WO2022179001A1 - 游戏角色切换方法、装置及电子设备 - Google Patents

游戏角色切换方法、装置及电子设备 Download PDF

Info

Publication number
WO2022179001A1
WO2022179001A1 PCT/CN2021/097382 CN2021097382W WO2022179001A1 WO 2022179001 A1 WO2022179001 A1 WO 2022179001A1 CN 2021097382 W CN2021097382 W CN 2021097382W WO 2022179001 A1 WO2022179001 A1 WO 2022179001A1
Authority
WO
WIPO (PCT)
Prior art keywords
character
game
switching
game interface
data
Prior art date
Application number
PCT/CN2021/097382
Other languages
English (en)
French (fr)
Inventor
徐治钦
彭美
Original Assignee
上海硬通网络科技有限公司
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 上海硬通网络科技有限公司 filed Critical 上海硬通网络科技有限公司
Priority to US17/364,852 priority Critical patent/US20220274020A1/en
Publication of WO2022179001A1 publication Critical patent/WO2022179001A1/zh

Links

Images

Classifications

    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F2300/30Features 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 output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Definitions

  • the present application relates to the field of computer technology, and in particular, to a game character switching method, device and electronic device.
  • TPS Third Person Shooting Game
  • the game character can be re-selected by suspending the game process and returning to the character switching page, thereby improving the fun of the game.
  • this operation is more complicated, and the multiple jumps of the interface may cause the main thread to load a large amount of data or a large number of UI elements, resulting in a delay in page jumping, and when the GPU usage of the interface is too high, the page The multiple jumps will cause the cutscenes to be unsmooth and slow, resulting in poor user experience.
  • the purpose of this application is to solve at least one of the technical problems existing in the prior art, and to provide a game character switching method, device and electronic device, which can reduce the amount of data loading and GPU usage during game character switching, and improve user experience.
  • An embodiment of the present application provides a method for switching game characters, including:
  • the first character is switched to the second character from the game interface.
  • receiving a character switching instruction on the game interface displaying the first character including:
  • a character switching instruction is received on the game interface displaying the first character.
  • receiving a character switching instruction on the game interface displaying the first character includes:
  • a character switching instruction is received through the target control on the game interface.
  • the role switching instruction is generated by completing a click operation on the target control in the display area of the target control.
  • the target control is marked as an unselectable state within a preset time period.
  • the target control is replaced with the preset duration to display the preset duration in the display area.
  • receiving a character switching instruction on the game interface displaying the first character including:
  • switching the first role to the second role includes:
  • the first character is switched to the second character at the current position of the first character.
  • the method further includes:
  • the associated area of the second character is highlighted on the game interface.
  • the character data includes at least one item of image data of the second character, health value data of the second character, and output value data of the second character.
  • a game character switching device including:
  • an instruction receiving module configured to receive a character switching instruction on the game interface displaying the first character when the first character is in the game interface of the game process
  • a data acquisition module configured to acquire role data corresponding to the second role according to the role switching instruction
  • a character switching module configured to switch the first character to the second character from the game interface according to the character data.
  • an embodiment of the present application provides an electronic device, including: a memory, a processor, and a computer program stored in the memory and running on the processor, the processor implementing the program as described in the above embodiments when the processor executes the program The game character switching method described above.
  • an embodiment of the present application provides a computer-readable storage medium, where the computer-readable storage medium stores computer-executable instructions, and the computer-executable instructions are used to cause a computer to execute the game characters described in the foregoing embodiments. Switch method.
  • the above-mentioned embodiment receives a character switching instruction in the game interface of the game process and directly switches the first character to the second character according to the character switching instruction, without performing multiple interface jump operations.
  • Complete character switching so as to avoid the jump delay or unsmooth cutscenes caused by multiple jumps on the interface, reduce the data load and GPU usage when the game character switches, and improve the user's game experience in TPS games .
  • control state of the first character is detected, and the character switching instruction is received when the first character is in the controllable state, thereby improving the smoothness of the game running.
  • the character switching instruction is received through the target control on the game interface.
  • the role switching instruction sent by the player can be received only through the target control on the game interface, and there is no need to perform role switching through the associated area with the first character or the second character, so that the associated area with the first character or the second character It can be hidden when necessary.
  • the character switching instruction is generated after the player completes the click operation on the target control in the display area of the target control, so as to avoid false switching caused by mistakenly touching the target control.
  • the target control after receiving the character switching instruction through the target control on the game interface, the target control is marked as unselectable for a preset time period, so as to avoid frequent switching of characters caused by frequent touching of the target control.
  • the target controls when there is no character data, the target controls are hidden to avoid unwarranted consumption of computing resources, and at the same time, to prevent the target controls that have no control function from obscuring the map background in the game interface.
  • the game interface can continue to use the map background of the current first character, and only the character data of the second character needs to be loaded, without the need for Load the map background, thereby reducing the data load or cache pressure of the user terminal.
  • FIG. 1 is a schematic diagram of a game switching method in the prior art
  • Fig. 2 is the application environment diagram of the game character switching method in one embodiment
  • Fig. 3 is another application environment diagram of the game character switching method in one embodiment
  • FIG. 4 is a schematic flowchart of a method for switching game characters in one embodiment
  • FIG. 5 is a schematic diagram of a game interface before receiving a character switching instruction
  • FIG. 6 is a schematic diagram of a game interface after receiving a character switching instruction
  • Fig. 7 is the game interface schematic diagram after hiding target control
  • FIG. 8 is a partial schematic diagram of a game interface
  • FIG. 9 is a schematic structural diagram of a game character switching device in one embodiment.
  • FIG. 10 is a structural block diagram of a computer device in one embodiment.
  • TPS Third Person Shooting Game
  • some existing TPS games can suspend the game process, that is, suspend the game level or task being executed by the current game character A, and then return to the character switching interface to re-select the game character B, and then re-select the game character B. Jump to the game interface of the game process, and the re-selected game character B continues to execute the current game level or task.
  • FIG. 1 it is an application environment diagram of the method for switching game characters in one embodiment.
  • the game character switching method is applied to the user terminal 110 .
  • the user terminal 110 may be an independent user terminal, such as a mobile phone, a tablet computer, a notebook computer, a wearable device, or a desktop computer.
  • the user when the first game character is in the game interface of the game process, the user sends a character switching instruction by operating the game interface on the user terminal 110, and the operation may be an operation such as clicking, sliding, or text input.
  • the user terminal When receiving the character switching instruction sent by the user through the game interface, the user terminal pulls the pre-stored character data, and switches the first character to the second game character on the game interface according to the character data.
  • the first character and the second character refer to player characters in the TPS game that can be controlled by the player.
  • character data is pre-stored in the memory of the user terminal.
  • FIG. 2 it is another application environment diagram of the game character switching method in one embodiment.
  • the user terminal 110 and the server 120 are connected through a network, and the terminal 110 may be a desktop terminal 110 or a mobile terminal 110, and the mobile terminal may be one of a mobile phone, a tablet computer, a notebook computer, and a wearable device.
  • the server 120 may be implemented by an independent server 120 or a server group composed of multiple servers 120, and may also provide cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, Cloud servers for basic cloud computing services such as domain name services, security services, CDNs, and big data and artificial intelligence platforms.
  • the user terminal 110 can be used as the front end of the game client running the game, and the server 120 can be used as the background of the game client. In this way, when the server 120 obtains the game users in the user terminal 110 After the remote connection request sent by the game client, a long connection can be quickly established with the user terminal 110 .
  • the user terminal 110 When the user terminal 110 receives the role switching instruction, it sends the role switching instruction to the server 120 , so that the server 120 acquires role data according to the role switching instruction, and sends the role data to the user terminal 110 .
  • the user terminal 110 switches the first character to the second character from the game interface according to the character data sent by the server.
  • the user terminal when the user terminal receives the role switching instruction initiated by the user on the game interface, it then requests the role data used to form the second role from the server through the communication network to complete the role switching, and it is not necessary to perform the role switching on the local machine first. Pre-storage of character data reduces the storage pressure of user terminals.
  • a caching mechanism is introduced before character switching. That is to cache the map background in the game interface to the user terminal 110 or the server 120, and when the roles are switched, the historical rendering data mapped by the cached map background is directly based on the cached map background found and the map background when the role switching occurs. As the virtual rendering data of the map background rendered by this switching request. This means that once the map background in the game interface has been rendered, the map background can be obtained directly from the cache when the characters are switched, without the need to re-render the map background, thereby greatly reducing the consumption of physical rendering devices in the user terminal or server. and occupation.
  • switching the first character to the second character means directly switching the first character to the second character in the game interface, without the need to jump to other pages.
  • usually only two game characters can be used to switch between the first character and the second character, and when the performance of the user terminal or server is good enough, multiple The game character switches between the first character and the second character, and the specific number of game characters that can be switched is not limited here.
  • the role switching can be completed without performing multiple interface jump operations, thereby avoiding multiple interface switching operations.
  • the problem of jump delay or unsmooth cutscenes caused by jumps reduces the data load and GPU usage when the game characters switch, thereby improving the user's game experience in TPS games.
  • a game character switching method is provided. This embodiment is mainly described by taking the method applied to a computer device as an example.
  • the computer device may be the user terminal 110 in FIG. 1 described above.
  • the game character switching method specifically includes the following steps:
  • the role switching can be completed without performing multiple interface jump operations, thereby avoiding multiple interface switching operations.
  • the problem of jump delay or unsmooth cutscenes caused by jumps reduces the data load and GPU usage when the game characters switch, thereby improving the user's game experience in TPS games.
  • the first character refers to a player character that can be manipulated by the player in the TPS game, or is composed of a player character that can be manipulated by the player and an auxiliary character bound to the player character to assist the character to fight in the game.
  • the game process refers to the game stage or task being executed by the first character controlled by the user, and the game interface is the interface formed on the screen of the user terminal when the first character is in the game stage or game task.
  • the user terminal may receive the player's character switching instruction through a virtual key in the game interface or the game interface.
  • the player can click on a preset area on the game interface, such as clicking on the associated area associated with the first character and the second character in the game interface,
  • the associated area is generally displayed as the character information of the character, such as the character avatar.
  • the user terminal can determine that the character switching instruction is received.
  • the associated area of the first character will be set to a state that cannot be triggered at this time, and the player Clicking on the associated area of the first character will not trigger a character switching operation, thereby avoiding repeated data loading by the user terminal.
  • the user terminal receives the character switching instruction sent by the player through the game interface, it can judge whether the character switching instruction sent by the player is received by detecting the sliding of the player on the game interface. When any sliding operation such as slide down, left slide, or right slide is performed, the received role switching instruction is determined.
  • some demonstration screens usually appear in the process, such as the interaction between the non-player character (NPC) and the player character, this interaction is with the player currently controlled by the player.
  • NPC non-player character
  • the character that is, the first character, if the character switch is performed at this time, the interaction may not be possible due to the change of the character, and the demo screen may be skipped or the logic error of the game process may occur, which will affect the smoothness of the game process.
  • a character switching instruction on the game interface displaying the first character including:
  • the control state of the first character refers to whether the first character can respond in real time according to the movement operation or attack operation made by the player on the virtual roulette on the game interface.
  • the first character can move to the left side of the game interface in real time in response to the left shift operation.
  • the user terminal receives the character switching instruction on the game interface displaying the first character; otherwise, the user terminal stops receiving the character switching instruction on the game interface.
  • receiving a character switching instruction on the game interface displaying the first character including:
  • the target control can be located on one side of the virtual roulette, and its display area can be presented as a circular area, which is convenient for the user to operate. It can be understood that the display area can also be a square, a triangle or other conventional shapes, which will not be described here.
  • the target control may be briefly enlarged, thereby prompting the player to operate the target control, and the user terminal receives a role switching instruction generated when the player clicks the target control.
  • the role switching instruction is generated after the player completes a click operation on the target control in the display area of the target control, wherein the click operation refers to detecting that the player touches the target control in the display area, and clicks the target control in the display area.
  • the target control on the game interface after receiving the character switching instruction through the target control on the game interface, it also includes:
  • the user terminal In order to avoid the frequent switching of characters caused by the frequent touching of the target controls, the user terminal needs to perform frequent data operations in a short period of time, and then the problem of occupying too much resources of the user terminal or causing the game process to crash due to frequent data calculations occurs.
  • the unselectable state means that the control target control stops receiving information, or the information received by the target control is discarded, that is, the role switching instruction cannot be generated by clicking the target control within a preset time period.
  • the preset duration can be set according to actual needs. In order to avoid making players wait too long, it can usually be set to 10-20 seconds, such as 15 seconds.
  • the target control when the target control is in an unselectable state, in the display area of the target control, the target control is replaced with a preset duration, and the preset duration has been displayed in the display area.
  • the target control is replaced with a preset duration, that is, the target control is replaced with a digital image with a preset duration in the display area. It is a dynamic digital image, which is displayed as a digital countdown timing effect in the display area.
  • the preset time period has elapsed.
  • the display area is switched to the target control again, and at the same time, the target control is controlled to start receiving information. Or stop discarding the information received by the target control.
  • the game character may be "killed", if the character switching command is generated through the target control at this time, the character switching cannot be performed, but the user terminal still needs to receive the character switching command to search for character data. It will cause unwarranted consumption of computing resources, and the display of the target control will also block the map background in the game interface. Therefore, in one embodiment, when the first character is in the game interface of the game process, receiving a character switching instruction on the game interface displaying the first character includes:
  • character data is detected.
  • the character data includes at least one item of image data of the second character, health value data of the second character, and output value data of the second character.
  • a character switching instruction is received through the target control on the game interface displaying the first character. Hides the target control when no character data exists.
  • the user terminal or the server When the game character "dies", the user terminal or the server will delete the data of the game character in the current game process, and there is no second character that can be switched at this time.
  • the target control When it is detected that there is no character data, the target control will be hidden, including half hidden or completely hidden. As shown in FIG. 7 , it is an example in which the user terminal partially hides the target control. At the same time, the target control is set to be unselectable, that is, the character switching instruction cannot be generated by clicking the target control.
  • switching the first role to the second role includes:
  • the game interface can continue to use the current map background of the first character, and only the character data of the second character needs to be loaded, and the map background is not required. load, thereby reducing the data load or cache pressure of the user terminal.
  • the associated area of the second character is highlighted on the game interface.
  • the associated area of the first character is the game avatar and health value data of the first character
  • the second character associated area is the game avatar and health value data of the second character.
  • the weakened display may be to blur the display area corresponding to the game avatar and the life data of the first character, lower the brightness or lower the definition, and the highlighted display may be to increase the display corresponding to the game avatar and life data of the second character Brighten or tone down the area so that it is significantly brighter and sharper than the first character's in-game avatar and health data.
  • a game character switching device including:
  • the instruction receiving module 101 is configured to receive a character switching instruction on the game interface displaying the first character when the first character is in the game interface of the game process.
  • the data acquisition module 102 is configured to acquire role data corresponding to the second role according to the role switching instruction.
  • the character data includes at least one item of image data of the second character, life value data of the second character, and output value data of the second character.
  • the character switching module 103 is configured to switch the first character to the second character from the game interface according to the character data.
  • the instruction receiving module 101 is specifically configured to: when the first character is in the game interface of the game process, detect the control state of the first character; when the first character is in a controllable state, display the first character A character switching command is received on the character's game interface.
  • the instruction receiving module 101 is further configured to: receive a character switching instruction through the target control on the game interface.
  • the role switching instruction is generated by completing the click operation on the target control in the display area of the target control.
  • the instruction receiving module 101 is further configured to: after receiving the character switching instruction through the target control on the game interface, mark the target control as an unselectable state within a preset time period.
  • the instruction receiving module 101 is further configured to: after marking the target control as an unselectable state within a preset duration, in the display area, replace the target control with a preset duration to display in the display area. preset duration.
  • the instruction receiving module 101 is further configured to: when the first character is in the game interface of the game process, detect character data; when there is character data, pass the target control on the game interface displaying the first character Receive the role switching command; when there is no role data, hide the target control.
  • the role switching module 103 is specifically configured to: switch the first role to the second role at the current position of the first role.
  • the character switching module 103 is further configured to: highlight the associated area of the second character on the game interface.
  • a computer device in one embodiment, includes a processor, a memory, a network interface, an input device, and a display screen connected through a system bus.
  • the memory includes a non-volatile storage medium and an internal memory.
  • the non-volatile storage medium of the computer device stores an operating system, and also stores a computer program.
  • the processor can implement the game character switching method.
  • a computer program may also be stored in the internal memory, and when the computer program is executed by the processor, the processor may execute the method for switching game characters.
  • FIG. 10 is only a block diagram of a partial structure related to the solution of the present application, and does not constitute a limitation on the computer equipment to which the solution of the present application is applied. Include more or fewer components than shown in the figures, or combine certain components, or have a different arrangement of components.
  • the game character switching apparatus provided by the present application can be implemented in the form of a computer program, and the computer program can be executed on the computer device as shown in FIG. 10 .
  • Various program modules constituting the game character switching device can be stored in the memory of the computer device.
  • the computer program constituted by each program module enables the processor to execute the steps in the game character switching method of each embodiment of the present application described in this specification.
  • a computer-readable storage medium stores computer-executable instructions, and the computer-executable instructions are used to cause a computer to execute the steps of the above-mentioned game character switching method.
  • the steps of the game character switching method here may be the steps in the game character switching methods of the above embodiments.
  • the storage medium may be a magnetic disk, an optical disk, a read-only memory (Read-Only Memory, ROM), or a random access memory (Random Access Memory, RAM) or the like.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

本申请公开了一种游戏角色切换方法、装置及电子设备,所述方法包括:当第一角色处于游戏进程的游戏界面中时,在显示所述第一角色的所述游戏界面上接收角色切换指令;根据所述角色切换指令获取对应第二角色的角色数据;根据所述角色数据,从所述游戏界面中将所述第一角色切换为所述第二角色。

Description

游戏角色切换方法、装置及电子设备 技术领域
本申请涉及计算机技术领域,特别涉及一种游戏角色切换方法、装置及电子设备。
背景技术
第三人称视角射击游戏(Third Personal Shooting Game,TPS)是一类以上帝视角来进行射击的游戏,玩家可以看到自己操纵的角色行走及作出攻击动作,具有较强的动作感。
在TPS游戏的场景下往往需要玩家具有更丰富的操作,然而,玩家在单局TPS游戏内只能体验单一角色所带来的乐趣,导致游戏趣味性降低。为解决上述问题,现有的TPS游戏可通过暂停游戏进程并返回角色切换页面重新选取游戏角色,从而提高游戏趣味性。但这种操作较为复杂,且界面的多次跳转可能会使主线程需要加载大量的数据或需要加载大量的UI元素,导致页面跳转延迟,且当界面的GPU使用率过高时,页面的多次跳转会出现过场动画不流畅,缓慢的情况,导致用户体验度不佳。
发明内容
本申请的目的在于至少解决现有技术中存在的技术问题之一,提供一种游戏角色切换方法、装置以及电子设备,减小游戏角色切换时的数据加载量和GPU使用率,提高用户体验。
本申请实施例提供一种游戏角色切换方法,包括:
当第一角色处于游戏进程的游戏界面中时,在显示所述第一角色的所述游戏界面上接收角色切换指令;
根据所述角色切换指令获取对应第二角色的角色数据;
根据所述角色数据,从所述游戏界面中将所述第一角色切换为所述第二角 色。
进一步的,当第一角色处于游戏进程的游戏界面中时,在显示所述第一角色的所述游戏界面上接收角色切换指令,包括:
当第一角色处于游戏进程的游戏界面中时,检测所述第一角色的控制状态;
当所述第一角色处于可控制状态时,在显示所述第一角色的所述游戏界面上接收角色切换指令。
进一步的,在显示所述第一角色的所述游戏界面上接收角色切换指令,包括:
在所述游戏界面上通过目标控件接收角色切换指令。
进一步的,所述角色切换指令通过在所述目标控件的显示区域完成对所述目标控件的点击操作后生成。
进一步的,在所述游戏界面上通过目标控件接收角色切换指令之后,还包括:
将所述目标控件在预设时长内标记为不可选取状态。
进一步的,还包括:
在所述显示区域内,将所述目标控件替换为所述预设时长,以在所述显示区域内显示所述预设时长。
进一步的,当第一角色处于游戏进程的游戏界面中时,在显示所述第一角色的所述游戏界面上接收角色切换指令,包括:
当第一角色处于游戏进程的游戏界面中时,检测所述角色数据;
当存在所述角色数据时,在显示所述第一角色的所述游戏界面上通过所述目标控件接收角色切换指令;
当不存在所述角色数据时,隐藏所述目标控件。
进一步的,将所述第一角色切换为所述第二角色,包括:
在所述第一角色所处的当前位置上将所述第一角色切换为所述第二角色。
进一步的,在将所述第一角色切换为所述第二角色之后,还包括:
在所述游戏界面上对所述第二角色的关联区域做突出显示。
进一步的,所述角色数据包括所述第二角色的图像数据、所述第二角色的生命值数据以及所述第二角色的输出值数据中的至少一项。
进一步的,在本申请实施例中,还提供了一种游戏角色切换装置,包括:
指令接收模块,用于当第一角色处于游戏进程的游戏界面中时,在显示所述第一角色的所述游戏界面上接收角色切换指令;
数据获取模块,用于根据所述角色切换指令获取对应第二角色的角色数据;
角色切换模块,用于根据所述角色数据,从所述游戏界面中将所述第一角色切换为所述第二角色。
进一步的,本申请实施例提供一种电子设备,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,所述处理器执行所述程序时实现如上述实施例所述的游戏角色切换方法。
进一步的,本申请实施例提供一种计算机可读存储介质,所述计算机可读存储介质存储有计算机可执行指令,所述计算机可执行指令用于使计算机执行如上述实施例所述的游戏角色切换方法。
相比于现有技术,上述实施例通过在游戏进程的游戏界面中,接收角色切换指令并根据角色切换指令直接将第一角色切换为第二角色,无需进行多次的界面跳转操作即可完成角色切换,从而避免界面的多次跳转导致的跳转延迟或过场动画不流畅的问题,减小游戏角色切换时的数据加载量和GPU使用率,进而提高用户在TPS游戏中的游戏体验。
上述实施例通过检测第一角色的控制状态,并在第一角色处于可控制状态时再接收角色切换指令,从而提高游戏运行的流畅性。
上述实施例在游戏界面上通过目标控件接收角色切换指令。此时仅需通过游戏界面上的目标控件即可接收玩家发送的角色切换指令,无需通过与第一角色或第二角色的关联区域进行角色切换,使得与第一角色或第二角色的关联区域在必要时刻可进行隐藏。
上述实施例中,角色切换指令是玩家通过在目标控件的显示区域完成对目标控件的点击操作后生成,避免由于误触目标控件造成的误切换。
上述实施例通过在游戏界面上通过目标控件接收角色切换指令之后,将目标控件在预设时长内标记为不可选取状态,避免目标控件的频繁触动造成角色的频繁切换。
上述实施例不存在角色数据时,隐藏目标控件,避免造成计算资源的无端消耗,同时避免已无控制作用的目标控件对游戏界面中的地图背景造成遮挡。
上述实施例通过在第一角色所处的当前位置上将第一角色切换为第二角色,使得游戏界面可沿用当前第一角色的地图背景,仅需进行第二角色的角色数据的加载,无需进行地图背景的加载,进而减小用户终端的数据加载量或缓存压力。
附图说明
下面结合附图和实施例对本申请进一步地说明;
图1是现有技术的游戏切换方法的示意图;
图2为一个实施例中游戏角色切换方法的应用环境图;
图3为一个实施例中游戏角色切换方法的另一应用环境图;
图4为一个实施例中游戏角色切换方法的流程示意图;
图5为接收角色切换指令前的游戏界面示意图;
图6为接收角色切换指令后的游戏界面示意图;
图7为隐藏目标控件后的游戏界面示意图;
图8为游戏界面的局部示意图;
图9为一个实施例中游戏角色切换装置的结构示意图;
图10为一个实施例中计算机设备的结构框图。
具体实施方式
本部分将详细描述本申请的具体实施例,本申请之较佳实施例在附图中示出,附图的作用在于用图形补充说明书文字部分的描述,使人能够直观地、形象地理解本申请的每个技术特征和整体技术方案,但其不能理解为对本申请保 护范围的限制。
第三人称视角射击游戏(Third Personal Shooting Game,TPS)是一类以上帝视角来进行射击的游戏,玩家可以看到自己操纵的角色行走及作出攻击动作,具有较强的动作感。
但在传统的第三人称视角射击游戏中,玩家在单局的游戏内往往只能体验一个角色所带来的乐趣,即使想要切换到另一角色中,也需要在该局游戏结束后才可重新选择,导致部分用户的游戏体验不佳。为提高用户体验,如图1所示,现有的部分TPS游戏可通过暂停游戏进程,即暂停当前游戏角色A正在执行的游戏关卡或任务,然后返回角色切换界面重新选取游戏角色B后,再跳转到游戏进程的游戏界面,由重新选取的游戏角色B继续执行当前的游戏关卡或任务。这种游戏角色的切换操作,需要先暂停正在执行的游戏进程,返回角色切换界面选取游戏角色后,再跳转至游戏进程的游戏界面。这种做法操作繁琐,且当进行页面跳转时,若跳转到的界面数据过大,如角色切换界面跳转到游戏界面,而游戏界面的数据量较大,则此时需要加载大量的数据,从而导致页面跳转延迟。或跳转到的界面需要加载大量的UI(User Interface)元素,如游戏界面跳转到角色切换界面,而角色切换界面需要加载多个角色以及其他的UI元素,此时同样会导致页面跳转延迟。此外,当游戏界面或角色切换界面的GPU(Graphics Processing Unit,图形处理器)使用率过高,会导致页面跳转时出现过场动画不流畅,缓慢等情况。
为了解决上述技术问题,如图1所示,是一个实施例中游戏角色切换方法的应用环境图。参照图1,该游戏角色切换方法应用于用户终端110。其中,用户终端用户终端110可以用独立的用户终端,如手机、平板电脑、笔记本电脑、可穿戴设备或桌上型电脑等。在用户终端110中,当第一游戏角色处于游戏进程的游戏界面时,用户通过操作用户终端110上的游戏界面发送角色切换指令,该操作可以是点击、下滑或文字输入等操作。用户终端在接收到用户通过游戏界面发送的角色切换指令时,拉取预存的角色数据,并根据该角色数据在游戏界面上将第一角色切换为第二游戏角色。其中,第一角色和第二角色是指TPS 游戏中可被玩家所操控的玩家角色。在本实施例中,角色数据预先存储在用户终端的内存上。用户终端在游戏界面接收到用户发起的角色切换指令时,可直接从内存上调取用以形成第二角色的角色数据以完成角色切换,无需联网获取角色数据,使得用户终端在脱机状态下依旧可以完成角色切换。
在一实施例中,如图2所示,是一个实施例中游戏角色切换方法的另一应用环境图。在该应用环境中,用户终端110与服务器120通过网络连接,终端110具体可以是台式终端110或移动终端110,移动终端可以是手机、平板电脑、笔记本电脑、可穿戴设备等中的一种。服务器120可以用独立的服务器120或者是多个服务器120组成的服务器群来实现,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、CDN、以及大数据和人工智能平台等基础云计算服务的云服务器。在本实施例中,该用户终端110可以用于作为运行游戏的游戏客户端的前端,且服务器120可以用于作为该游戏客户端的后台,这样,当服务器120获取到该用户终端110中的游戏用户通过该游戏客户端发送的远程连接请求之后,可以快速与该用户终端110建立长连接。
当用户终端110接收到角色切换指令时,将角色切换指令发送至服务器120,以使服务器120根据角色切换指令获取角色数据,并将角色数据发送至用户终端110。用户终端110根据服务器发送的角色数据,从游戏界面中将第一角色切换为第二角色。在本实施例中,用户终端在游戏界面接收到用户发起的角色切换指令时,再通过通信网络从服务器上请求用以形成第二角色的角色数据以完成角色切换,无需在本机上先进行角色数据的预存,减小用户终端的存储压力。
考虑到虚拟场景的渲染需要消耗一定的性能,因此在进行角色切换之前,引入一个缓存机制。即将游戏界面中的地图背景缓存到用户终端110或服务器120中,在角色切换时,直接根据查找到与发生角色切换时的地图背景的缓存地图背景,快速将缓存地图背景所映射的历史渲染数据作为本次切换请求渲染的地图背景的虚拟渲染数据。这意味着游戏界面中的地图背景一旦被渲染过,则在角色切换时可从缓存中直接获取地图背景,无需对地图背景重新进行渲染计 算,进而大大降低用户终端或服务器中物理渲染器件的消耗和占用。可以理解的是,将第一角色切换为第二角色,是指在游戏界面中直接将第一角色切换为第二角色,无需再进行其他页面的跳转。为避免过多角色的切换导致游戏界面卡顿,通常可只采用双游戏角色进行第一角色和第二角色之间的切换,而在用户终端或服务器的性能足够优秀时,亦可采用多个游戏角色进行第一角色和第二角色之间的切换,具体可进行切换的游戏角色的数量在此不做限定。
通过在游戏进程的游戏界面中,接收角色切换指令并根据角色切换指令直接将第一角色切换为第二角色,无需进行多次的界面跳转操作即可完成角色切换,从而避免界面的多次跳转导致的跳转延迟或过场动画不流畅的问题,减小游戏角色切换时的数据加载量和GPU使用率,进而提高用户在TPS游戏中的游戏体验。
下面,将通过几个具体的实施例对本申请实施例提供的游戏角色切换方法进行详细介绍和说明。
如图3所示,在一个实施例中,提供了一种游戏角色切换方法。本实施例主要以该方法应用于计算机设备来举例说明。该计算机设备具体可以是上述图1中的用户终端110。
参照图3,该游戏角色切换方法具体包括如下步骤:
S11,当第一角色处于游戏进程的游戏界面中时,在显示第一角色的游戏界面上接收角色切换指令。
S12,根据角色切换指令获取对应第二角色的角色数据。
S13,根据角色数据,从游戏界面中将第一角色切换为第二角色。
通过在游戏进程的游戏界面中,接收角色切换指令并根据角色切换指令直接将第一角色切换为第二角色,无需进行多次的界面跳转操作即可完成角色切换,从而避免界面的多次跳转导致的跳转延迟或过场动画不流畅的问题,减小游戏角色切换时的数据加载量和GPU使用率,进而提高用户在TPS游戏中的游戏体验。
其中,第一角色是指TPS游戏中可被玩家所操控的玩家角色,或者由可被 玩家操纵的玩家角色以及与该玩家角色绑定以辅助该角色在游戏内进行战斗的辅助角色共同组成。游戏进程是指被用户控制的第一角色正在执行的游戏关卡或任务,游戏界面为第一角色处于游戏关卡或游戏任务时,在用户终端的屏幕上形成的界面。当第一角色处于游戏进程的游戏界面中时,用户终端可通过游戏界面中的虚拟按键或游戏界面来接收玩家的角色切换指令。当用户终端通过游戏界面的虚拟按键来接收玩家发出的角色切换指令时,玩家可通过点击游戏界面上的预设区域,如点击游戏界面中与第一角色和第二角色相关联的关联区域,该关联区域一般显示为角色的角色信息,如角色头像。当玩家操作,如点击显示第二角色的关联区域时,用户终端即可判断接收到角色切换指令。可以理解的是,当玩家点击显示第一角色的关联区域时,由于第一角色正处于游戏界面中,无需进行切换,因此此时会将第一角色的关联区域设置为无法触发的状态,玩家在点击第一角色的关联区域是不会触发角色切换操作,从而避免用户终端进行重复的数据加载。或者,当用户终端通过游戏界面来接收玩家发出的角色切换指令时,可通过检测玩家对游戏界面的滑动来判断是否接收到玩家发送的角色切换指令,如检测到玩家对游戏界面进行上滑、下滑、左滑、右滑等任意一种滑动操作时,则判断接收到的角色切换指令。
而在游戏进程中,由于游戏剧情的需要,通常会在进程中出现一些演示画面,如非玩家角色(Non-Player Character,NPC)与玩家角色的互动,这种互动是与玩家当前控制的玩家角色,即第一角色进行的,若此时进行角色切换,可能会由于角色发生改变导致互动无法进行,进而出现跳过演示画面或游戏进程出现逻辑错误的情况,影响游戏进程的流畅性。此时为保证游戏进程的流畅性,同时考虑到在出现演示画面时第一角色通常处于不可被用户控制的情况,因此在一实施例中,当第一角色处于游戏进程的游戏界面中时,在显示第一角色的游戏界面上接收角色切换指令,包括:
当第一角色处于游戏进程的游戏界面中时,检测第一角色的控制状态。其中,控制状态是指第一角色是否可根据玩家在游戏界面上的虚拟轮盘上做出的移动操作或攻击操作进行实时响应,如玩家对游戏界面上的虚拟轮盘做出左移 操作,第一角色可实时响应该左移操作向游戏界面的左侧移动,此时则判断第一角色处于可控制状态,相反地,则判断第一角色处于不可控制状态。当第一角色处于可控制状态时,用户终端在显示第一角色的游戏界面上接收角色切换指令,否则,用户终端在游戏界面上停止接收角色切换指令,此时玩家发出角色切换指令时,用户终端不会接收由该指令。通过检测第一角色的控制状态,并在第一角色处于可控制状态时再接收角色切换指令,从而提高游戏运行的流畅性。
为进一步方便玩家操作,在一实施例中,在显示第一角色的游戏界面上接收角色切换指令,包括:
在游戏界面上通过目标控件接收角色切换指令。此时仅需通过游戏界面上的目标控件即可接收玩家发送的角色切换指令,无需通过与第一角色或第二角色的关联区域进行角色切换,使得与第一角色或第二角色的关联区域在必要时刻可进行隐藏。同时,对虚拟轮盘进行操作时也会带来游戏界面的滑动,因此通过检测游戏界面的滑动来接收角色切换指令的方式可能会造成角色切换指令的误接收,而通过目标控件来接收玩家发送的角色切换指令,也可减少该情况。如图5所示,目标控件可位于虚拟轮盘的一侧,其显示区域可呈现为圆形区域,方便用户进行操作。可以理解的,其显示区域亦可是方形、三角形或者其他常规的形状,在此不做赘述。在检测到玩家操作该目标控件时,目标控件可出现短暂的放大,从而提示玩家正在进行目标控件的操作,同时用户终端接收根据玩家点击该目标控件时生成的角色切换指令。在一实施例中,角色切换指令是玩家通过在目标控件的显示区域完成对目标控件的点击操作后生成,其中点击操作是指检测到玩家在显示区域内触摸该目标控件,并在该显示区域内结束对游戏界面的触摸。若检测到玩家在显示区域内触摸该目标控件,但结束对游戏界面的触摸并非在该显示区域内,则不生成角色切换指令。通过这种方法,使得用户在误触摸到游戏界面上的目标控件时,可滑动至目标控件的显示区域外再结束触摸,避免由于误触目标控件造成的误切换。
在一实施例中,在游戏界面上通过目标控件接收角色切换指令之后,还包 括:
将目标控件在预设时长内标记为不可选取状态。
为避免目标控件的频繁触动造成角色的频繁切换,导致用户终端在短时间内需要进行频繁的数据运算,进而出现占用用户终端过多资源或由于频繁的数据计算导致游戏进程奔溃的问题,当在游戏界面上通过目标控件接收角色切换指令之后,在预设时长内将目标控件设置为不可选取。其中不可选取状态是指控制目标控件停止进行信息接收,或对目标控件接收到的信息做丢弃处理,即在预设时长内无法通过点击目标控件来生成角色切换指令。其中预设时长可根据实际需求进行设定,为避免让玩家等待的时间过长,通常可设定为10-20秒,如15秒。而为起到提示作用,在一实施例中,当目标控件处于不可选取状态时,在目标控件的显示区域内,将目标控件替换为预设时长,已在显示区域内显示预设时长。其中,如图6所示,将目标控件替换为预设时长,即在显示区域内将目标控件替换为带有预设时长的数字图像,同时为起到更好地提示效果,数字图像的选择为动态的数字图像,其在显示区域内显示为数字倒数的计时效果,计时效果结束即为经过预设时长,此时显示区域重新切换为目标控件,并同时控制目标控件开始进行信息的接收,或停止对目标控件接收到的信息做丢弃处理。
考虑到在TPS游戏中,可能会出现游戏角色“阵亡”的情况,若此时通过目标控件生成角色切换指令,则无法进行角色切换,但用户终端仍要接收角色切换指令进行角色数据的查找,造成无端的计算资源消耗,同时目标控件的显示亦会遮挡游戏界面中地图背景。因此在一实施例中,当第一角色处于游戏进程的游戏界面中时,在显示所述第一角色的所述游戏界面上接收角色切换指令,包括:
当第一角色处于游戏进程的游戏界面中时,检测角色数据。其中,角色数据包括第二角色的图像数据、第二角色的生命值数据以及第二角色的输出值数据中的至少一项。当存在角色数据时,在显示第一角色的游戏界面上通过目标控件接收角色切换指令。当不存在角色数据时,隐藏目标控件。
当游戏角色“阵亡”时,用户终端或服务器会在当前的游戏进程中删除该游戏角色的数据,此时不存在可被切换的第二角色。在检测到不存在角色数据时,目标控件将被隐藏,其中隐藏包括半隐藏或者完全隐藏。如图7所示,是用户终端对目标控件进半隐藏的实例。同时,目标控件被设置为不可选取,即无法通过点击目标控件来生成角色切换指令。
由于游戏界面中不仅包括游戏角色,还包括有地图背景,在角色切换时,地图背景的加载或渲染亦需要耗费一定的资源,即使采用缓存机制,也会给终端的缓存带来一定的压力,特别是当地图背景过多时,用户终端的缓存压力越大。为此,在一实施例中,将所述第一角色切换为所述第二角色,包括:
在第一角色所处的当前位置上将第一角色切换为第二角色。通过在第一角色所处的当前位置上将第一角色切换为第二角色,使得游戏界面可沿用当前第一角色的地图背景,仅需进行第二角色的角色数据的加载,无需进行地图背景的加载,进而减小用户终端的数据加载量或缓存压力。
为起到更好的提示作用,在一实施例中,在将所述第一角色切换为所述第二角色之后,在游戏界面上对第二角色的关联区域做突出显示。如图8所示,第一角色的关联区域为第一角色的游戏头像和生命值数据,第二角色关联区域为第二角色的游戏头像和生命值数据。在用户终端将所述第一角色切换为所述第二角色之后,将第一角色的游戏头像和生命数据做弱化显示,将第一角色的游戏头像和生命数据做突出显示。其中弱化显示可以是将第一角色的游戏头像和生命数据对应的显示区域进行虚化、调低亮度或调低清晰度,突出显示可以是调高第二角色的游戏头像和生命数据对应的显示区域的亮度或调低清晰度,使其亮度和清晰度明显高于第一角色的游戏头像和生命数据。
在一个实施例中,如图9所示,提供了一种游戏角色切换装置,包括:
指令接收模块101,用于当第一角色处于游戏进程的游戏界面中时,在显示第一角色的游戏界面上接收角色切换指令。
数据获取模块102,用于根据角色切换指令获取对应第二角色的角色数据。其中,角色数据包括第二角色的图像数据、第二角色的生命值数据以及第二角 色的输出值数据中的至少一项。
角色切换模块103,用于根据角色数据,从游戏界面中将第一角色切换为第二角色。
在一个实施例中,指令接收模块101,具体用于:当第一角色处于游戏进程的游戏界面中时,检测第一角色的控制状态;当第一角色处于可控制状态时,在显示第一角色的游戏界面上接收角色切换指令。
在一个实施例中,指令接收模块101,还用于:在游戏界面上通过目标控件接收角色切换指令。其中,角色切换指令通过在目标控件的显示区域完成对目标控件的点击操作后生成。
在一个实施例中,指令接收模块101,还用于:在游戏界面上通过目标控件接收角色切换指令之后,将目标控件在预设时长内标记为不可选取状态。
在一实施例中,指令接收模块101,还用于:将目标控件在预设时长内标记为不可选取状态之后,在显示区域内,将目标控件替换为预设时长,以在显示区域内显示预设时长。
在一个实施例中,指令接收模块101,还用于:当第一角色处于游戏进程的游戏界面中时,检测角色数据;当存在角色数据时,在显示第一角色的游戏界面上通过目标控件接收角色切换指令;当不存在角色数据时,隐藏目标控件。
在一个实施例中,角色切换模块103,具体用于:在第一角色所处的当前位置上将第一角色切换为第二角色。
在一个实施例中,角色切换模块103,还用于:在游戏界面上对第二角色的关联区域做突出显示。
在一个实施例中,提供了一种计算机设备,如图10所示,该计算机设备包括该计算机设备包括通过系统总线连接的处理器、存储器、网络接口、输入装置和显示屏。其中,存储器包括非易失性存储介质和内存储器。该计算机设备的非易失性存储介质存储有操作系统,还可存储有计算机程序,该计算机程序被处理器执行时,可使得处理器实现游戏角色切换方法。该内存储器中也可储存有计算机程序,该计算机程序被处理器执行时,可使得处理器执行游戏角色 切换方法。本领域技术人员可以理解,图10中示出的结构,仅仅是与本申请方案相关的部分结构的框图,并不构成对本申请方案所应用于其上的计算机设备的限定,具体的计算机设备可以包括比图中所示更多或更少的部件,或者组合某些部件,或者具有不同的部件布置。
在一个实施例中,本申请提供的游戏角色切换装置可以实现为一种计算机程序的形式,计算机程序可在如图10所示的计算机设备上运行。计算机设备的存储器中可存储组成该游戏角色切换装置的各个程序模块。各个程序模块构成的计算机程序使得处理器执行本说明书中描述的本申请各个实施例的游戏角色切换方法中的步骤。
在一个实施例中,提供了一种计算机可读存储介质,所述计算机可读存储介质存储有计算机可执行指令,所述计算机可执行指令用于使计算机执行上述游戏角色切换方法的步骤。此处游戏角色切换方法的步骤可以是上述各个实施例的游戏角色切换方法中的步骤。
以上所述是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也视为本申请的保护范围。
本领域普通技术人员可以理解实现上述实施例方法中的全部或部分流程,是可以通过计算机程序来指令相关的硬件来完成,所述的程序可存储于一计算机可读取存储介质中,该程序在执行时,可包括如上述各方法的实施例的流程。其中,所述的存储介质可为磁碟、光盘、只读存储记忆体(Read-Only Memory,ROM)或随机存储记忆体(Random Access Memory,RAM)等。

Claims (13)

  1. 一种游戏角色切换方法,其特征在于,包括:
    当第一角色处于游戏进程的游戏界面中时,在显示所述第一角色的所述游戏界面上接收角色切换指令;
    根据所述角色切换指令获取对应第二角色的角色数据;
    根据所述角色数据,从所述游戏界面中将所述第一角色切换为所述第二角色。
  2. 根据权利要求1所述的游戏角色切换方法,其特征在于,当第一角色处于游戏进程的游戏界面中时,在显示所述第一角色的所述游戏界面上接收角色切换指令,包括:
    当第一角色处于游戏进程的游戏界面中时,检测所述第一角色的控制状态;
    当所述第一角色处于可控制状态时,在显示所述第一角色的所述游戏界面上接收角色切换指令。
  3. 根据权利要求1或2所述的游戏角色切换方法,其特征在于,在显示所述第一角色的所述游戏界面上接收角色切换指令,包括:
    在所述游戏界面上通过目标控件接收角色切换指令。
  4. 根据权利要求3所述的游戏角色切换方法,其特征在于,所述角色切换指令通过在所述目标控件的显示区域完成对所述目标控件的点击操作后生成。
  5. 根据权利要求3所述的游戏角色切换方法,其特征在于,在所述游戏界面上通过目标控件接收角色切换指令之后,还包括:
    将所述目标控件在预设时长内标记为不可选取状态。
  6. 根据权利要求5所述的游戏角色切换方法,其特征在于,还包括:
    在所述显示区域内,将所述目标控件替换为所述预设时长,以在所述显示区域内显示所述预设时长。
  7. 根据权利要求3所述的游戏角色切换方法,其特征在于,当第一角色处于游戏进程的游戏界面中时,在显示所述第一角色的所述游戏界面上接收角色切换指令,包括:
    当第一角色处于游戏进程的游戏界面中时,检测所述角色数据;
    当存在所述角色数据时,在显示所述第一角色的所述游戏界面上通过所述目标控件接收角色切换指令;
    当不存在所述角色数据时,隐藏所述目标控件。
  8. 根据权利要求1所述的游戏角色切换方法,其特征在于,将所述第一角色切换为所述第二角色,包括:
    在所述第一角色所处的当前位置上将所述第一角色切换为所述第二角色。
  9. 根据权利要求1所述的游戏角色切换方法,其特征在于,在将所述第一角色切换为所述第二角色之后,还包括:
    在所述游戏界面上对所述第二角色的关联区域做突出显示。
  10. 根据权利要求1所述的游戏角色切换方法,其特征在于,所述角色数据包括所述第二角色的图像数据、所述第二角色的生命值数据以及所述第二角色的输出值数据中的至少一项。
  11. 一种游戏角色切换装置,其特征在于,包括:
    指令接收模块,用于当第一角色处于游戏进程的游戏界面中时,在显示所述第一角色的所述游戏界面上接收角色切换指令;
    数据获取模块,用于根据所述角色切换指令获取对应第二角色的角色数据;
    角色切换模块,用于根据所述角色数据,从所述游戏界面中将所述第一角色切换为所述第二角色。
  12. 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,其特征在于,所述处理器执行所述程序时实现如权利要求1所述的游戏角色切换方法。
  13. 一种计算机可读存储介质,其特征在于,所述计算机可读存储介质中存储有计算机程序,所述计算机程序适于由处理器加载并执行,以使得具有所述处理器的计算机设备执行权利要求1所述的方法。
PCT/CN2021/097382 2021-02-26 2021-05-31 游戏角色切换方法、装置及电子设备 WO2022179001A1 (zh)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US17/364,852 US20220274020A1 (en) 2021-02-26 2021-06-30 Method and apparatus for switching game character, and electronic device

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202110223586.8 2021-02-26
CN202110223586.8A CN112999662A (zh) 2021-02-26 2021-02-26 游戏角色切换方法、装置及电子设备

Related Child Applications (1)

Application Number Title Priority Date Filing Date
US17/364,852 Continuation US20220274020A1 (en) 2021-02-26 2021-06-30 Method and apparatus for switching game character, and electronic device

Publications (1)

Publication Number Publication Date
WO2022179001A1 true WO2022179001A1 (zh) 2022-09-01

Family

ID=76387489

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2021/097382 WO2022179001A1 (zh) 2021-02-26 2021-05-31 游戏角色切换方法、装置及电子设备

Country Status (2)

Country Link
CN (1) CN112999662A (zh)
WO (1) WO2022179001A1 (zh)

Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN105099986A (zh) * 2014-04-23 2015-11-25 深圳市快播科技有限公司 一种网络游戏游戏数据的共享方法和服务器
US20160175707A1 (en) * 2014-12-19 2016-06-23 Guangzhou Aijiuyou Information Technology Co., Ltd Method, device and system for sharing of game characters
CN105935495A (zh) * 2016-04-12 2016-09-14 网易(杭州)网络有限公司 游戏角色的登录控制方法、装置、系统及游戏系统
CN108031119A (zh) * 2017-11-14 2018-05-15 武汉卓讯互动信息科技有限公司 一种游戏中角色切换的方法及服务器
CN108568109A (zh) * 2018-04-25 2018-09-25 咪咕互动娱乐有限公司 一种游戏控制方法、装置及存储介质
CN109847352A (zh) * 2019-01-18 2019-06-07 网易(杭州)网络有限公司 游戏中控件图标的显示控制方法、显示设备及存储介质
CN110465084A (zh) * 2019-08-19 2019-11-19 网易(杭州)网络有限公司 游戏界面的切换方法、装置、终端设备及存储介质

Family Cites Families (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9878244B2 (en) * 2015-03-11 2018-01-30 Nintendo Co., Ltd. Storage medium having stored therein game program, game apparatus, game system, and game processing method
CN107967116B (zh) * 2015-06-16 2019-07-19 深圳市腾讯计算机系统有限公司 游戏场景中锁定目标的方法和装置、计算机设备
CN105641934B (zh) * 2015-12-25 2019-05-14 北京像素软件科技股份有限公司 一种同一账号内玩家角色实时切换的方法及装置
CN111111192B (zh) * 2019-12-27 2024-03-26 珠海金山数字网络科技有限公司 一种游戏角色的移动方法及装置

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN105099986A (zh) * 2014-04-23 2015-11-25 深圳市快播科技有限公司 一种网络游戏游戏数据的共享方法和服务器
US20160175707A1 (en) * 2014-12-19 2016-06-23 Guangzhou Aijiuyou Information Technology Co., Ltd Method, device and system for sharing of game characters
CN105935495A (zh) * 2016-04-12 2016-09-14 网易(杭州)网络有限公司 游戏角色的登录控制方法、装置、系统及游戏系统
CN108031119A (zh) * 2017-11-14 2018-05-15 武汉卓讯互动信息科技有限公司 一种游戏中角色切换的方法及服务器
CN108568109A (zh) * 2018-04-25 2018-09-25 咪咕互动娱乐有限公司 一种游戏控制方法、装置及存储介质
CN109847352A (zh) * 2019-01-18 2019-06-07 网易(杭州)网络有限公司 游戏中控件图标的显示控制方法、显示设备及存储介质
CN110465084A (zh) * 2019-08-19 2019-11-19 网易(杭州)网络有限公司 游戏界面的切换方法、装置、终端设备及存储介质

Also Published As

Publication number Publication date
CN112999662A (zh) 2021-06-22

Similar Documents

Publication Publication Date Title
US11565180B2 (en) Game program, game controlling method, and information processing apparatus
JP5745559B2 (ja) ビデオゲーム処理装置、及びビデオゲーム処理プログラム
US8414396B2 (en) Game system, game apparatus, storage medium storing game program, and game controlling method
US8926430B1 (en) Game system, game program, and method for providing game switchable between manual mode and automatic mode
US11478698B2 (en) Program, information processing device, and control method
US11247129B2 (en) Information processing system, information processing apparatus, information processing server, storage medium and information processing method
WO2022183610A1 (zh) 游戏模式切换方法、装置及电子设备
JP2019013783A (ja) ゲームシステム及びプログラム
CN110215709B (zh) 对象选取方法、装置、存储介质及电子设备
JP7033227B1 (ja) ゲームシステム、情報処理方法及びプログラム
WO2022179001A1 (zh) 游戏角色切换方法、装置及电子设备
US20180264354A1 (en) Program, control method, and information processing device
US20220274020A1 (en) Method and apparatus for switching game character, and electronic device
WO2023024078A1 (zh) 一种虚拟对象的控制方法、装置、电子设备及存储介质
JP2018156190A (ja) ゲームシステム及びプログラム
US11607613B2 (en) Method and apparatus for switching game mode, and electronic device
US11992764B2 (en) Game program, game controlling method, and information processing apparatus
JP6923610B2 (ja) プログラム、端末装置、ゲームシステム及びゲームシステムの制御方法
JP6991381B1 (ja) ゲームシステム、方法及びプログラム
JP7149389B1 (ja) ゲームのためのプログラム、方法及び情報処理装置
JP7164646B2 (ja) プログラム、方法及びゲーム装置
WO2023173648A1 (zh) 游戏中的处理方法、装置、终端设备及存储介质
JP2024008145A (ja) プログラム及び情報処理装置
JP2019150414A (ja) ゲームプログラム及びゲームシステム
CN116808573A (zh) 一种游戏加载方法、装置、电子设备和存储介质

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 21927433

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 21927433

Country of ref document: EP

Kind code of ref document: A1