand table interface is also shown.
  • the step of displaying the tactical plan corresponding to the configuration operation in the sand table interface includes: adding a position identifier and an action priority identifier corresponding to each position identifier to the touch position of the configuration operation in the sand table interface, according to the position identifier Tactical plan corresponding to the action priority identification generation configuration operation;
  • the user can click on any area of the sand table interface with a finger, and the area in the point is the touch position, and the position mark and the corresponding position mark will be displayed at the touch position.
  • the action priority identification such as the flag identification and the number of each flag identification in Figure 5, where the number of the flag identification indicates the priority of the action.
  • the location markers are placed based on factors such as the terrain of the battlefield, the virtual units used by the opponent's enemy, the walking route of the enemy's virtual unit, and the enemy's formation to generate the movement route of the virtual unit.
  • the moving route is generally represented by a limited number of location identifiers, such as 3 or 5 location identifiers.
  • 3 location identifiers are used to indicate the movement route of the virtual unit, that is, when the battle begins, the virtual unit First move to the location corresponding to the location identifier with the action priority identifier of 1, then the location corresponding to the location identifier with the action priority identifier of 2, and finally to the location corresponding to the location identifier with the action priority identifier of 3.
  • the number of specific location identifiers can be set according to actual usage conditions. The embodiment of the present disclosure does not limit this.
  • the sand table interface can be directly closed, and the placed location identifiers correspond to each location identifier.
  • the action priority identification is saved by default.
  • the location identifier in response to a deletion operation for the location identifier in the sandbox interface, the location identifier can be deleted; according to the sequence corresponding to the action priority identifiers, the action priority identifiers corresponding to the remaining location identifiers in the sandbox interface are updated.
  • the deletion operation may be a click operation on the placed location indicator, that is, the location indicator can be deleted by directly clicking the location indicator again. After the deletion, the action priority indicator is also updated immediately.
  • the process of displaying the tactical plan corresponding to the configuration operation in the sand table interface can also be realized by responding to the sliding operation acting on the sand table interface, and generating the tactical plan corresponding to the configuration operation according to the sliding operation, for example, combining the battlefield terrain and the opponent's enemy
  • the virtual unit used, the walking route of the enemy virtual unit, and the enemy’s formation are used to edit the moving route of the virtual unit by sliding operation, etc.
  • the specific configuration operation can be set according to the actual use. The implementation of this disclosure The example does not restrict this.
  • Step S206 in response to the save trigger event of the tactical plan, display the tactical strategy control of the tactical plan in the graphical user interface;
  • the save trigger event may be an operation instruction for the save control, an operation instruction for closing the sand table interface, or any other operation instruction or event.
  • the specific setting of the actual game shall prevail. This is not restricted.
  • the specific display mode of the tactical strategy control can be referred to as shown in FIG. 2.
  • Step S208 In response to the assignment operation of the tactical strategy control, determine the target virtual unit that implements the tactical plan of the tactical strategy control based on the assignment operation;
  • step S210 the target virtual unit is triggered to implement the tactical plan.
  • steps S208 and S210 can also refer to the process corresponding to the above-mentioned FIG. 1, which will not be repeated here.
  • the interactive method for in-game tactical plans provided by the embodiments of the present disclosure has the following beneficial effects:
  • the embodiments of the present disclosure also provide an interactive device for tactical plans in a game.
  • a graphical user interface is provided through a first terminal device.
  • the content displayed on the graphical user interface includes a virtual unit and at least one tactical strategy control.
  • each tactical strategy control is configured with a tactical plan; as shown in Figure 6 is a schematic structural diagram of an interactive device for a tactical plan in a game, the device includes:
  • the granting module 60 is configured to perform the granting operation in response to the tactical strategy control, and based on the granting operation, determine the target virtual unit that implements the tactical plan of the tactical strategy control;
  • the implementation module 62 is configured to execute a tactical plan that triggers the target virtual unit to implement.
  • the above-mentioned assigning module 60 is also configured to execute. If the assigning operation is a sliding operation from the tactical strategy control to the virtual unit, the virtual unit corresponding to the end position of the sliding operation is determined as the target virtual unit for implementing the tactical plan of the tactical strategy control. ;
  • the assigned operation is a touch operation on a tactical strategy control and a virtual unit
  • the virtual unit corresponding to the touch operation is determined as the target virtual unit for implementing the tactical plan of the tactical strategy control
  • the assignment operation is a sliding operation from the virtual unit to the tactical strategy control
  • the virtual unit corresponding to the starting position of the sliding operation is determined as the target virtual unit for implementing the tactical plan of the tactical strategy control.
  • tactical strategy controls there are multiple tactical strategy controls, and the tactical plans of multiple tactical strategy controls are assigned to the same target virtual unit; the implementation module is also configured to execute: according to the order of assignment operations, trigger the target virtual unit to implement multiple tactics.
  • a tactical plan for tactical strategy controls is also configured to execute: according to the order of assignment operations, trigger the target virtual unit to implement multiple tactics.
  • Figure 7 shows a schematic structural diagram of another interactive device for tactical plans in a game.
  • the above device also includes:
  • the display module 70 is configured to display an indication mark in the graphical user interface when performing the assignment operation of the response tactical strategy control, and the indication mark is the mark from the tactical strategy control to the target virtual unit.
  • the above-mentioned implementation module 62 is also configured to execute. If the assigned operation is an operation that acts on the tactical strategy control during the battle, after the target virtual unit is determined, the identifier corresponding to the tactical strategy control is displayed at the preset position of the target virtual unit , And trigger the target virtual unit to implement the tactical plan corresponding to the tactical strategy control.
  • the above-mentioned implementation module 62 is also configured to execute, in response to a touch operation acting on the mark corresponding to the tactical strategy control, delete the mark and the tactical plan.
  • the above device also includes:
  • the preview module 72 is configured to perform a preview operation on the tactical strategy control and display the tactical plan on the graphical user interface.
  • FIG. 8 shows a schematic structural diagram of an interactive device for a tactical plan in another game.
  • the interactive device for a tactical plan in the game also includes:
  • the sand table display module 80 is configured to execute the configuration trigger event in response to the tactical plan, and display the sand table interface corresponding to the current battlefield in the graphical user interface;
  • the configuration module 82 is configured to perform a configuration operation in response to the sand table interface, and display the tactical plan corresponding to the configuration operation in the sand table interface; wherein the tactical plan includes: the target action route of the virtual unit generated based on the configuration operation;
  • the saving module 84 is configured to execute a save trigger event in response to the tactical plan, and display the tactical strategy control of the tactical plan in the graphical user interface.
  • the aforementioned sand table display module 80 is also configured to execute: display the tactical edit control in the graphical user interface; and in response to the touch operation acting on the tactical edit control, display the sand table interface corresponding to the current battlefield in the graphical user interface.
  • the aforementioned sand table display module 80 is also configured to execute: display a preset number of default tactical edit controls and preset addition marks in the graphical user interface, and, after the step of displaying the tactical edit controls in the graphical user interface, respond Acting on the touch operation of adding logos, adding new tactical editing controls in the graphical user interface until the number of tactical editing controls in the graphical user interface reaches the preset number threshold.
  • the configuration module 82 is also configured to execute: add a location identifier and an action priority identifier corresponding to each location identifier to the touch position of the configuration operation in the sand table interface, and generate a configuration operation corresponding to the location identifier and the action priority identifier. Tactical plan; or, in response to a sliding operation acting on the sand table interface, a tactical plan corresponding to the configuration operation is generated according to the sliding operation.
  • FIG. 8 in the schematic diagram of the structure of the interactive device for the in-game tactical plan shown in FIG. 8, it also includes:
  • the deleting module 86 is configured to perform a delete operation for the location mark in the sand table interface to delete the location mark; according to the sequence corresponding to the action priority mark, update the action priority mark corresponding to the remaining position mark in the sand table interface.
  • the embodiment of the present disclosure provides an interactive device for a tactical plan in a game.
  • the content displayed on the graphical user interface may include a virtual unit and at least one tactical strategy control, and each tactical strategy control is configured with a tactical plan, and then When responding to the assignment operation of the tactical strategy control, it can determine the target virtual unit that implements the tactical plan of the tactical strategy control based on the assignment operation, and trigger the target virtual unit to implement the tactical plan, because the tactical plan is pre-configured and saved in the tactical strategy control During the game, the user can directly trigger the target virtual unit to implement the tactical plan, which effectively improves the user’s reaction speed and mental expectations in real-time combat, which not only facilitates the user’s macro operations, but also helps to improve the experience of the game .
  • the embodiments of the present disclosure also provide an electronic device, including a memory, a processor, and a computer program stored on the memory and capable of running on the processor.
  • the processor executes the computer program, the interaction of the tactical plan in the game provided by the above embodiment is realized. Method steps.
  • the embodiment of the present disclosure also provides a schematic structural diagram of an electronic device. As shown in FIG. 9, it is a schematic structural diagram of the electronic device.
  • the electronic device includes a processor 91 and a memory 90.
  • the electronic device further includes a bus 92 and a communication interface 93, wherein the processor 91, the communication interface 93 and the memory 90 are connected by the bus 92.
  • the memory 90 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory (non-volatile memory), such as at least one disk memory.
  • the communication connection between the network element of the system and at least one other network element is realized through at least one communication interface 93 (which may be wired or wireless), and the Internet, a wide area network, a local network, a metropolitan area network, etc. may be used.
  • the bus 92 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect, peripheral component interconnection standard) bus, or an EISA (Extended Industry Standard Architecture) bus or the like.
  • the bus 92 can be divided into an address bus, a data bus, a control bus, and the like. For ease of presentation, only one bidirectional arrow is used in FIG. 9, but it does not mean that there is only one bus or one type of bus.
  • the processor 91 may be an integrated circuit chip with signal processing capability. In the implementation process, the steps of the foregoing method may be completed by an integrated logic circuit of hardware in the processor 91 or instructions in the form of software.
  • the aforementioned processor 91 may be a general-purpose processor, including a central processing unit (Central Processing Unit, CPU for short), a network processor (Network Processor, NP for short), etc.; it may also be a Digital Signal Processor (DSP for short). ), Application Specific Integrated Circuit (ASIC), Field-Programmable Gate Array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components.
  • the general-purpose processor may be a microprocessor or the processor may also be any conventional processor or the like.
  • the steps of the method disclosed in combination with the embodiments of the present disclosure may be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of hardware and software modules in the decoding processor.
  • the software module can be located in a mature storage medium in the field, such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, registers.
  • the storage medium is located in the memory, and the processor 91 reads the information in the memory, and completes the steps of the interactive method of the in-game tactical plan in the foregoing embodiment in combination with its hardware.
  • the embodiments of the present disclosure also provide a computer-readable storage medium having a computer program stored on the computer-readable storage medium, and the computer program executes the steps of the foregoing method when the computer program is run by a processor.
  • the computer program product of the interactive method, device and electronic device of the tactical plan in the game provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program code, and the instructions included in the program code can be used to execute the foregoing method embodiments
  • the instructions included in the program code can be used to execute the foregoing method embodiments
  • the terms “installed”, “connected”, and “connected” should be interpreted broadly, for example, they may be fixed connections or detachable connections. , Or integrally connected; it can be a mechanical connection or an electrical connection; it can be directly connected or indirectly connected through an intermediate medium, and it can be the internal communication between two components.
  • installed should be interpreted broadly, for example, they may be fixed connections or detachable connections. , Or integrally connected; it can be a mechanical connection or an electrical connection; it can be directly connected or indirectly connected through an intermediate medium, and it can be the internal communication between two components.
  • the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer readable storage medium.
  • the technical solution of the present disclosure essentially or the part that contributes to the prior art or the part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including Several instructions are used to make a computer device (which may be a personal computer, a server, or a network device, etc.) execute all or part of the steps of the methods described in the various embodiments of the present disclosure.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), magnetic disks or optical disks and other media that can store program codes. .

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Abstract

一种游戏中战术预案的交互方法、装置及电子设备,该方法包括:响应战术策略控件的赋予操作,基于赋予操作确定实施战术策略控件的战术预案的目标虚拟单位;触发目标虚拟单位实施战术预案。在游戏过程中,用户可以直接触发目标虚拟单位实施该战术预案,有效提高了用户在即时战斗时的反应速度和心理预期,不仅便于用户进行宏观操作,也有助于提高游戏的体验度。

Description

游戏中战术预案的交互方法、装置及电子设备
相关申请的交叉引用
本申请要求于2020年03月13日提交的申请号为202010179778.9、名称为“游戏中战术预案的交互方法、装置及电子设备”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入本文。
技术领域
本公开涉及信息交互的技术领域,尤其是涉及一种游戏中战术预案的交互方法、装置及电子设备。
背景技术
对于RTS(Real-Time Strategy Game,即时战略游戏)类型的游戏,玩家在游戏中经常会扮演将军,进行调兵遣将这种宏观操作。由于RTS类型的游戏战场单位多,以及,战略即时性、精细操作、战略自由组合等因素,使得RTS类型的游戏中,对虚拟单位的即时操作都需要依靠人力来进行,而玩家往往会因为虚拟单位众多和时间因素等无法进行即时操作,或者难以进行有效的宏观操作,降低了游戏的体验度。
需要说明的是,在上述背景技术部分公开的信息仅用于加强对本公开的背景的理解,因此可以包括不构成对本领域普通技术人员已知的现有技术的信息。
发明内容
有鉴于此,本公开的目的在于提供一种游戏中战术预案的交互方法、装置及电子设备,以缓解上述技术问题。
第一方面,本公开实施例提供了一种游戏中战术预案的交互方法,通过第一终端设备提供图形用户界面,图形用户界面显示的内容包含虚拟单位和至少一个战术策略控件,其中,每个战术策略控件均配置有战术预案,该方法包括:响应战术策略控件的赋予操作,基于赋予操作确定实施战术策略控件的战术预案的目标虚拟单位;触发目标虚拟单位实施战术预案。
在本公开较佳的实施例中,上述基于赋予操作确定实施战术策略控件的战术预案的目标虚拟单位的步骤,包括:如果赋予操作为从战术策略控件至虚拟单位的滑动操作,将滑动操作结束位置对应的虚拟单位确定为实施战术策略控件的战术预案的目标虚拟单位;如果赋予操作为对战术策略控件和虚拟单位的点触操作,将点触操作对应的虚拟单位确定为实施战术策略控件的战术预案的目标虚拟单位;如果赋予操作为从虚拟单位至战术策略控件的滑动操作,将滑动操作开始位置对应的虚拟单位确定为实施战术策略控件的战术预案的目标虚拟单位。
在本公开较佳的实施例中,上述战术策略控件为多个,且多个战术策略控件的战术 预案均赋予同一个目标虚拟单位;触发目标虚拟单位实施战术预案的步骤包括:按照赋予操作的先后顺序,依次触发目标虚拟单位实施多个战术策略控件的战术预案。
在本公开较佳的实施例中,上述方法还包括:响应战术策略控件的赋予操作时,在图形用户界面中显示指示标识,该指示标识为从战术策略控件至目标虚拟单位的标识。
在本公开较佳的实施例中,上述触发所述目标虚拟单位实施所述战术预案的步骤还包括:如果赋予操作为战斗过程中作用于战术策略控件的操作,则在确定目标虚拟单位之后,在目标虚拟单位的预设位置显示战术策略控件对应的标识,并触发目标虚拟单位实施战术策略控件对应的战术预案。
在本公开较佳的实施例中,上述方法还包括:响应作用于战术策略控件对应的标识的触控操作,删除标识,以及该标识对应的战术预案。
在本公开较佳的实施例中,上述方法还包括:响应作用于战术策略控件的预览操作,在图形用户界面上显示战术预案。
在本公开较佳的实施例中,上述方法还包括:响应于战术预案的配置触发事件,在图形用户界面中显示当前战场对应的沙盘界面;响应作用于沙盘界面的配置操作,在沙盘界面中显示配置操作对应的战术预案;其中,战术预案包括:基于配置操作生成的虚拟单位的目标行动路线;响应于战术预案的保存触发事件,在图形用户界面中显示战术预案的战术策略控件。
在本公开较佳的实施例中,上述在图形用户界面中显示当前战场对应的沙盘界面的步骤包括:在图形用户界面中显示战术编辑控件;响应作用于战术编辑控件的触控操作,在图形用户界面中显示当前战场对应的沙盘界面。
在本公开较佳的实施例中,上述在图形用户界面中显示战术编辑控件的步骤包括:在图形用户界面中显示预设数量的默认战术编辑控件和预设的添加标识;在图形用户界面中显示战术编辑控件的步骤之后,该方法还包括:响应作用于添加标识的触控操作,在图形用户界面中添加新的战术编辑控件,直至图形用户界面中的战术编辑控件的数量达到预设的数量阈值。
在本公开较佳的实施例中,上述响应作用于沙盘界面的配置操作,在沙盘界面中显示配置操作对应的战术预案的步骤包括:在沙盘界面中配置操作的触控位置添加位置标识和每个位置标识对应的行动优先级标识,根据位置标识和行动优先级标识生成配置操作对应的战术预案;或者,响应作用于沙盘界面的滑动操作,根据滑动操作生成配置操作对应的战术预案。
在本公开较佳的实施例中,上述方法还包括:响应针对于沙盘界面中位置标识的删除操作,删除该位置标识;按照行动优先级标识对应的先后顺序,更新沙盘界面中剩余的位置标识对应的行动优先级标识。
第二方面,本公开实施例还提供一种游戏中战术预案的交互装置,通过第一终端设备提供图形用户界面,图形用户界面显示的内容包含虚拟单位和至少一个战术策略控件, 其中,每个战术策略控件均配置有战术预案;该装置包括:赋予模块,被配置为执行响应战术策略控件的赋予操作,基于赋予操作确定实施战术策略控件的战术预案的目标虚拟单位;实施模块,被配置为执行触发目标虚拟单位实施战术预案。
第三方面,本公开实施例还提供了一种电子设备,包括存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序,该处理器执行所述计算机程序时实现上述第一方面所述方法的步骤。
第四方面,本公开实施例还提供了一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行上述第一方面所述方法的步骤。
本公开实施例带来了以下有益效果:
本公开实施例提供的一种游戏中战术预案的交互方法、装置及电子设备,在图形用户界面显示的内容中可以包含虚拟单位和至少一个战术策略控件,并且,每个战术策略控件均配置有战术预案,进而在响应战术策略控件的赋予操作时,能够基于赋予操作确定实施战术策略控件的战术预案的目标虚拟单位,并触发目标虚拟单位实施该战术预案,由于该战术预案是预先进行配置后保存在战术策略控件中的,在游戏过程中,用户可以直接触发目标虚拟单位实施该战术预案,有效提高了用户在即时战斗时的反应速度和心里预期,不仅便于用户进行宏观操作,也有助于提高游戏的体验度。
本公开的其他特征和优点将在随后的说明书中阐述,并且,部分地从说明书中变得显而易见,或者通过实施本公开而了解。本公开的目的和其他优点在说明书、权利要求书以及附图中所特别指出的结构来实现和获得。
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。
应当理解的是,以上的一般描述和后文的细节描述仅是示例性和解释性的,并不能限制本公开。
附图说明
此处的附图被并入说明书中并构成本说明书的一部分,示出了符合本公开的实施例,并与说明书一起用于解释本公开的原理。显而易见地,下面描述中的附图仅仅是本公开的一些实施例,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为本公开实施例提供的一种游戏中战术预案的交互方法的流程图;
图2为本公开实施例提供的一种游戏中战术预案的交互过程示意图;
图3为本公开实施例提供的另一种游戏中战术预案的交互过程示意图;
图4为本公开实施例提供的另一种游戏中战术预案的交互方法的流程图;
图5为本公开实施例提供的另一种游戏中战术预案的交互过程示意图;
图6为本公开实施例提供的一种游戏中战术预案的交互装置的结构示意图;
图7为本公开实施例提供的另一种游戏中战术预案的交互装置的结构示意图;
图8为本公开实施例提供的另一种游戏中战术预案的交互装置的结构示意图;
图9为本公开实施例提供的一种电子设备的结构示意图。
具体实施方式
现在将参考附图更全面地描述示例实施方式。然而,示例实施方式能够以多种形式实施,且不应被理解为限于在此阐述的范例;相反,提供这些实施方式使得本公开将更加全面和完整,并将示例实施方式的构思全面地传达给本领域的技术人员。所描述的特征、结构或特性可以以任何合适的方式结合在一个或更多实施方式中。在下面的描述中,提供许多具体细节从而给出对本公开的实施方式的充分理解。然而,本领域技术人员将意识到,可以实践本公开的技术方案而省略所述特定细节中的一个或更多,或者可以采用其它的方法、组元、装置、步骤等。在其它情况下,不详细示出或描述公知技术方案以避免喧宾夺主而使得本公开的各方面变得模糊。
此外,附图仅为本公开的示意性图解,并非一定是按比例绘制。图中相同的附图标记表示相同或类似的部分,因而将省略对它们的重复描述。附图中所示的一些方框图是功能实体,不一定必须与物理或逻辑上独立的实体相对应。可以采用软件形式来实现这些功能实体,或在一个或多个硬件模块或集成电路中实现这些功能实体,或在不同网络和/或处理器装置和/或微控制器装置中实现这些功能实体。
目前,RTS类游戏支持手机游戏类型的较少,且,缺乏较好的交互操作功能,对RTS类游戏的虚拟单位的控制多需要依靠人为进行,降低了操作效率和游戏的体验度。
基于此,本公开实施例提供的一种游戏中战术预案的交互方法、装置及电子设备,以提高操作效率。
为便于对本实施例进行理解,首先对本公开实施例所公开的一种游戏中战术预案的交互方法进行详细介绍。
在本公开其中一种实施例中的游戏中战术预案的交互方法可以运行于终端设备或者是服务器。其中,终端设备可以为本地终端设备。当游戏中战术预案的交互方法运行于服务器时,该信息处理方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,游戏中战术预案的交互方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的终端设备为云端的云游戏 服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,终端设备可以为本地终端设备。以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
在一种可能的实施方式中,本公开实施例提供了一种游戏中战术预案的交互方法,通过第一终端设备提供图形用户界面,其中,第一终端设备可以是前述提到的本地终端设备,也可以是前述提到的云交互系统中的客户端设备。且,在该图形用户界面中显示的内容包含虚拟单位和至少一个战术策略控件,其中,每个战术策略控件均配置有战术预案;
具体地,如图1所示的一种游戏中战术预案的交互方法的流程图,该方法包括以下步骤
步骤S102,响应战术策略控件的赋予操作,基于赋予操作确定实施战术策略控件的战术预案的目标虚拟单位;
在实际游戏运行过程中,上述战术策略控件通常设置在图形用户界面的指定区域,如,在战斗开始前显示在图形用户界面的一个侧边(例如,右侧边),以便于用户执行赋予操作。
步骤S104,触发目标虚拟单位实施该战术预案。
具体地,对于RTS类游戏,上述战术预案通常包括虚拟单位的行动路线、以及行动的先后顺序,当在步骤S102中确定出实施该战术预案的目标虚拟单位之后,可以在战斗开始时触发目标虚拟单位按照该战术预案中保存的行动路线来控制目标虚拟单位在战场上进行行动,该方式能够有效提高用户在即时战斗时的反应速度和心里预期,降低了用户的上手门槛,同时,对于在同一个战场多次进行作战的情况,可以有效减少用户对战术进行组合的记忆负担。
因此,本公开实施例提供的一种游戏中战术预案的交互方法,在图形用户界面显示的内容中可以包含虚拟单位和至少一个战术策略控件,并且,每个战术策略控件均配置有战术预案,进而在响应战术策略控件的赋予操作时,能够基于赋予操作确定实施战术策略控件的战术预案的目标虚拟单位,并触发目标虚拟单位实施该战术预案,由于该战术预案是预先进行配置后保存在战术策略控件中的,在游戏过程中,用户可以直接触发目标虚拟单位实施该战术预案,有效提高了用户在即时战斗时的反应速度和心里预期, 不仅便于用户进行宏观操作,也有助于提高游戏的体验度。
在实际应用中,上述第一终端设备可以是智能手机、平板电脑、掌上电脑等可以进行触摸控制的终端,上述第一终端设备提供的图形用户界面,通常是游戏交互界面,如,手游、网游或者云游等交互界面,且,该游戏交互界面可以显示游戏场景,以及该游戏场景中包含的虚拟单位和对虚拟单位进行控制的技能控件,游戏的设置控件等等。因此,当上述第一终端设备安装有相应的游戏客户端后,可以通过触摸屏显示游戏场景以及虚拟单位,同时,第一终端设备响应作用于图形用户界面中的操作,以使用户通过图形用户界面对游戏进行控制,以及实现战术预案的交互。
为了便于理解,图2示出了一种游戏中战术预案的交互过程示意图,以上述第一终端设备为智能手机为例,第一终端设备提供的图形用户界面如图2所示,包括多个虚拟单位和多个战术策略控件,其中,以A、B、C、D四个战术策略控件,且战术策略控件设置在图形用户界面的右边为例进行说明,虚拟单位一般设置在图形用户界面的底边,以便于用户进行战术的配置。
具体地,本公开实施例中,由于每个战术策略控件均配置有战术预案,因此,用户在战前进行战术配置时,可以使用预先配置好的战术预案,由于虚拟单位的数量通常为多个,因此,在使用预先配置好的战术预案时,通常是按照上述步骤S102的过程来确定实施战术预案的目标虚拟单位
具体地,在确定目标虚拟单位时,如果赋予操作为从战术策略控件至虚拟单位的滑动操作,将滑动操作结束位置对应的虚拟单位确定为实施战术策略控件的战术预案的目标虚拟单位。
此时,上述赋予操作相当于是一个拖拽的操作,将战术预案拖拽至目标虚拟单位,如图2中,将战术策略控件的标识A拖拽至目标虚拟单位的上方,当战斗开始时,该目标虚拟单位则会默认根据该战术预案的行动路线、以及行动的先后顺序执行该战术预案。
进一步,如果上述赋予操作为从虚拟单位至战术策略控件的滑动操作,将滑动操作开始位置对应的虚拟单位确定为实施战术策略控件的战术预案的目标虚拟单位,即,除上述将战术预案拖拽至目标虚拟单位的拖拽操作,在执行拖拽的赋予操作时,还可以将目标虚拟单位拖拽至战术预案所在的位置,同样也可以确定实施战术策略控件的战术预案的目标虚拟单位。
进一步,如果上述赋予操作为对战术策略控件和虚拟单位的点触操作,将点触操作对应的虚拟单位确定为实施战术策略控件的战术预案的目标虚拟单位。
对于点触操作,可以先点触战术策略控件,然后在点触其中一个虚拟单位作为目标虚拟单位,进而将该战术策略控件的战术预案赋给该目标虚拟单位,具体的赋予操作可以根据实际使用情况进行设置,此外,战术策略控件的数量也可以根据实际使用情况进行设置,本公开实施例对此不进行限制。
此外,对于有多个战术策略控件,且多个战术策略控件的战术预案均赋予同一个目标虚拟单位的情形,目标虚拟单位在实施战术预案时,可以按照赋予操作的先后顺序,依次触发目标虚拟单位实施多个战术策略控件的战术预案。通过这种方式,用户可以将多个战术预案赋予给同一个目标虚拟单位。
进一步,在战斗过程中,用户仍然可以将战术预案赋予给目标虚拟单位,具体地,如果上述赋予操作为战斗过程中作用于战术策略控件的操作,则在确定目标虚拟单位之后,在目标虚拟单位的预设位置显示战术策略控件对应的标识,并触发目标虚拟单位实施战术策略控件对应的战术预案。
进一步,对于已经赋予的战术预案,也可以执行删除取消的操作,因此,本公开实施例记载的方法,还包括:响应作用于战术策略控件对应的标识的触控操作,删除该标识,以及该标识对应的战术预案。
例如,图2中,目标虚拟单位上方的战术策略控件的标识A表示将战术策略控件A的战术预案赋予给该虚拟单位,如果取消该战术预案,则可以通过点击战术策略控件的标识A的方式进行取消。
在实际使用时对于战斗过程中赋予操作所实施的战术预案通常是在虚拟单位执行完已经赋予的战术预案之后执行,也就是,如果战斗过程中赋予战术预案时,虚拟单位已赋予有战术预案,则先执行完已有的战术预案,后执行战斗过程中赋予的战术预案,以便于给玩家留出取消的时间;如果战斗过程中赋予战术预案时,虚拟单位执行的战术以默认的原始战术,即,没有赋予的战术预案,此时如果玩家赋予了战术预案之后,虚拟单位可以直接执行该预案。此外,战斗过程中所赋予的战术预案的执行时机还可以根据具体游戏情况进行设置,本公开实施例对此不进行限制。
此外,为了便于新用户的操作,在响应战术策略控件的赋予操作时,还可以在图形用户界面中显示指示标识,该指示标识为从战术策略控件至目标虚拟单位的标识,例如,图2中所示的箭头标识,在实际使用时,该标识的表现形式可以有很多种,其中,图2所示的箭头仅为其中一个可能的实施方式,在其他实施方式中,还可以是连线、颜色、大小、形状等参数的关联显示等等,具体以实际使用情况为准,本公开实施例对此不进行限制。
在实际使用时,上述指示标识可以仅在首次进行战术预案的交互时出现,或者,在每次打开游戏进行战术预案配置时出现,以进行引导提示,具体的提示方式还可以根据实际使用情况进行设置,本公开实施例对此不进行限制。
进一步,对于已经配置好的战术预案,还可以响应作用于战术策略控件的预览操作,在图形用户界面上显示战术预案。例如,在战斗过程中,可以通过点击或者触控战术策略控件,如图2中的A、B、C、D,对战术预案进行查看,以便于获知目标虚拟单位在战斗过程中的动向。
在实际使用时,玩家还可以对每个战术策略控件所配置的战术预案进行编辑和配置。 通常,战术预案的编辑和配置过程在战斗前进行。为了便于理解,图3示出了另一种游戏中战术预案的交互过程示意图,具体地,图3中包括战术配置控件和多个虚拟单位,基于图3,图4示出了另一种游戏中战术预案的交互方法的流程图,以对战术预案的编辑和配置过程进行说明,如图4所示,包括以下步骤:
步骤S202,响应于战术预案的配置触发事件,在图形用户界面中显示当前战场对应的沙盘界面;
具体地,战术预案的配置触发事件,可以是对战术预案控件的点击操作,当响应该战术预案的配置触发事件时,可以在图形用户界面中显示战术编辑控件,以及,响应作用于战术编辑控件的触控操作,在图形用户界面中显示当前战场对应的沙盘界面。
其中,战术编辑控件通常也设置在图形用户界面的一个侧边,在图3所示的示意图中,以战术编辑控件设置在图形用户界面的左边为例进行说明,即,图3中的战术编辑控件A、B和C。当用户执行点击战术编辑控件的触控操作时,可以在图形用户界面中弹出当前战场对应的沙盘界面,供用户进行战术的配置。
具体实现时,上述战术编辑控件的数量也可以根据实际使用情况进行设置,因此,在图形用户界面中还可以显示预设数量的默认战术编辑控件和预设的添加标识;进一步,在图形用户界面中显示战术编辑控件的步骤之后,还包括:响应作用于添加标识的触控操作,在图形用户界面中添加新的战术编辑控件,直至图形用户界面中的战术编辑控件的数量达到预设的数量阈值。
在实际使用时,响应作用于战术配置控件的触控操作时,可以默认显示A/B/C三个战术编辑控件,用户可点击添加标识【+】来添加更多的战术编辑控件,直至图形用户界面中的战术编辑控件的数量达到预设的数量阈值。
步骤S204,响应作用于沙盘界面的配置操作,在沙盘界面中显示配置操作对应的战术预案;
其中,战术预案包括:基于配置操作生成的虚拟单位的目标行动路线;
为了便于理解,图5示出了另一种游戏中战术预案的交互过程示意图,除战术编辑控件A、B和C,战术配置控件和虚拟单位以外,还示出了沙盘界面。
具体地,该步骤中,在沙盘界面中显示配置操作对应的战术预案的步骤包括:在沙盘界面中配置操作的触控位置添加位置标识和每个位置标识对应的行动优先级标识,根据位置标识和行动优先级标识生成配置操作对应的战术预案;
具体实现时,以配置操作为触控点击为例,用户可以手指点击沙盘界面的任意区域,点中的区域即为触控位置,在该触控位置则会显示位置标识和每个位置标识对应的行动优先级标识,如图5中的旗子标识和每个旗子标识的数字,其中,旗子标识的数字则表示行动优先级。通常,会结合战场地形、对方敌方使用的虚拟单位、敌方虚拟单位的行走路线、以及敌方阵型等等因素来放置位置标识,以生成虚拟单位的移动路线。并且,移动路线一般使用有限个位置标识来表示,如,3个、5个位置标识等,其中,图5中, 以3个位置标识表示虚拟单位的移动路线,即,战斗开始时,虚拟单位先移动至行动优先级标识为1的位置标识对应的位置,然后是行动优先级标识为2的位置标识对应的位置,最后到行动优先级标识为3的位置标识对应的位置。
具体位置标识的数量可以根据实际使用情况进行设置,本公开实施例对此不进行限制,此外,对于编辑好的战术预案,可以直接关闭沙盘界面,对所放置的位置标识和每个位置标识对应的行动优先级标识进行默认保存。
进一步,还可以响应针对于沙盘界面中位置标识的删除操作,删除该位置标识;按照行动优先级标识对应的先后顺序,更新沙盘界面中剩余的位置标识对应的行动优先级标识。例如,该删除操作可以是对已经放置的位置标识的点击操作,即可以通过直接再次点击位置标识的方式对位置标识进行删除,删除之后,行动优先级标识也随即进行更新。
此外,在沙盘界面中显示配置操作对应的战术预案的过程,还可以通过响应作用于沙盘界面的滑动操作来实现,根据滑动操作生成配置操作对应的战术预案,例如,结合战场地形、对方敌方使用的虚拟单位、敌方虚拟单位的行走路线、以及敌方阵型等等因素来通过滑动操作的方式编辑虚拟单位的移动路线等等,具体的配置操作可以根据实际使用情况进行设置,本公开实施例对此不进行限制。
步骤S206,响应于战术预案的保存触发事件,在图形用户界面中显示战术预案的战术策略控件;
具体地,该保存触发事件可以是保存控件的操作指令,也可是关闭沙盘界面的操作指令,还可以是其他任意的操作指令或事件,具体以实际游戏的设置情况为准,本公开实施例对此不进行限制。
进一步,战术策略控件的具体的显示方式可以参考图2所示。
步骤S208,响应战术策略控件的赋予操作,基于赋予操作确定实施战术策略控件的战术预案的目标虚拟单位;
步骤S210,触发目标虚拟单位实施该战术预案。
其中,步骤S208和S210的过程还可以参考上述图1对应的过程,在此不再赘述。
综上,本公开实施例提供的游戏中战术预案的交互方法具有以下有益效果:
(1)帮助用户即时调整战斗,缓解思考战术的压力和情绪负担,同时,通过战术策略控件配置战术预案的方式,为用户提供了战术存储区域,有效减轻了用户对战术进行记忆的记忆负担。
(2)提高了RTS类游戏用户的操作效率,减少玩家重复多次操作相同的战术案,用户可以通过预先配置的战术预案控制不同的虚拟单位,运用不同的战术预案组合出多样化组合来应对其他用户,增加了游戏控制的便捷性,同时,也有助于帮助用户更准确的判断和推进游戏进程,获得更好的游戏体验,减轻玩家记忆负担和降低游戏门槛。
在上述实施例的基础上,本公开实施例还提供了一种游戏中战术预案的交互装置, 通过第一终端设备提供图形用户界面,图形用户界面显示的内容包含虚拟单位和至少一个战术策略控件,其中,每个战术策略控件均配置有战术预案;如图6所示的一种游戏中战术预案的交互装置的结构示意图,该装置包括:
赋予模块60,被配置为执行响应战术策略控件的赋予操作,基于赋予操作确定实施战术策略控件的战术预案的目标虚拟单位;
实施模块62,被配置为执行触发目标虚拟单位实施战术预案。
具体地,上述赋予模块60还被配置为执行,如果赋予操作为从战术策略控件至虚拟单位的滑动操作,将滑动操作结束位置对应的虚拟单位确定为实施战术策略控件的战术预案的目标虚拟单位;
如果赋予操作为对战术策略控件和虚拟单位的点触操作,将点触操作对应的虚拟单位确定为实施战术策略控件的战术预案的目标虚拟单位;
如果赋予操作为从虚拟单位至战术策略控件的滑动操作,将滑动操作开始位置对应的虚拟单位确定为实施战术策略控件的战术预案的目标虚拟单位。
进一步,上述战术策略控件为多个,且多个战术策略控件的战术预案均赋予同一个目标虚拟单位;上述实施模块还被配置为执行:按照赋予操作的先后顺序,依次触发目标虚拟单位实施多个战术策略控件的战术预案。
在图6的基础上,图7示出了另一种游戏中战术预案的交互装置的结构示意图,除图6所示的结构,上述装置还包括:
显示模块70,被配置为执行响应战术策略控件的赋予操作时,在图形用户界面中显示指示标识,该指示标识为从战术策略控件至目标虚拟单位的标识。
进一步,上述实施模块62还被配置为执行,如果赋予操作为战斗过程中作用于战术策略控件的操作,则在确定目标虚拟单位之后,在目标虚拟单位的预设位置显示战术策略控件对应的标识,并触发目标虚拟单位实施战术策略控件对应的战术预案。
进一步,上述实施模块62还被配置为执行,响应作用于战术策略控件对应的标识的触控操作,删除该标识,以及战术预案。
进一步,上述装置还包括:
预览模块72,被配置为执行响应作用于战术策略控件的预览操作,在图形用户界面上显示战术预案。
进一步,在图6的基础上,图8示出了另一种游戏中战术预案的交互装置的结构示意图,上述游戏中战术预案的交互装置还包括:
沙盘显示模块80,被配置为执行响应于战术预案的配置触发事件,在图形用户界面中显示当前战场对应的沙盘界面;
配置模块82,被配置为执行响应作用于沙盘界面的配置操作,在沙盘界面中显示配置操作对应的战术预案;其中,战术预案包括:基于配置操作生成的虚拟单位的目标行动路线;
保存模块84,被配置为执行响应于战术预案的保存触发事件,在图形用户界面中显示战术预案的战术策略控件。
进一步,上述沙盘显示模块80还被配置为执行:在图形用户界面中显示战术编辑控件;响应作用于战术编辑控件的触控操作,在图形用户界面中显示当前战场对应的沙盘界面。
进一步,上述沙盘显示模块80还被配置为执行:在图形用户界面中显示预设数量的默认战术编辑控件和预设的添加标识,以及,在图形用户界面中显示战术编辑控件的步骤之后,响应作用于添加标识的触控操作,在图形用户界面中添加新的战术编辑控件,直至图形用户界面中的战术编辑控件的数量达到预设的数量阈值。
进一步,上述配置模块82还被配置为执行:在沙盘界面中配置操作的触控位置添加位置标识和每个位置标识对应的行动优先级标识,根据位置标识和行动优先级标识生成配置操作对应的战术预案;或者,响应作用于沙盘界面的滑动操作,根据滑动操作生成配置操作对应的战术预案。
进一步,在图8所示的游戏中战术预案的交互装置的结构示意图中,还包括:
删除模块86,被配置为执行响应针对于沙盘界面中位置标识的删除操作,删除该位置标识;按照行动优先级标识对应的先后顺序,更新沙盘界面中剩余的位置标识对应的行动优先级标识。
本公开实施例提供的一种游戏中战术预案的交互装置,在图形用户界面显示的内容中可以包含虚拟单位和至少一个战术策略控件,并且,每个战术策略控件均配置有战术预案,进而在响应战术策略控件的赋予操作时,能够基于赋予操作确定实施战术策略控件的战术预案的目标虚拟单位,并触发目标虚拟单位实施该战术预案,由于该战术预案是预先进行配置后保存在战术策略控件中的,在游戏过程中,用户可以直接触发目标虚拟单位实施该战术预案,有效提高了用户在即时战斗时的反应速度和心里预期,不仅便于用户进行宏观操作,也有助于提高游戏的体验度。
本公开实施例提供的游戏中战术预案的交互装置,其实现原理及产生的技术效果和前述游戏中战术预案的交互方法实施例相同,为简要描述,装置的实施例部分未提及之处,可参考前述方法实施例中相应内容,在此不再赘述。
本公开实施例还提供一种电子设备,包括存储器、处理器及存储在存储器上并可在处理器上运行的计算机程序,处理器执行计算机程序时实现上述实施例提供的游戏中战术预案的交互方法的步骤。
本公开实施例还提供了一种电子设备的结构示意图,如图9所示,为该电子设备的结构示意图,其中,该电子设备包括处理器91和存储器90,该存储器90存储有能够被该处理器91执行的计算机可执行指令,该处理器91执行该计算机可执行指令以实现上述游戏中战术预案的交互方法。
在图9示出的实施方式中,该电子设备还包括总线92和通信接口93,其中,处理 器91、通信接口93和存储器90通过总线92连接。
其中,存储器90可能包含高速随机存取存储器(RAM,Random Access Memory),也可能还包括非不稳定的存储器(non-volatile memory),例如至少一个磁盘存储器。通过至少一个通信接口93(可以是有线或者无线)实现该系统网元与至少一个其他网元之间的通信连接,可以使用互联网,广域网,本地网,城域网等。总线92可以是ISA(Industry Standard Architecture,工业标准体系结构)总线、PCI(Peripheral Component Interconnect,外设部件互连标准)总线或EISA(Extended Industry Standard Architecture,扩展工业标准结构)总线等。所述总线92可以分为地址总线、数据总线、控制总线等。为便于表示,图9中仅用一个双向箭头表示,但并不表示仅有一根总线或一种类型的总线。
处理器91可能是一种集成电路芯片,具有信号的处理能力。在实现过程中,上述方法的各步骤可以通过处理器91中的硬件的集成逻辑电路或者软件形式的指令完成。上述的处理器91可以是通用处理器,包括中央处理器(Central Processing Unit,简称CPU)、网络处理器(Network Processor,简称NP)等;还可以是数字信号处理器(Digital Signal Processor,简称DSP)、专用集成电路(Application Specific Integrated Circuit,简称ASIC)、现场可编程门阵列(Field-Programmable Gate Array,简称FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等。结合本公开实施例所公开的方法的步骤可以直接体现为硬件译码处理器执行完成,或者用译码处理器中的硬件及软件模块组合执行完成。软件模块可以位于随机存储器,闪存、只读存储器,可编程只读存储器或者电可擦写可编程存储器、寄存器等本领域成熟的存储介质中。该存储介质位于存储器,处理器91读取存储器中的信息,结合其硬件完成前述实施例的游戏中战术预案的交互方法的步骤。
本公开实施例还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行上述方法的步骤。
本公开实施例所提供的游戏中战术预案的交互方法、装置及电子设备的计算机程序产品,包括存储了程序代码的计算机可读存储介质,所述程序代码包括的指令可用于执行前面方法实施例中所述的方法,具体实现可参见方法实施例,在此不再赘述。
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,上述描述的装置的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
另外,在本公开实施例的描述中,除非另有明确的规定和限定,术语“安装”、“相连”、“连接”应做广义理解,例如,可以是固定连接,也可以是可拆卸连接,或一体地连接;可以是机械连接,也可以是电连接;可以是直接相连,也可以通过中间媒介间接相连,可以是两个元件内部的连通。对于本领域技术人员而言,可以具体情况理解上述术语在本公开中的具体含义。
所述功能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,本公开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)执行本公开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。
在本公开的描述中,需要说明的是,术语“中心”、“上”、“下”、“左”、“右”、“竖直”、“水平”、“内”、“外”等指示的方位或位置关系为基于附图所示的方位或位置关系,仅是为了便于描述本公开和简化描述,而不是指示或暗示所指的装置或元件必须具有特定的方位、以特定的方位构造和操作,因此不能理解为对本公开的限制。此外,术语“第一”、“第二”、“第三”仅用于描述目的,而不能理解为指示或暗示相对重要性。
最后应说明的是:以上实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应以权利要求的保护范围为准。

Claims (15)

  1. 一种游戏中战术预案的交互方法,通过第一终端设备提供图形用户界面,所述图形用户界面显示的内容包含虚拟单位和至少一个战术策略控件,其中,每个所述战术策略控件均配置有战术预案;所述方法包括:
    响应所述战术策略控件的赋予操作,基于所述赋予操作确定实施所述战术策略控件的战术预案的目标虚拟单位;
    触发所述目标虚拟单位实施所述战术预案。
  2. 根据权利要求1所述的方法,其中,基于所述赋予操作确定实施所述战术策略控件的战术预案的目标虚拟单位的步骤,包括:
    如果所述赋予操作为从所述战术策略控件至虚拟单位的滑动操作,将所述滑动操作结束位置对应的虚拟单位确定为实施所述战术策略控件的战术预案的目标虚拟单位;
    如果所述赋予操作为对所述战术策略控件和虚拟单位的点触操作,将所述点触操作对应的虚拟单位确定为实施所述战术策略控件的战术预案的目标虚拟单位;
    如果所述赋予操作为从虚拟单位至所述战术策略控件的滑动操作,将所述滑动操作开始位置对应的虚拟单位确定为实施所述战术策略控件的战术预案的目标虚拟单位。
  3. 根据权利要求1所述的方法,其中,所述战术策略控件为多个,且多个所述战术策略控件的战术预案均赋予同一个所述目标虚拟单位;
    触发所述目标虚拟单位实施所述战术预案的步骤包括:
    按照所述赋予操作的先后顺序,依次触发所述目标虚拟单位实施多个所述战术策略控件的战术预案。
  4. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应所述战术策略控件的赋予操作时,在所述图形用户界面中显示指示标识,所述指示标识为从所述战术策略控件至所述目标虚拟单位的标识。
  5. 根据权利要求1所述的方法,其中,触发所述目标虚拟单位实施所述战术预案的步骤还包括:
    如果所述赋予操作为战斗过程中作用于所述战术策略控件的操作,则在确定所述目标虚拟单位之后,在所述目标虚拟单位的预设位置显示所述战术策略控件对应的标识,并触发所述目标虚拟单位实施所述战术策略控件对应的战术预案。
  6. 根据权利要求5所述的方法,其中,所述方法还包括:
    响应作用于所述战术策略控件对应的标识的触控操作,删除所述标识,以及所述标识对应的战术预案。
  7. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应作用于所述战术策略控件的预览操作,在所述图形用户界面上显示所述战术预案。
  8. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应于战术预案的配置触发事件,在所述图形用户界面中显示当前战场对应的沙盘界面;
    响应作用于所述沙盘界面的配置操作,在所述沙盘界面中显示所述配置操作对应的战术预案;其中,所述战术预案包括:基于所述配置操作生成的虚拟单位的目标行动路线;
    响应于所述战术预案的保存触发事件,在所述图形用户界面中显示所述战术预案的战术策略控件。
  9. 根据权利要求8所述的方法,其中,在所述图形用户界面中显示当前战场对应的沙盘界面的步骤包括:
    在所述图形用户界面中显示战术编辑控件;
    响应作用于所述战术编辑控件的触控操作,在所述图形用户界面中显示当前战场对应的沙盘界面。
  10. 根据权利要求9所述的方法,其中,在所述图形用户界面中显示战术编辑控件的步骤包括:
    在所述图形用户界面中显示预设数量的默认战术编辑控件和预设的添加标识;
    在所述图形用户界面中显示战术编辑控件的步骤之后,所述方法还包括:
    响应作用于所述添加标识的触控操作,在所述图形用户界面中添加新的战术编辑控件,直至所述图形用户界面中的战术编辑控件的数量达到预设的数量阈值。
  11. 根据权利要求8所述的方法,其中,在响应作用于所述沙盘界面的配置操作,在所述沙盘界面中显示所述配置操作对应的战术预案的步骤包括:
    在所述沙盘界面中所述配置操作的触控位置添加位置标识和每个所述位置标识对应的行动优先级标识,根据所述位置标识和所述行动优先级标识生成所述配置操作对应的战术预案;或者,
    响应作用于所述沙盘界面的滑动操作,根据所述滑动操作生成所述配置操作对应的战术预案。
  12. 根据权利要求11所述的方法,其中,所述方法还包括:
    响应针对于所述沙盘界面中所述位置标识的删除操作,删除该位置标识;
    按照所述行动优先级标识对应的先后顺序,更新所述沙盘界面中剩余的所述位置标识对应的所述行动优先级标识。
  13. 一种游戏中战术预案的交互装置,通过第一终端设备提供图形用户界面,所述图形用户界面显示的内容包含虚拟单位和至少一个战术策略控件,其中,每个所述战术策略控件均配置有战术预案;所述装置包括:
    赋予模块,被配置为执行响应所述战术策略控件的赋予操作,基于所述赋予操作确定实施所述战术策略控件的战术预案的目标虚拟单位;
    实施模块,被配置为执行触发所述目标虚拟单位实施所述战术预案。
  14. 一种电子设备,包括存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序,所述处理器执行所述计算机程序时实现上述权利要求1-12任一项所述方法的步骤。
  15. 一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行上述权利要求1-12任一项所述方法的步骤。
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