WO2023024078A1 - 一种虚拟对象的控制方法、装置、电子设备及存储介质 - Google Patents

一种虚拟对象的控制方法、装置、电子设备及存储介质 Download PDF

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Publication number
WO2023024078A1
WO2023024078A1 PCT/CN2021/115039 CN2021115039W WO2023024078A1 WO 2023024078 A1 WO2023024078 A1 WO 2023024078A1 CN 2021115039 W CN2021115039 W CN 2021115039W WO 2023024078 A1 WO2023024078 A1 WO 2023024078A1
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Prior art keywords
pattern
value
preset
interface
target
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PCT/CN2021/115039
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English (en)
French (fr)
Inventor
徐治钦
彭美
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上海硬通网络科技有限公司
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Priority to US17/530,440 priority Critical patent/US12042731B2/en
Publication of WO2023024078A1 publication Critical patent/WO2023024078A1/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • 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
    • 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

Definitions

  • the present application relates to the field of computer technology, and in particular to a virtual object control method, device, electronic equipment and storage medium.
  • the game interface is usually divided into two parts.
  • the upper part of the interface displays the attacking objects in the tower defense type game.
  • Defense value the lower part of the interface displays the pattern matrix and defense objects of match-3 games, and each matrix element in the pattern matrix corresponds to a pattern object.
  • the defense object, the pattern object and the attack object are all virtual objects.
  • Players exchange the positions of two adjacent pattern objects so that three or more same pattern objects are connected together, and these same pattern objects will be eliminated.
  • the defense object will attack the attack object in front of the pattern object, so that the current life value of the attack object is subtracted from the predetermined life value, so as to kill the attack object.
  • the eliminated pattern object can only trigger a fixed attack on the attacking object, and cannot increase the intensity of the battle, resulting in too long a game match, which causes each game match to occupy the terminal and More processing overhead on the server.
  • the purpose of this application is to solve at least one of the technical problems in the prior art, provide a virtual object control method, device and electronic equipment, shorten the duration of the game, and reduce the processing overhead of the terminal and server.
  • the embodiment of the present application provides a method for controlling a virtual object, including:
  • the pattern matrix includes a plurality of matrix elements, and each matrix element is used to display pattern objects;
  • the energy value of the target defense object reaches the preset value
  • the current life value of the attacking object is subtracted from the second preset life value, wherein the second preset life value is greater than the first Default health.
  • the energy value of the target defensive object corresponding to the pattern type in the first interface is increased.
  • the increased energy value is equal to the preset value.
  • the current life value of the attacking object is subtracted from the second preset life value, including:
  • the second preset life value is equal to the current life value.
  • the number of attacks of the offensive object is proportional to the display duration of the offensive object in the second interface
  • the display duration is determined according to the current life value of the offensive object
  • the current life value of the offensive object is less than the preset value , it disappears in the second interface.
  • a virtual object control device including:
  • An instruction receiving module configured to receive an object exchange instruction on the pattern matrix of the first interface of the screen, the pattern matrix includes a plurality of matrix elements, and each matrix element is used to display pattern objects;
  • the object exchange module is used to exchange the positions of the first pattern object and the second pattern object according to the object exchange instruction, and when detecting that there are a predetermined number of pattern objects of the same type connected, eliminate the connected pattern objects, and replace the second The current health value of the attacking object in the interface minus the first preset health value;
  • the gain adding module is used to increase the energy value of the corresponding target defense object in each defense object of the first interface according to the eliminated pattern object;
  • the attack control module is used to subtract the second preset life value from the current life value of the attacking object in response to the skill trigger instruction for the target defense object when the energy value of the target defense object reaches a preset value, wherein the second preset Set the life value to be greater than the first preset life value.
  • an embodiment of the present application provides an electronic device, including: a memory, a processor, and a computer program stored on the memory and operable on the processor, and the processor implements the above-mentioned embodiment when executing the program.
  • the control method of the virtual object including: a memory, a processor, and a computer program stored on the memory and operable on the processor, and the processor implements the above-mentioned embodiment when executing the program.
  • the control method of the virtual object including: a memory, a processor, and a computer program stored on the memory and operable on the processor, and the processor implements the above-mentioned embodiment when executing the program.
  • the embodiments of the present application provide a storage medium, the storage medium stores computer-executable instructions, and the computer-executable instructions are used to make a computer execute the method for controlling a virtual object as described in the above-mentioned embodiments.
  • the attack object is attacked more powerfully, thereby Break the limitation that connected pattern objects can only trigger a fixed attack on the offensive object when eliminated, so that the pattern object can also benefit the defensive object when eliminated, which improves the interactivity of the game.
  • the energy value of the target defensive object When the preset value is reached, the attacking target will be attacked more powerfully, increasing the intensity of the battle, which will help improve the killing efficiency in the game, speed up the process of the game, shorten the duration of the game, and reduce the terminal and server processing overhead.
  • Fig. 1 is the application environment diagram of the control method of virtual object in an embodiment
  • Fig. 2 is the user interface schematic diagram that the tower defense type game provided in an embodiment combines with three elimination type games;
  • FIG. 3 is a schematic flowchart of a method for controlling a virtual object in an embodiment
  • Fig. 4 is a schematic diagram of a sliding operation provided by an embodiment
  • Figure 5 is a schematic diagram of the life value of the attacking object provided by an embodiment
  • Fig. 6 is a schematic interface diagram of the energy value of the defense object provided by an embodiment
  • Fig. 7 is a schematic interface diagram of the second interface after the energy value of the defense object reaches the preset value provided by an embodiment
  • Fig. 8 is a schematic diagram of the life value of the defense object provided by an embodiment
  • Fig. 9 is a schematic structural diagram of a virtual object control device in an embodiment
  • Figure 10 is a block diagram of a computer device in one embodiment.
  • the method for controlling the virtual object of the application provided by the embodiment of the present application is applied to an application environment including a terminal device 110 and a server 120 as shown in FIG. 1 .
  • the terminal device 110 is connected to the server 120 through a network.
  • the terminal device 110 may be a desktop terminal or a mobile terminal, where the mobile terminal may be one of a mobile phone, a tablet computer, a notebook computer, a wearable device, and the like.
  • the server 120 can be implemented by an independent server or a server group composed of multiple servers, and can also provide cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services , security services, CDN, and cloud servers for basic cloud computing services such as big data and artificial intelligence platforms.
  • the application program 130 using the above virtual object control method is displayed by the terminal device 110 .
  • the user interface displayed by the terminal device 110 may be as shown in FIG. 2 .
  • the split screen of the user interface is divided into two parts of the interface, including the first interface 11 of the lower part and the second interface 12 of the upper part.
  • the first interface displays the pattern matrix 140 and defense object 150 of the match-three type game, and each matrix element in the pattern matrix 140 corresponds to a pattern object 141, and the player exchanges the positions of two adjacent pattern objects 141 to make three or three If the same pattern objects above are connected together, these same pattern objects will be eliminated, and then new pattern objects will be randomly dropped to fill the blank positions caused by the elimination.
  • the second interface displays attack objects 160 in the tower defense type game.
  • the terminal device While the pattern object is being eliminated, the terminal device generates an attack command to subtract the predetermined life value from the current life value of the attacking object 160, and then synchronize the data generated by subtracting the predetermined life value from the current life value to the server.
  • the pattern object increases the energy value of the target defense object 151 among the defense objects on the first interface.
  • the terminal device detects that the energy value of the target defensive object reaches the preset value, it will receive the skill trigger command sent by the user for the target defensive object, trigger a second attack on the offensive object, and subtract the second from the current life value of the offensive object.
  • the preset life value wherein, the second preset life value is greater than the first preset life value.
  • the offensive object regularly attacks the defensive object, and the current defense value of the defensive object is subtracted from the predetermined defense value. If the defense value of the defense object drops to 0, the game will fail; if the defense value of the defense object drops to 0 before all the attacking objects are eliminated, the game will win.
  • the attack object is attacked more powerfully, thereby Break the limitation that connected pattern objects can only trigger a fixed attack on the offensive object when eliminated, so that the pattern object can also benefit the defensive object when eliminated, which improves the interactivity of the game.
  • the energy value of the target defensive object When the preset value is reached, the attacking target will be attacked more powerfully, increasing the intensity of the battle, which will help improve the killing efficiency in the game, speed up the process of the game, shorten the duration of the game, and reduce the terminal and server processing overhead.
  • a method for controlling a virtual object is provided. This embodiment is mainly described by taking the method applied to computer equipment as an example.
  • the computer device may specifically be the terminal device 110 in FIG. 1 above.
  • control method of the virtual object specifically includes the following steps:
  • a user interface of an application program is displayed on the screen of the terminal device, and the lower part of the user interface is a first interface with a pattern matrix of a predetermined size.
  • the first interface includes a plurality of squares. As shown in FIG. 2 , there are 6*6 squares in the first interface, each square corresponds to a matrix element, and all the squares form a pattern matrix.
  • a border is displayed in the area where each grid is located, and a pattern object is displayed in the area where each grid is located, and the pattern object may be a pattern of a preset shape.
  • the squares of different pattern objects can be distinguished by different backgrounds, such as by different background colors, background styles or background graphics.
  • the screen is a touch screen of the terminal device, and when receiving a user's touch operation on the touch screen, the terminal device generates a corresponding control instruction. For example, when the terminal device receives the user's sliding operation from the position of the first pattern object to the position of the second pattern object on the touch screen, an object exchange instruction is generated according to the sliding operation.
  • the screen may also be a display screen of a terminal device, and the terminal further includes an input device, and the user triggers the terminal to generate a corresponding control instruction by operating the input device.
  • the terminal is a desktop computer
  • the mouse corresponds to the operation control on the screen
  • the first interface is displayed on the screen.
  • the user controls the operation control to move to the position of the first pattern object by moving the mouse, and then clicks the mouse to control the operation control to select the first pattern object , press and hold the mouse and drag, so that the operation control moves to the position of the second pattern object while the first pattern object is selected, and when the user releases the mouse, the terminal generates a pattern object exchange instruction.
  • the first pattern object is a pattern object displayed in the grid where the start position of the sliding operation is located
  • the second pattern object is the pattern object displayed in the grid where the end position of the sliding operation is located.
  • the solid arrow indicates the direction in which the finger slides, and when the finger slides, an object exchange instruction is generated.
  • the terminal device moves the first pattern object in the left of the figure from its original square to the square of the second pattern object in the right of the figure, and moves the second pattern object in the left Move from its original square to the original square of the first pattern object in the right of the figure, and then detect whether there are a predetermined number of pattern objects of the same type connected after the first pattern object and the second pattern object exchange positions .
  • connection is horizontal connection or vertical connection.
  • the predetermined number may be 3 or more, and when 3 or more same pattern objects are connected, these connected images will be eliminated. If 3 triangular patterns are connected, the 3 triangular patterns will be eliminated. Wherein, the specific number of the predetermined number can be set according to actual needs.
  • the first required reduction of the attack object can be determined according to the attack value corresponding to the eliminated pattern object and the defense value of the attack object in the second interface. Preset the life value, so that when the attack command is generated according to the connected pattern object, the current life value of the attacking object in the second interface on the left of the figure is subtracted from the first preset life value, and the result is carried out in the second interface on the right of the figure show. To prompt the user that the attack object has been attacked.
  • the attack target is a non-player character, that is, a game character that is not manipulated by a real player in the game, and is generally controlled by a computer's artificial intelligence, and is a character with its own behavior pattern.
  • the attacking object from which the first preset life value is subtracted may be determined according to the user's click operation on the second interface.
  • the clicked offensive object is marked as the selected offensive object.
  • the selected attack object will be searched from the multiple attack objects on the second interface, and after the attack object is found, an attack value will be generated to attack the attack object.
  • different types of pattern objects correspond to different attack values.
  • the generated attack value for attacking the attack object is the number of eliminated image objects multiplied by the preset attack value corresponding to the pattern object.
  • the first interface on the left side of the figure displays the current health value 151 and energy gauge 152 of the defense object, and the initial value of the energy gauge is 0 when entering the application program.
  • the pattern object is eliminated, a corresponding energy value will be generated to fill the energy slot, forming the right side of the figure, to indicate that the energy value of the defense object increases, where the energy value of the target defense object can be a fixed value every time the pattern object is eliminated , the specific value can be set according to the actual situation.
  • the target defense object may directly randomly select a defense object from various defense objects as the target defense object, or may be determined according to a user's click operation on the first interface.
  • the clicked defense object is marked as a target defense object.
  • the target defensive object selected by the user can be found to increase its energy value. If there is no target defense object selected by the user, a defense object may be randomly selected from each defense object as the target defense object.
  • increasing the energy value of the corresponding target defense object in each defense object on the first interface includes: increasing the energy value of the corresponding target defense object in the first interface according to the pattern type of the eliminated pattern object.
  • the energy value of the target defensive object corresponding to the pattern type, wherein the increased energy value is proportional to the number of eliminated pattern objects.
  • each pattern type has a preset association relationship with the defense object, for example, the triangle pattern is associated with the defense object A, the five-pointed star pattern is associated with the defense object B, and so on.
  • Each pattern type can be associated with a unique defense object, or with multiple defense objects.
  • Defense objects can be associated with a unique pattern type, or with multiple pattern types.
  • the energy value will be increased by 100 points, and if there are 4 pattern objects eliminated, the energy value will be increased by 300 points, etc.
  • the specific energy value increase value can be set according to the actual situation. Therefore, the user can choose the corresponding energy value increase method according to the demand, and the fun of the game and the interactivity with the user are improved.
  • a skill trigger command sent by the user may be received.
  • the energy value of the target defensive object reaches the preset value, if the user’s click operation on the target defensive object is received, it is determined that a skill trigger command has been received, and in response to the skill trigger command, the target defensive object is controlled to enter the gain state, and The target defensive object is controlled to attack the offensive object, so as to subtract the second preset health value from the current health value of the offensive object.
  • the gain state refers to a state in which the defense object obtains additional capabilities.
  • the gain state may have a certain duration, such as 5 seconds, 30 seconds or 1 minute, which may be set according to actual conditions.
  • the energy value of the target defensive object When the energy value of the target defensive object reaches the preset value, it will launch a more powerful attack on the offensive object, causing the offensive object to lose more life points, so as to improve the killing efficiency in the game.
  • the attack object is attacked more powerfully, thereby Break the limitation that connected pattern objects can only trigger a fixed attack on the offensive object when eliminated, so that the pattern object can also benefit the defensive object when eliminated, which improves the interactivity of the game.
  • the energy value of the target defensive object When the preset value is reached, the attacking target will be attacked more powerfully, increasing the intensity of the battle, which will help improve the killing efficiency in the game, speed up the process of the game, shorten the duration of the game, and reduce the terminal and server processing overhead.
  • the increased energy value of the target defense object is equal to the preset value. That is, after eliminating the pattern object, the energy value of the target defense object will directly increase to the preset value, so that the energy value of the target defense object can be fully stored by eliminating the pattern object once, without the need to eliminate the pattern object multiple times. In this way, users can trigger skill trigger commands faster to further increase the kill rate in game matches and shorten the duration of game matches.
  • the current life value of the attacking object is subtracted from the second preset life value, including: when the target defense When the energy value of the object reaches the preset value, the target defense object is controlled in response to the skill trigger instruction for the target defense object, and each defense object within the preset range of the target defense object in the first interface attacks the attack object, so as to The attack target's current health minus the second preset health.
  • the target defense object when a skill trigger command is received, except for the target defense object that can obtain a gain state, other defense objects within the preset range in the first interface can obtain a gain state, that is, when a skill trigger command is received , the target defensive object and other defensive objects within the preset range enter the buff state, and control all the defensive objects in the buff state to attack the offensive object.
  • the second preset life value may be the sum of the attack power of the target defense object and the attack power of other defense objects within the preset range.
  • the skill triggering command when the skill triggering command is received, the skill triggering command may be detected. If the skill trigger command is to click on the target defense object, the target defense object will be given a buff state, and the second preset health value is the attack power of the target defense object. If the skill trigger command is to double-click the target defense object, except the target defense object can obtain the buff state, other defense objects within the preset range in the first interface can obtain the buff state, that is, when the skill trigger command is received , the target defensive object and other defensive objects within the preset range enter the buff state, and control all the defensive objects in the buff state to attack the offensive object. At this time, the second preset life value may be the sum of the attack power of the target defense object and the attack power of other defense objects within the preset range.
  • the preset range is an area including the target defense object, for example, the preset range is an area of a certain size centered on the position of the target defense object, such as adjacent to the target defense object.
  • responding to the skill trigger command for the target defensive object can simultaneously control the defensive object within the preset range to attack the offensive object, so that the control of the defensive object to attack the offensive object
  • the methods are more diversified, and at the same time, the intensity of the battle between each defensive object and offensive object is increased, which helps to shorten the time of the game match and reduce the occupation requirements of the game match for the processing resources of the terminal and the server.
  • the second preset life value is equal to the current life value. That is, after receiving a skill trigger command for the target defensive object, directly kill the attacking target without receiving multiple skill trigger commands, so that the attacking target can be killed faster and the game duration can be shortened.
  • the energy value of the target defensive object is cleared, that is, the energy tank of the target defensive object returns to the initial value.
  • the target defense object in order to facilitate the user to judge whether the selected target defense image can receive skill triggering instructions, so as to improve the interaction between the user and the game, in one embodiment, when the energy value of the target defense object reaches the preset value , the target defense object is highlighted in the second interface. Wherein, highlighting may be to stroke the frame of the target defense object, so that the target defense object is highlighted in the second interface, which is convenient for the user to identify the target defense object, as shown in FIG. 7 .
  • the first preset health value after subtracting the first preset health value from the current health value of the attacking object in the second interface, or subtracting the second preset health value from the current health value of the attacking object, it further includes: detecting the first preset health value Whether there is an attacking object in the second interface, and if so, when the attacking object satisfies the preset condition, control the attacking object to attack at least one defensive object in the first interface.
  • the preset condition may be to set a timing for the attacking object, such as 10 seconds. That is, the offensive object is controlled to attack at least one defensive object in the first interface every 10 seconds.
  • different types of attacking objects have different attack times. For example, when one type of attacking object attacks a defensive object, an attack is generated; when another type of attacking object attacks a defensive object, Two attacks are generated. The specific number of attacks can be set according to the actual situation.
  • controlling the attacking object to attack at least one defensive object in the first interface includes: when the display duration of the attacking object in the second interface satisfies the preset condition.
  • the preset condition may be a timing setting for the attacking object, such as 10 seconds. That is, the offensive object is controlled to attack at least one defensive object in the first interface every 10 seconds.
  • the terminal device obtains the preset attack range of the offensive object, and conducts an attack on all defensive objects within the preset attack range of the offensive object, or a random defensive object attack.
  • the number of times the attacking object attacks is proportional to the display time of the attacking object on the second interface, that is, the longer the display time of the attacking object on the second interface, the more times the attacking object attacks.
  • the display duration of the attacking object in the second interface is determined by the current life value of the attacking object, and if the current life value of the attacking object is less than a preset value, it will disappear in the second interface. When all the offensive objects in the second interface disappear, and the defense value of the defensive object is greater than 0, then the target object used to represent victory is displayed on the user interface.
  • the target object may be a picture or animation representing a game victory.
  • different types of attacking objects have different attack times. For example, when one type of attacking object attacks a defensive object, an attack is generated; when another type of attacking object attacks a defensive object, Two attacks are generated. The specific number of attacks can be set according to the actual situation.
  • after eliminating the connected pattern objects further include: according to the corresponding elimination position of the pattern object , translate the pattern object above the eliminated position downward to fill the eliminated position; fill the shifted blank position with the newly generated pattern object.
  • a virtual object control device is provided, as shown in FIG. 9 , including:
  • the instruction receiving module 101 is configured to receive an object exchange instruction on the pattern matrix of the first interface of the screen, and the object exchange instruction is based on a sliding operation acting on adjacent first pattern objects and second pattern objects in the pattern matrix
  • the generated pattern matrix includes a plurality of matrix elements, and each matrix element is used to display pattern objects.
  • the object exchange module 102 is configured to exchange the positions of the first pattern object and the second pattern object according to the object exchange instruction, and after detecting that the positions of the first pattern object and the second pattern object are exchanged, there are a predetermined number of patterns of the same type When the objects are connected, the pattern object is eliminated, and the current health value of the attacking object in the second interface is subtracted from the first preset health value.
  • the gain adding module 103 is configured to increase the energy value of the corresponding target defense object among the defense objects on the first interface according to the eliminated pattern object.
  • the attack control module 104 is configured to, when the energy value of the target defense object reaches a preset value, respond to a skill trigger instruction for the target defense object, and subtract a second preset life value from the current life value of the attack object, wherein the second The preset health value is greater than the first preset health value.
  • the gain adding module 103 is specifically configured to: increase the energy value of the target defensive object corresponding to the pattern type in the first interface according to the pattern type of the eliminated pattern object.
  • the increased energy value is equal to the preset value.
  • the attack control module 104 is specifically configured to: when the energy value of the target defense object reaches a preset value, respond to a skill trigger instruction for the target defense object, control the target defense object, and the target defense object in the first interface Each defensive object within the preset range of the defensive object attacks the offensive object, so as to subtract the second preset health value from the current health value of the offensive object.
  • the second preset life value is equal to the current life value.
  • the attack control module 104 is further configured to: clear the energy value of the target defensive object.
  • the target defense object when the energy value of the target defense object reaches a preset value, the target defense object is highlighted on the second interface.
  • the attack control module 104 is further configured to: when the attacking object satisfies a preset condition, control the attacking object to attack at least one defensive object in the first interface.
  • the attack control module 104 is further configured to: when the display duration of the attacking object in the second interface satisfies a preset condition.
  • the number of attacks of the attacking object is proportional to the display duration of the attacking object in the second interface, and the display duration is determined according to the current life value of the attacking object. When the current life value of the attacking object is less than When the preset value is set, it disappears in the second interface.
  • the object exchange module 102 is further configured to: according to the elimination position corresponding to the pattern object, translate the pattern object above the elimination position downward to fill the elimination position;
  • a computer device includes a processor connected through a system bus, a memory, a communication interface, an input device, and a display screen.
  • 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 may also store a computer program.
  • the processor can realize the virtual object control 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 virtual object control method.
  • FIG. 10 is only a block diagram of a part of the structure related to the solution of this application, and does not constitute a limitation to the computer equipment on which the solution of this application is applied.
  • the specific computer equipment can be More or fewer components than shown in the figures may be included, or certain components may be combined, or have a different arrangement of components.
  • the device for controlling a virtual object provided in the present application may be implemented in the form of a computer program, and the computer program may run on the computer device as shown in FIG. 10 .
  • Each program module constituting the control device of the virtual object 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 method for controlling a virtual object in each embodiment of the application described in this specification.
  • a storage medium stores computer-executable instructions, and the computer-executable instructions are used to cause a computer to execute the steps of the above virtual object control method.
  • the steps in the method for controlling a virtual object may be the steps in the method for controlling a virtual object in each of the foregoing embodiments.
  • the storage medium may be a magnetic disk, an optical disk, a ROM (Read-Only Memory, read-only memory) or a RAM (Random Access Memory, random access memory), etc.

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Abstract

本申请公开了一种虚拟对象的控制方法、装置、电子设备及存储介质,所述方法包括:在屏幕的第一界面的图案矩阵上接收对象交换指令;根据对象交换指令交换第一图案对象和第二图案对象的位置,并在检测到第一图案对象和第二图案对象交换位置后,存在预定个数的相同类型的图案对象相连时,消除相连的图案对象;根据消除的图案对象,增加第一界面各防御对象中对应的目标防御对象的能量值;当目标防御对象的能量值达到预设值时,对进攻对象进行更强力的攻击,提升对战的激烈程度,有助于提升游戏对局中的击杀效率,加快对局进程,缩短游戏对局的时长,从而减少终端和服务器的处理开销。

Description

一种虚拟对象的控制方法、装置、电子设备及存储介质 技术领域
本申请涉及计算机技术领域,特别涉及一种虚拟对象的控制方法、装置、电子设备及存储介质。
背景技术
对于塔防类型游戏和三消类型游戏的结合,通常是将游戏界面分屏为两部分界面,上半部分界面显示塔防类型游戏中的进攻对象,进攻对象对应初始生命值,防御对象对应初始防御值;下半部分界面显示三消类型游戏的图案矩阵和防御对象,图案矩阵中每个矩阵元素对应一个图案对象。其中,防御对象、图案对象和进攻对象均为虚拟对象。玩家通过交换相邻两个图案对象的位置,使得三个或三个以上相同的图案对象连在一起,这些相同的图案对象便会被消除。在图案对象被消除的同时,防御对象会对在图案对象前方的进攻对象发起攻击,使进攻对象的当前生命值减去预定生命值,以击杀进攻对象。
然而,在消除的图案对象时,消除的图案对象仅能触发对进攻对象的固定攻击,无法提升对战的激烈程度,导致游戏对局的时长过长,从而导致每个游戏对局需要占用终端和服务器较多的处理开销。
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,提供一种虚拟对象的控制方法、装置以及电子设备,缩短游戏对局时长,减少终端和服务器的处理开销。
第一方面,本申请实施例提供一种虚拟对象的控制方法,包括:
在屏幕的第一界面的图案矩阵上接收对象交换指令,图案矩阵包括多个矩阵元素,各矩阵元素用于显示图案对象;
根据对象交换指令交换第一图案对象和第二图案对象的位置,并在检测到存在预定个数的相同类型的图案对象相连时,消除相连的图案对象,并将第二界面中进攻对象的当前生命值减去第一预设生命值;
根据消除的图案对象,增加第一界面各防御对象中对应的目标防御对象的能量值;
当目标防御对象的能量值达到预设值时,响应针对目标防御对象的技能触发指令,将进攻对象的当前生命值减去第二预设生命值,其中,第二预设生命值大于第一预设生命值。
进一步的,根据消除的图案对象,增加第一界面各防御对象中对应的目标防御对象的能量值,包括:
根据消除的图案对象的图案类型,增加第一界面中与图案类型对应的目标防御对象的能量值。
进一步的,增加的所述能量值等于所述预设值。
进一步的,当目标防御对象的能量值达到预设值时,响应针对目标防御对象的技能触发指令,将进攻对象的当前生命值减去第二预设生命值,包括:
当目标防御对象的能量值达到预设值时,响应针对目标防御对象的技能触发指令,控制目标防御对象,以及第一界面中处于目标防御对象预设范围内的各防御对象对进攻对象进行攻击,以将进攻对象的当前生命值减去第二预设生命值。
进一步的,所述第二预设生命值等于所述当前生命值。
进一步的,还包括:
进攻对象在第二界面中的显示时长满足预设条件时。
进一步的,所述进攻对象的攻击次数与进攻对象在第二界面中的显示时长成正比,所述显示时长根据进攻对象的当前生命值确定,所述进攻对象在当前生命值少于预设值时,在第二界面中消失。
第二方面,在本申请实施例中,还提供了一种虚拟对象的控制装置,包括:
指令接收模块,用于在屏幕的第一界面的图案矩阵上接收对象交换指令, 图案矩阵包括多个矩阵元素,各矩阵元素用于显示图案对象;
对象交换模块,用于根据对象交换指令交换第一图案对象和第二图案对象的位置,并在检测到存在预定个数的相同类型的图案对象相连时,消除相连的图案对象,并将第二界面中进攻对象的当前生命值减去第一预设生命值;
增益添加模块,用于根据消除的图案对象,增加第一界面各防御对象中对应的目标防御对象的能量值;
攻击控制模块,用于当目标防御对象的能量值达到预设值时,响应针对目标防御对象的技能触发指令,将进攻对象的当前生命值减去第二预设生命值,其中,第二预设生命值大于第一预设生命值。
第三方面,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虚拟对象的控制方法。
第四方面,本申请实施例提供一种存储介质,所述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虚拟对象的控制方法。
通过在消除相连的图案对象时,增加第一界面各防御对象中对应的目标防御对象的能量值,以在目标防御对象的能量值达到预设值时,对进攻对象进行更强力的攻击,从而打破相连的图案对象在消除时仅能触发对进攻对象的固定攻击的局限性,使图案对象在消除时还可对防御对象进行增益,提高了游戏的交互性,同时在目标防御对象的能量值达到预设值时,会对进攻对象进行更强力的攻击,提升对战的激烈程度,有助于提升游戏对局中的击杀效率,加快对局进程,缩短游戏对局的时长,从而减少终端和服务器的处理开销。
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为一个实施例中虚拟对象的控制方法的应用环境图;
图2是一个实施例中提供的塔防类型游戏与三消类型游戏结合的用户界面 示意图;
图3为一个实施例中虚拟对象的控制方法的流程示意图;
图4是一个实施例提供的滑动操作的示意图;
图5一个实施例提供的进攻对象的生命值的示意图;
图6一个实施例提供的防御对象的能量值的界面示意图;
图7一个实施例提供的防御对象的能量值达到预设值后的第二界面的界面示意图;
图8一个实施例提供的防御对象的生命值的示意图;
图9为一个实施例中虚拟对象的控制装置的结构示意图;
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。
下面结合附图对本申请实施例进行详细的阐述,本申请实施例提供的应用的虚拟对象的控制方法应用于如图1所示的包括终端设备110和服务器120的应用环境中。其中终端设备110与服务器120通过网络连接。终端设备110可以是台式终端或移动终端,其中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或者是多个服务器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。使用上述虚拟对象的控制方法的应用程序130通过终端设备110进行显示。
其中,应用程序130在通过终端设备110进行显示时,终端设备110显示的用户界面可如图2所示。其中,该用户界面分屏为两部分界面,包括下半部 分的第一界面11和上半部分的第二界面12。第一界面显示三消类型游戏的图案矩阵140和防御对象150,图案矩阵140中每个矩阵元素对应一个图案对象141,玩家通过交换相邻两个图案对象141的位置,使得三个或三个以上相同的图案对象连在一起,这些相同的图案对象便会被消除,然后随机掉落新的图案对象填补由于消除产生的空白位置。第二界面显示塔防类型游戏中的进攻对象160。在图案对象被消除的同时,终端设备生成攻击指令,使进攻对象160的当前生命值减去预定生命值,然后将当前生命值减去预定生命值后生成的数据同步至服务器,同时根据消除的图案对象,增加第一界面各防御对象中的目标防御对象151的能量值。当终端设备检测到目标防御对象的能量值达到预设值时,则接收用户针对目标防御对象发送的技能触发指令,触发对进攻对象的二次攻击,将进攻对象的当前生命值减去第二预设生命值,其中,第二预设生命值大于第一预设生命值。进攻对象定时向防御对象进行攻击,使防御对象的当前防御值减去预定防御值。若防御对象的防御值降为0则游戏失败;若防御对象的防御值降为0之前,进攻对象被全部消灭,则游戏胜利。
通过在消除相连的图案对象时,增加第一界面各防御对象中对应的目标防御对象的能量值,以在目标防御对象的能量值达到预设值时,对进攻对象进行更强力的攻击,从而打破相连的图案对象在消除时仅能触发对进攻对象的固定攻击的局限性,使图案对象在消除时还可对防御对象进行增益,提高了游戏的交互性,同时在目标防御对象的能量值达到预设值时,会对进攻对象进行更强力的攻击,提升对战的激烈程度,有助于提升游戏对局中的击杀效率,加快对局进程,缩短游戏对局的时长,从而减少终端和服务器的处理开销。
下面,将通过几个具体的实施例对本申请实施例提供的邮件处理方法进行详细介绍和说明。
如图3所示,在一个实施例中,提供了一种虚拟对象的控制方法。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中的终端设备110。
参照图3,该虚拟对象的控制方法具体包括如下步骤:
S11、在屏幕的第一界面的图案矩阵上接收对象交换指令,所述对象交换指令是根据作用在图案矩阵中相邻的第一图案对象和第二图案对象上的滑动操作生成的,图案矩阵包括多个矩阵元素,各矩阵元素用于显示图案对象。
在一实施例中,终端设备的屏幕上显示有应用程序的用户界面,该用户界面的下半部分为带有预定尺寸的图案矩阵的第一界面。第一界面包括多个方格,如图2所示,第一界面存在6*6个方格,每个方格对应一个矩阵元素,所有方格组成图案矩阵。
在一实施例中,每个方格所在的区域中显示有边框,每个方格所在的区域中用于显示图案对象,该图案对象可以是预设形状的图案。不同图案对象的方格可以通过不同的背景进行区分,如通过不同的背景颜色、背景样式或背景图形进行区分。
示例性的,屏幕为终端设备的触摸屏,当接收到用户在触摸屏上的触摸操作时,终端设备生成对应的控制指令。如当终端设备接收到用户在触摸屏上从第一图案对象的位置向第二图案对象的位置进行滑动操作时,根据该滑动操作生成对象交换指令。
示例性的,屏幕还可以为终端设备的显示屏,终端还包括输入设备,用户通过操作输入设备来触发终端生成对应的控制指令。如终端为台式电脑,鼠标在屏幕上对应操作控件,屏幕上显示有第一界面,用户通过移动鼠标控制操作控件移动至第一图案对象的位置,然后单击鼠标控制操作控件选中第一图案对象,按住鼠标并拖动,使得操作控件在选中第一图案对象的状态下移动至第二图案对象的位置,当用户松开鼠标时,终端生成图案对象交换指令。
在一实施例中,第一图案对象是滑动操作的起始位置所在的方格中显示的图案对象,第二图案对象是滑动操作的终止位置所在的方格中显示的图案对象。
S12、根据对象交换指令交换第一图案对象和第二图案对象的位置,并在检测到第一图案对象和第二图案对象交换位置后,存在预定个数的相同类型的图案对象相连时,消除相连的图案对象,并将第二界面中进攻对象的当前生命值减去第一预设生命值。
在一实施例中,如图4所示,实心箭头表示手指滑动的方向,在手指滑动时,生成对象交换指令。在收到对象交换指令时,终端设备将图左中第一图案对象从其原来所在的方格中移动至图右中第二图案对象原来所在的方格中,并将图左中第二图案对象从其原来所在的方格中移动至图右中第一图案对象原来所在的方格中,然后检测第一图案对象和第二图案对象交换位置后,是否存在预定个数的相同类型的图案对象相连。若存在,则消除相连的图案对象;若不存在,则将第一图案对象和第二图案对象复位,即撤销第一图案对象和第二图案对象交换位置的操作,使第一图案对象和第二图案对象恢复为交换之前的位置。
在一实施例中,相连为横向相连或纵向相连。示例性的,预定个数可以是3个或三个以上,当3个或3个以上相同的图案对象相连时,这几个相连的图像便会被消除。如3个三角形的图案相连,则这3个三角形的图案会被消除。其中,预定个数的具体个数可根据实际需求进行设置。
在一实施例中,如图5所示,在图案对象消除时,可根据消除的图案对象对应的攻击值以及第二界面的中进攻对象的防御值,可确定进攻对象所需减少的第一预设生命值,从而在根据相连的图案对象生成攻击指令时,将图左的第二界面中进攻对象的当前生命值减去第一预设生命值,并在图右的第二界面中进行显示。以提示用户进攻对象已收到攻击。
其中,进攻对象为非玩家角色,即游戏中不受真人玩家操纵的游戏角色,一般由计算机的人工智能控制,是拥有自身行为模式的角色。
在一实施例中,减去第一预设生命值的进攻对象可根据用户在第二界面中的点击操作确定。当接收到用户在第二界面中对某个进攻对象的点击操作时,则将该被点击的进攻对象标记为被选定进攻对象。当相连的图案对象消除后,会从第二界面的多个进攻对象中查找被选定的进攻对象,并在查找到该进攻对象后,产生攻击值对该进攻对象进行攻击。
为提高用户的游戏体验,在一实施例中,不同类型的图案对象对应的攻击值不同。当图案对象消除时,产生的用于攻击进攻对象的攻击值为消除的图像 对象数量乘以图案对象对应的预设攻击值。
S13、根据消除的图案对象,增加第一界面各防御对象中对应的目标防御对象的能量值。
在一实施例中,如图6所示,图左第一界面中显示有防御对象的当前生命值151和能量槽152,该能量槽在刚进入应用程序时的初始值为0。当图案对象消除时,会产生相应的能量值对能量槽进行填充,形成图右,以表示防御对象的能量值增加,其中,每次图案对象消除时目标防御对象增加的能量值可以是固定值,具体数值可根据实际情况进行设置。
在一实施例中,目标防御对象可以直接从各防御对象中随机选取一个防御对象作为目标防御对象,或可以根据用户在第一界面中的点击操作确定。当接收到用户在第一界面中对某个防御对象的点击操作时,则将该被点击的防御对象标记为目标防御对象。当图案对象消除时,可查找被用户选定的目标防御对象,增加其能量值。若不存在被用户选定的目标防御对象,则可从各防御对象中随机选取一个防御对象作为目标防御对象。
为提高交互性,在一实施例中,根据消除的图案对象,增加第一界面各防御对象中对应的目标防御对象的能量值,包括:根据消除的图案对象的图案类型,增加第一界面中与图案类型对应的目标防御对象的能量值,其中,增加的能量值与消除的图案对象的数量成正比。
示例性的,每个图案类型与防御对象存在预设的关联关系,如三角形图案与防御对象A关联,五角星图案与防御对象B关联等。每个图案类型可以与唯一的防御对象关联,也可以与多个防御对象关联。防御对象可以与唯一的图案类型关联,也可以与多个图案类型关联。当图案对象消除时,可根据消除的图案对象的图案类型,从第一界面的各防御对象中查找与该图案类型相关联的所有目标防御对象后,增加目标防御对象的能量值,从而无需用户进行目标防御对象的选定,且将消除的图案对象的图案类型与目标防御对象的关联,显著提高了目标防御对象选择的交互性以及趣味性。
示例性的,消除图案对象的数量与能量值存在预设的关联关系。如消除的 图案对象为3个,则增加100点的能量值,消除的图案对象为4个,则增加300点的能量值等,其中具体能量值增加的数值可根据实际情况进行设定。从而使用户可根据需求选择对应的能量值增加方式,提高游戏的趣味性以及与用户的交互性。
S15、当目标防御对象的能量值达到预设值时,响应针对目标防御对象的技能触发指令,将进攻对象的当前生命值减去第二预设生命值,其中,第二预设生命值大于第一预设生命值。
在一实施例中,当目标防御对象的能量值达到预设值,即目标防御对象的能量槽蓄满后,则可接收用户发送的技能触发指令。当目标防御对象的能量值达到预设值时,若接收到用户对目标防御对象的点击操作,则判定接收到技能触发指令,此时响应该技能触发指令,控制目标防御对象进入增益状态,并控制目标防御对象对进攻对象进行攻击,以将进攻对象的当前生命值减去第二预设生命值。其中,增益状态是指使得防御对象获得额外能力的状态。该增益状态可以具有一定的持续时长,例如5秒、30秒或1分钟,具体可根据实际情况进行设定。
在目标防御对象的能量值达到预设值时,会向进攻对象发起更强力的攻击,使进攻对象丧失更多的生命值,以提升游戏对局中的击杀效率。
通过在消除相连的图案对象时,增加第一界面各防御对象中对应的目标防御对象的能量值,以在目标防御对象的能量值达到预设值时,对进攻对象进行更强力的攻击,从而打破相连的图案对象在消除时仅能触发对进攻对象的固定攻击的局限性,使图案对象在消除时还可对防御对象进行增益,提高了游戏的交互性,同时在目标防御对象的能量值达到预设值时,会对进攻对象进行更强力的攻击,提升对战的激烈程度,有助于提升游戏对局中的击杀效率,加快对局进程,缩短游戏对局的时长,从而减少终端和服务器的处理开销。
为进一步提高游戏对局中的击杀效率,在一实施例中,消除图案对象后,目标防御对象增加的能量值等于预设值。即在消除图案对象后,目标防御对象的能量值将直接增加到预设值,从而通过单次的图案对象消除即可使目标防御 对象的能量值蓄满,无需进行多次的图案对象消除,从而使用户能够更快地触发技能触发指令,以进一步提升游戏对局中的击杀率,缩短游戏对局时长。
在一实施例中,当目标防御对象的能量值达到预设值时,响应针对目标防御对象的技能触发指令,将进攻对象的当前生命值减去第二预设生命值,包括:当目标防御对象的能量值达到预设值时,响应针对目标防御对象的技能触发指令,控制目标防御对象,以及第一界面中处于目标防御对象预设范围内的各防御对象对进攻对象进行攻击,以将进攻对象的当前生命值减去第二预设生命值。
示例性的,当接收到技能触发指令时,除目标防御对象能够获得增益状态之外,在第一界面中预设范围内的其它防御对象都可以获得增益状态,即在接收到技能触发指令时,目标防御对象以及预设范围内的其它防御对象均进入增益状态,并控制进入增益状态的所有防御对象对进攻对象进行攻击。此时第二预设生命值可以为目标防御对象的攻击力与预设范围内的其它防御对象的攻击力的总和。
为进一步增加与用户的交互性,在一实施例中,在接收到技能触发指令时,可检测技能触发指令。若该技能触发指令为单击目标防御对象,则使目标防御对象获得增益状态,此时第二预设生命值为目标防御对象的攻击力。若该技能触发指令为双击目标防御对象,则除目标防御对象能够获得增益状态之外,在第一界面中预设范围内的其它防御对象都可以获得增益状态,即在接收到技能触发指令时,目标防御对象以及预设范围内的其它防御对象均进入增益状态,并控制进入增益状态的所有防御对象对进攻对象进行攻击。此时第二预设生命值可以为目标防御对象的攻击力与预设范围内的其它防御对象的攻击力的总和。
可选的,预设范围是包括目标防御对象的区域范围,例如该预设范围是以目标防御对象的位置为中心的一定尺寸的区域范围,如与目标防御对象相邻。
通过在目标防御对象的能量值达到预设值时,响应针对目标防御对象的技能触发指令可同时控制处于预设范围内的防御对象对进攻对象进行攻击,使得控制防御对象对进攻对象进行攻击的方式更加多样化,同时提升了各个防御对象与进攻对象之间对战的激烈程度,这有助于缩短游戏对局的时间,降低游戏 对局对终端和服务器的处理资源的占用需求。
在一实施例中,第二预设生命值等于所述当前生命值。即在接收到一次针对目标防御对象的技能触发指令后,直接击杀进攻对象,无需进行多次的技能触发指令的接收,从而能够更快地击杀进攻对象,缩短游戏对局时长。
在一实施例中,在将进攻对象的当前生命值减去第二预设生命值之后,则清空目标防御对象的能量值,即使目标防御对象的能量槽回归初始值。
在一实施例中,为方便用户判断选定的目标防御图像是否可接收技能触发指令,以提高用户与游戏的交互性,在一实施例中,当目标防御对象的能量值达到预设值时,目标防御对象在第二界面中突出显示。其中,突出显示可为将目标防御对象的边框进行描边处理,从而使目标防御对象在第二界面中突出显示,方便用户对目标防御对象进行识别,如图7所示。
在一实施例中,在将第二界面中进攻对象的当前生命值减去第一预设生命值,或将进攻对象的当前生命值减去第二预设生命值之后,还包括:检测第二界面中是否存在进攻对象,若存在,则当进攻对象满足预设条件时,控制进攻对象对第一界面中的至少一个防御对象进行攻击。
在一实施例中,预设条件可以为对进攻对象进行定时设置,如10秒。即每过10秒控制进攻对象对第一界面中的至少一个防御对象进行攻击。
示例性的,不同类型的进攻对象的攻击次数不同,如,一种类型的进攻对象在对防御对象进行攻击时,会生成一次攻击;另一种类型的进攻对象在对防御对象进行攻击时,会生成两次攻击。具体的攻击次数可根据实际情况进行设定。
如图8所示,在进攻对象对防御对象进行攻击后,将防御对象的当前防御值减去进攻对象的攻击值,使防御对象的状态从图左变为图右,并在第一界面中进行显示,以提示用户进攻对象已发动攻击。
在一实施例中,当进攻对象满足预设条件时,控制进攻对象对第一界面中的至少一个防御对象进行攻击,包括:进攻对象在第二界面中的显示时长满足预设条件时。
示例性的,预设条件可以为对进攻对象进行定时设置,如10秒。即每过10秒控制进攻对象对第一界面中的至少一个防御对象进行攻击。当进攻对象在第二界面中的显示时长满足预设条件时,终端设备获取进攻对象的预设攻击范围,并对处于进攻对象的预设攻击范围内的所有防御对象,或随机一个防御对象进行攻击。
示例性的,进攻对象的攻击次数与进攻对象在第二界面中的显示时长成正比,即进攻对象在第二界面中的显示时长越长,则进攻对象的攻击次数越多。其中,进攻对象在第二界面中的显示时长由进攻对象的当前生命值确定,若进攻对象的当前生命值少于预设值时,其将在第二界面中消失。当第二界面中所有的进攻对象均消失,且防御对象的防御值大于0时,则在用户界面上显示用于表示胜利的目标对象。该目标对象可以是表示游戏胜利的图片或动画。
示例性的,不同类型的进攻对象的攻击次数不同,如,一种类型的进攻对象在对防御对象进行攻击时,会生成一次攻击;另一种类型的进攻对象在对防御对象进行攻击时,会生成两次攻击。具体的攻击次数可根据实际情况进行设定。
为使第一界面中能够存在足够消除进攻对象的图案对象的同时,减少第一界面的占用面积,在一实施例中,在消除相连的图案对象之后,还包括:根据图案对象对应的消除位置,将消除位置上方的图案对象向下平移以填补消除位置;通过新生成的图案对象填补平移后的空白位置。
当相同的图案对象被消除后,会出现消除后的空白方格,此时将被消除的图案对象位置上方的图案对象平移至消除位置。然后在矩阵中已有的图案对象平移完毕后,矩阵中依然空出与消除的图案对象的数量相同的空白位置,为了保证矩阵中的图案对象的数量,则通过终端设备生成新的图案对象来填补空白位置。
在一实施例中,提供了一种虚拟对象的控制装置,如图9所示,包括:
指令接收模块101,用于在屏幕的第一界面的图案矩阵上接收对象交换指令,所述对象交换指令是根据作用在图案矩阵中相邻的第一图案对象和第二图案对 象上的滑动操作生成的,图案矩阵包括多个矩阵元素,各矩阵元素用于显示图案对象。
对象交换模块102,用于根据对象交换指令交换第一图案对象和第二图案对象的位置,并在检测到第一图案对象和第二图案对象交换位置后,存在预定个数的相同类型的图案对象相连时,消除图案对象,并将第二界面中进攻对象的当前生命值减去第一预设生命值。
增益添加模块103,用于根据消除的图案对象,增加第一界面各防御对象中对应的目标防御对象的能量值。
攻击控制模块104,用于当目标防御对象的能量值达到预设值时,响应针对目标防御对象的技能触发指令,将进攻对象的当前生命值减去第二预设生命值,其中,第二预设生命值大于第一预设生命值。
在一实施例中,增益添加模块103,具体用于:根据消除的图案对象的图案类型,增加第一界面中与图案类型对应的目标防御对象的能量值。
在一实施例中,增加的所述能量值等于所述预设值。
在一实施例中,攻击控制模块104,具体用于:当目标防御对象的能量值达到预设值时,响应针对目标防御对象的技能触发指令,控制目标防御对象,以及第一界面中处于目标防御对象预设范围内的各防御对象对进攻对象进行攻击,以将进攻对象的当前生命值减去第二预设生命值。
在一实施例中,所述第二预设生命值等于所述当前生命值。
在一实施例中,攻击控制模块104,还用于:清空目标防御对象的能量值。
在一实施例中,当目标防御对象的能量值达到预设值时,所述目标防御对象在第二界面中突出显示。
在一实施例中,攻击控制模块104,还用于:当进攻对象满足预设条件时,控制进攻对象对第一界面中的至少一个防御对象进行攻击。
在一实施例中,攻击控制模块104,还用于:进攻对象在第二界面中的显示时长满足预设条件时。
在一实施例中,所述进攻对象的攻击次数与进攻对象在第二界面中的显示 时长成正比,所述显示时长根据进攻对象的当前生命值确定,所述进攻对象在当前生命值少于预设值时,在第二界面中消失。
在一实施例中,对象交换模块102,还用于:根据图案对象对应的消除位置,将消除位置上方的图案对象向下平移以填补消除位置;
通过新生成的图案对象填补平移后的空白位置。
在一个实施例中,提供了一种计算机设备,如图10所示,该计算机设备包括通过系统总线连接的处理器、存储器、通信接口、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,可使得处理器实现虚拟对象的控制方法。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,可使得处理器执行虚拟对象的控制方法。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,本申请提供的虚拟对象的控制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虚拟对象的控制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虚拟对象的控制方法中的步骤。
在一个实施例中,提供了一种存储介质,所述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虚拟对象的控制方法的步骤。此处虚拟对象的控制方法的步骤可以是上述各个实施例的虚拟对象的控制方法中的步骤。
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、ROM(Read-Only Memory,只读存储记忆体)或RAM(Random Access Memory,随机存储记忆体)等。

Claims (10)

  1. 一种虚拟对象的控制方法,其特征在于,包括:
    在屏幕的第一界面的图案矩阵上接收对象交换指令,图案矩阵包括多个矩阵元素,各矩阵元素用于显示图案对象;
    根据对象交换指令交换第一图案对象和第二图案对象的位置,并在检测到存在预定个数的相同类型的图案对象相连时,消除相连的图案对象,并将第二界面中进攻对象的当前生命值减去第一预设生命值;
    根据消除的图案对象,增加第一界面各防御对象中对应的目标防御对象的能量值;
    当目标防御对象的能量值达到预设值时,响应针对目标防御对象的技能触发指令,将进攻对象的当前生命值减去第二预设生命值,其中,第二预设生命值大于第一预设生命值。
  2. 根据权利要求1所述的虚拟对象的控制方法,其特征在于,根据消除的图案对象,增加第一界面各防御对象中对应的目标防御对象的能量值,包括:
    根据消除的图案对象的图案类型,增加第一界面中与图案类型对应的目标防御对象的能量值,其中,增加的能量值与消除的图案对象的数量成正比。
  3. 根据权利要求1所述的虚拟对象的控制方法,其特征在于,增加的所述能量值等于所述预设值。
  4. 根据权利要求1所述的虚拟对象的控制方法,其特征在于,当目标防御对象的能量值达到预设值时,响应针对目标防御对象的技能触发指令,将进攻对象的当前生命值减去第二预设生命值,包括:
    当目标防御对象的能量值达到预设值时,响应针对目标防御对象的技能触发指令,控制目标防御对象,以及第一界面中处于目标防御对象预设范围内的各防御对象对进攻对象进行攻击,以将进攻对象的当前生命值减去第二预设生 命值。
  5. 根据权利要求4所述的虚拟对象的控制方法,其特征在于,所述第二预设生命值等于所述当前生命值。
  6. 根据权利要求1所述的虚拟对象的控制方法,其特征在于,还包括:
    当进攻对象在第二界面中的显示时长满足预设条件时,控制进攻对象对进攻对象的预设攻击范围内的至少一个防御对象进行攻击。
  7. 根据权利要求6所述的虚拟对象的控制方法,其特征在于,所述进攻对象的攻击次数与进攻对象在第二界面中的显示时长成正比,所述显示时长根据进攻对象的当前生命值确定,所述进攻对象在当前生命值少于预设值时,在第二界面中消失。
  8. 一种虚拟对象的控制装置,其特征在于,包括:
    指令接收模块,用于在屏幕的第一界面的图案矩阵上接收对象交换指令,图案矩阵包括多个矩阵元素,各矩阵元素用于显示图案对象;
    对象交换模块,用于根据对象交换指令交换第一图案对象和第二图案对象的位置,并在检测到存在预定个数的相同类型的图案对象相连时,消除相连的图案对象,并将第二界面中进攻对象的当前生命值减去第一预设生命值;
    增益添加模块,用于根据消除的图案对象,增加第一界面各防御对象中对应的目标防御对象的能量值;
    攻击控制模块,用于当目标防御对象的能量值达到预设值时,响应针对目标防御对象的技能触发指令,将进攻对象的当前生命值减去第二预设生命值,其中,第二预设生命值大于第一预设生命值。
  9. 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计算机程序时实现权利要求1-7任意一项所述的虚拟对象的控制方法。
  10. 一种存储介质,其特征在于,所述存储介质存储有有计算机程序,所述计算机程序适用于处理器加载并执行,以使得具有所述处理器的计算机设备执行权利要求1-7任意一项所述的虚拟对象的控制方法。
PCT/CN2021/115039 2021-08-26 2021-08-27 一种虚拟对象的控制方法、装置、电子设备及存储介质 WO2023024078A1 (zh)

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