WO2023040489A1 - 一种交互方法、装置以及计算机存储介质 - Google Patents

一种交互方法、装置以及计算机存储介质 Download PDF

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Publication number
WO2023040489A1
WO2023040489A1 PCT/CN2022/109586 CN2022109586W WO2023040489A1 WO 2023040489 A1 WO2023040489 A1 WO 2023040489A1 CN 2022109586 W CN2022109586 W CN 2022109586W WO 2023040489 A1 WO2023040489 A1 WO 2023040489A1
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WO
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Prior art keywords
action
virtual character
value
action value
energy
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PCT/CN2022/109586
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English (en)
French (fr)
Inventor
赵阳
颜冠华
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北京字跳网络技术有限公司
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Publication of WO2023040489A1 publication Critical patent/WO2023040489A1/zh
Priority to US18/511,378 priority Critical patent/US20240082728A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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 disclosure relates to the technical field of the Internet, in particular, to an interaction method, device and computer storage medium.
  • the combat mechanism in existing turn-based games is generally such that a character of one's own side obtains an action point after one action, and the multiple action points are used for accumulation and then automatically converted into energy, which can then be used to release the killing skills; the above combat mechanism is in It cannot be displayed intuitively during the game, making it difficult for users to understand the interaction mechanism during the game, and the interactive experience is poor.
  • Embodiments of the present disclosure at least provide an interaction method, device, and computer storage medium.
  • an embodiment of the present disclosure provides an interaction method, the method including:
  • a plurality of virtual characters participating in the game task are displayed in the game operation interface, and the plurality of virtual characters include at least one first virtual character and at least one second virtual character of a camp different from the first virtual character;
  • an action value area is shown; the action value area includes a plurality of action value units; each action value unit is used to store an action value; wherein, each first virtual character executes the first An action acquires an action value that is a resource for performing a second action;
  • the first action value unit is displayed in the action value area.
  • the first and/or last identifiers in the identifier sequence are adjacent to the action value area;
  • the method also includes:
  • An energy value area is displayed on one side of the action value area; the energy value area includes a plurality of energy value units, and each energy value unit is used to store an energy value; the identification sequence, the action value area and the The energy value areas are arranged in an L shape;
  • the method also includes:
  • the action value in the action value area is converted into the energy value, and the converted An energy value is stored in the energy value unit of the energy value area.
  • the converting the action value in the action value region into the energy value includes:
  • the action value in the action value area is converted into the energy value according to the conversion ratio between each of the action values in the action value area and the energy value.
  • the conversion ratio is determined in the following manner:
  • the conversion ratio is determined according to the first virtual character corresponding to each action value in the action value area and the action gain coefficient of the first virtual character; and/or,
  • the conversion ratio is determined according to the current game stage.
  • the method also includes:
  • the amount of energy value required by each of the first virtual characters to perform the second action is displayed in the game operation interface; the amount of energy value required by the first virtual character to perform the second action is the same as that of the The action attribute of the second action is associated.
  • the method also includes:
  • the method further includes:
  • the method further includes:
  • each of the action value units in the action value area is arranged in a ring.
  • an embodiment of the present disclosure further provides an interaction device, the device comprising:
  • the first display module is used to display a plurality of virtual characters participating in the game task in the game operation interface, and the plurality of virtual characters include at least one first virtual character and at least one second virtual character of a camp different from the first virtual character.
  • the second display module is configured to sort the identifications of each of the virtual characters based on the execution order of the first actions of the plurality of virtual characters in the game task to generate an identification sequence, and display the identification sequence in the identification sequence display area. identification sequence;
  • the third display module is used to display an action value area in the game operation interface;
  • the action value area includes a plurality of action value units; each action value unit is used to store an action value; wherein, each of the The first virtual character acquires an action value by performing the first action, and the action value is a resource for performing the second action;
  • control module configured to control the movement of the identification sequence in response to the virtual character performing the first action
  • a processing module configured to, when the virtual character performing the first action is the first virtual character and the first action performed satisfies a preset condition, the action value in the action value area
  • the unit displays the action value obtained by the first virtual character performing the first action.
  • the first and/or last identifiers in the identifier sequence are adjacent to the action value area;
  • the above first action, when controlling the movement of the identification sequence, is specifically used for:
  • the third display module is further configured to: display an energy value area on one side of the action value area; the energy value area includes a plurality of energy value units, and each energy value unit It is used to store an energy value; the identification sequence, the action value area and the energy value area are arranged in an L shape;
  • the processing module is further configured to: convert the action value in the action value area into the energy after each of the action value units in the action value area stores the corresponding action value value, and store the converted energy value in the energy value unit of the energy value area.
  • the processing module when performing the converting the action value in the action value area into the energy value, is specifically configured to:
  • the conversion ratio between the action value and the energy value converts the action value in the action value area into the energy value.
  • the conversion ratio is determined in the following manner:
  • the processing module is configured to determine the conversion ratio according to the first virtual character corresponding to each action value in the action value area and the action gain coefficient of the first virtual character; and/or ,
  • the conversion ratio is determined according to the current game stage.
  • the third display module is further configured to: display in the game operation interface the amount of energy value required by each of the first virtual characters to perform the second action; the The amount of energy value required by the first virtual character to perform the second action is associated with the action attribute of the second action.
  • the third presentation module is further configured to: display the energy value according to the amount of energy value required by the second action in response to the first virtual character performing a second action The energy consumption effect of the corresponding number of energy values in the area.
  • the third display module is also used to:
  • the third display module is also configured to: display the damage special effect of the second virtual character after being injured by the second action.
  • each of the action value units in the action value area is arranged in a ring.
  • an optional implementation manner of the present disclosure further provides a computer device, a processor, and a memory, the memory stores machine-readable instructions executable by the processor, and the processor is used to execute the instructions stored in the memory. machine-readable instructions, when the machine-readable instructions are executed by the processor, when the machine-readable instructions are executed by the processor, the above-mentioned first aspect is executed, or any possible implementation of the first aspect steps in the method.
  • an optional implementation manner of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed, the above-mentioned first aspect, or any one of the first aspects in the first aspect, may be executed. Steps in one possible implementation.
  • the interaction method proposed by the embodiments of the present disclosure can display an identification sequence composed of identifications of multiple virtual characters on the game operation interface, and can also display an action value area.
  • the identification sequence can be moved.
  • the method intuitively embodies the current action of the avatar, and when it is determined that the avatar performing the first action is the first avatar and the first action performed satisfies the preset condition, the first avatar can perform the first action.
  • the obtained action value is stored in the action value unit in the action value area, and the action value obtained by the first avatar performing the first action is displayed in the action value unit in the action value area. In this way, the accumulation process of the action value is visualized It is easy for users to understand the rules of the game and the interactive process, and improve the interactive experience.
  • the action value is converted into an energy value
  • the energy value is stored in the energy value unit of the energy value area.
  • FIG. 1 is a flowchart of an interaction method provided by an embodiment of the present disclosure
  • FIG. 2a is a schematic diagram of a game operation interface in an interaction method provided by an embodiment of the present disclosure
  • Fig. 2b is a schematic diagram of another game operation interface in the interaction method provided by the embodiment of the present disclosure.
  • FIG. 3 is a schematic diagram of a game operation interface after a first virtual character performs a first action in an interaction method provided by an embodiment of the present disclosure
  • Fig. 4a is a schematic diagram of a game operation interface in which each action value unit in the action value area stores a corresponding action value in the interaction method provided by the embodiment of the present disclosure
  • Fig. 4b is a schematic diagram of a game operation interface of an energy value unit that converts an action value into an energy value and stores the converted energy value in the energy value area in the interaction method provided by the embodiment of the present disclosure;
  • Fig. 5a is a schematic diagram of a game operation interface showing a special effect of energy consumption after the first virtual character performs a second action in the interaction method provided by the embodiment of the present disclosure
  • Fig. 5b is a schematic diagram of a game operation interface showing exhausted energy value after the first virtual character performs the second action in the interaction method provided by the embodiment of the present disclosure
  • FIG. 6 is a schematic diagram of a game operation interface showing a special effect of completing a second action by the first virtual character in the interaction method provided by the embodiment of the present disclosure
  • Fig. 7 shows a schematic diagram of an interaction device provided by an embodiment of the present disclosure
  • Fig. 8 shows a schematic diagram of a computer device provided by an embodiment of the present disclosure.
  • game round battle scenario is only one possible implementation scenario of the embodiments of the present disclosure, and the embodiments of the present disclosure do not limit the application scenarios, and all game interaction scenarios involving character actions shall fall within the protection scope of the present disclosure.
  • the execution subject of the interaction method provided in the embodiment of the present disclosure is generally a computer device with certain computing capabilities.
  • the interaction method may be implemented by the processor invoking computer-readable instructions stored in the memory.
  • FIG. 1 it is a flow chart of the interaction method provided by the embodiment of the present disclosure.
  • the interaction method of the embodiment of the present disclosure is applied to the game scene, and mainly includes the following steps S101-S105:
  • the plurality of virtual characters may also include a second virtual character in a different camp from the first virtual character and fighting against the first virtual character.
  • the first virtual character controlled by the operating user and the second virtual character fighting against the first virtual character can be displayed in the game operation interface; specifically, there are multiple first virtual characters and multiple second virtual characters.
  • the game operation interface of the virtual character is shown in Figure 2a or Figure 2b.
  • the interaction method provided by the embodiment of the present disclosure further includes:
  • S102 Acquire the identifiers of each of the virtual characters, sort the identifiers based on the execution order of the first actions of the multiple virtual characters in the game task to generate an identifier sequence, and display the identifier sequence in the identifier sequence display area. ID sequence.
  • the identification of the virtual character may include, but not limited to: at least one of the image identification of the virtual character, the name identification of the virtual character, or the identification number, etc.;
  • An example is used as an example to describe in detail;
  • the first action may include but not limited to at least one of an attack action, a flash action, and an attack avoidance action of the avatar, for example.
  • the game operation interface as shown in Figure 2a or Figure 2b also includes: an identification sequence display area, and an identification sequence located in the identification sequence display area, the identification sequence can be identified by the image of each virtual character according to each virtual Characters are arranged in the order in which the characters perform the first action in the game task; generally, in order to facilitate the user to quickly know the identification of the first virtual character that the user can manipulate in the identification sequence, the identification of the first virtual character can be prominently displayed in the identification sequence
  • the first virtual character in the identification sequence can be identified by at least one of the forms of highlighting the identification of the first virtual character in the identification sequence and marking a special symbol at the position corresponding to the identification of the first virtual character in the identification sequence.
  • the logo of the virtual character is highlighted; in both Figure 2a and Figure 2b, the logo of the first virtual character in the logo sequence is highlighted by marking an arrow symbol at the position corresponding to the logo of the first virtual character in the logo sequence.
  • the arrow symbol can also be used to indicate that the first virtual character can obtain an action value after performing the first action, which may represent an action value.
  • the interaction method provided by the embodiment of the present disclosure further includes:
  • each action value unit is used to store an action value, wherein each of the first virtual characters An action value is obtained by executing the first action, and the action value is a resource for executing the second action.
  • each action value unit in the action value area may be arranged in any shape.
  • the circular arrangement of each action value unit in the action value area is taken as an example for detailed description; wherein, the second action may include, for example But it is not limited to the release of skills by virtual characters, including the release of big moves, or the release of special skills.
  • an energy value area is displayed on one side of the action value area; wherein, the energy value area includes a plurality of energy value units, and each energy value unit is used to store an energy value; in order to better show the game Interaction rules: After the first virtual character takes an action, the action value carried by the virtual character can be stored in the action value unit in the action value area. After the action value in the action value area has accumulated to a preset amount, it can automatically It is converted into an energy value and stored in an energy value unit in the energy value area for use when the first virtual character releases a skill (that is, executes the second action).
  • the preset number can be set according to actual needs, and there is no specific limit here, that is, the number of action value units in the action value area can be set according to actual needs, and there is no specific limit here; in addition, the energy value area The number of energy value units included in can also be set according to actual needs, and there is no specific limitation here.
  • the first and/or last identifier in the identifier sequence is adjacent to the action value area; for example, as shown in Figure 2a, the last identifier in the identifier sequence and the action The value areas are adjacent, so that when the first action performed by the first avatar satisfies the preset condition, it can be shown that the first avatar corresponding to the identifier arranged at the end of the identification sequence will execute the obtained first action
  • the action value is sent to the action value area to display the dynamic effect, thereby visually reflecting the continuous process of action value accumulation; as shown in Figure 2b, the first logo in the logo sequence can also be adjacent to the action value area.
  • the action value area and the energy value area can be located in the same row or column, so that it is convenient to present the process of converting the subsequent action value into energy value; in one way, the row or column where the action value area and the energy value area are located, It may be perpendicular to the identification sequence; that is, the identification sequence, the action value area and the energy value area are arranged in an L shape.
  • the longitudinal central axis of the identification sequence is coaxial with the longitudinal central axis of the action value area;
  • the horizontal central axis of the identification sequence is coaxial with the horizontal central axis of the action value area.
  • the identification sequence formed by the image identification corresponding to the second virtual character respectively, and the game operation interface of the action value area and the energy value area can be shown in Figure 2a or Figure 2b, the identification sequence in Figure 2a is arranged vertically, the action value area and the energy value area The value area is arranged horizontally, the identification sequence in Figure 2b is arranged horizontally, and the action value area and energy value area are arranged vertically; the action value area shown in Figure 2a and Figure 2b includes 4 action value units, and the energy value area contains 8 energy value units.
  • the interaction method provided by the embodiment of the present disclosure further includes:
  • the logo of the virtual character when any virtual character performs the first action, can be placed in the first and/or last position adjacent to the action value area in the logo sequence, and the direction of the whole logo sequence can be controlled.
  • the action value area moves.
  • the identification of any first virtual character in response to any first virtual character performing the first action, is placed in the first place in the identification sequence adjacent to the action value area and/or or the last position, and control the identification sequence to move towards the action value area.
  • the interaction method provided by the embodiment of the present disclosure further includes:
  • the action value obtained by the first virtual character performing the first action is stored in the In the action value unit in the action value area, the action value obtained by the first avatar performing the first action is displayed in the action value unit in the action value area;
  • the preset conditions may include, but are not limited to, the completion of the first action , or, the progress of the first action reaches the set progress threshold, etc.; here, the set progress threshold can be set according to actual needs, and no specific limitation is set here.
  • the first virtual character a shown in FIG. 2a executes the action of attacking any second virtual character
  • the first virtual character a is controlled to a moves to the second virtual character, and moves back to its original position, and controls the logo of the first virtual character a to move to the bottom of the logo sequence (here, because the logo arranged at the end of the logo sequence in Fig. 2a corresponds to the action value area adjacent, then control the logo of the first virtual character a to move to the last position in the logo sequence adjacent to the action value area), and control the logos of the first virtual character b and multiple second virtual characters to move towards the action value area respectively
  • the specific display interface can be shown in Figure 3.
  • the action value can be obtained, and the arrow located at the position corresponding to the logo of the first virtual character a can be highlighted.
  • the form represents the action value obtained by the first avatar a, for example, in Figure 3, by marking the action value unit in the action value area black, it represents the action value of storing the action value acquired by the first avatar a in the action value area in the unit.
  • the action value in the action value area can be converted into an energy value, and the converted energy value can be stored in the energy value area in energy value units.
  • the amount of energy value converted from the action value in the action value area may be fixed.
  • the action value in the action value area may be converted into the energy value according to the conversion ratio between each action value in the action value area and the energy value.
  • the conversion ratio here can be set; in specific implementation, the conversion ratio can also be determined according to but not limited to any of the following A1-A2 methods:
  • A1 Determine the conversion ratio according to the first virtual character corresponding to each action value in the action value area and the action gain coefficient of the first virtual character.
  • the action gain coefficient of the first virtual character may be determined according to the lethality level of the first virtual character, and/or the combat ability of the first virtual character, etc., and the specific manner of determining the action gain coefficient of the first virtual character may be It is set according to actual needs, and there is no specific limitation here.
  • the action gain coefficient corresponding to each first virtual character can be determined, including: the action gain coefficient corresponding to the first virtual character a is 1, the action gain coefficient corresponding to the first virtual character b is 1, and the action gain coefficient corresponding to the first virtual character
  • the action gain coefficient corresponding to c is 2, the action gain coefficient corresponding to the first virtual character d is 2, and the action gain coefficient corresponding to the first virtual character e is 2.
  • the action value area includes 5 action value units, and these 5 action value units store corresponding action values, respectively include two action value units filled with the action value of the first virtual character a, and
  • the two action value units filled with the action value of the first virtual character b and the one action value unit filled with the action value of the first virtual character e can be based on the first virtual value corresponding to each action value contained in the action value area
  • A2. Determine the conversion ratio according to the current game stage.
  • the game stage may include but not limited to: at least one of game level level, game round level, etc.; the conversion ratio corresponding to different game stages can be set according to actual needs, and no specific limitation is set here.
  • the conversion ratio corresponding to the first round is 5:3, that is, the first round can convert 5 action values into 3 energy values; the conversion ratio corresponding to the second round is 5:4, that is, the second round 5 action values can be converted into 4 energy values; the conversion ratio corresponding to the third round is 5:5, that is, 5 action values can be converted into 5 energy values in the second round; if it is determined that the current game is in the In the second round, the conversion ratio is determined to be 5:4.
  • the action value in the action value area can be converted into an energy value according to the conversion ratio, and the The converted energy value is stored in the energy unit in the energy value area, and the display interface for converting the specific action value into energy value can be shown in Figure 4a and Figure 4b.
  • Figure 4a is the display interface before conversion, and Figure 4a shows It consists of an action value area containing 4 action values and an energy value area containing 0 energy values;
  • Figure 4b is the converted display interface. If the determined conversion ratio is 4:3, then Figure 4b shows that there are 0 energy values The action value area of the action value, and the energy value area containing 3 energy values.
  • the energy value stored in the energy value area is the resource consumed when the first avatar performs the second action.
  • the amount of energy value required by each first virtual character to perform the second action can be displayed on the game operation interface.
  • the amount of energy value required by the first virtual character to perform the second action is associated with the action attribute of the second action; here, the action attribute of the second action may include but not limited to: skill level, skill lethality, etc. At least one; Exemplarily, the higher the skill level corresponding to the generally performed second action (that is, the released skill), and/or the greater the lethality of the skill, the greater the amount of energy required to perform the second action , that is, performing a second action with a higher skill level and/or greater lethality requires more energy consumption.
  • the game operation interface in FIGS. 2 to 4 also displays the amount of energy value required by each first virtual character to perform the second action.
  • the corresponding amount of energy value in the energy value area is displayed energy drain effects.
  • the energy consumption special effect is a special effect that represents the disappearance of the energy value in the energy value unit in the energy value area, for example, it may include but not limited to: the special effect of energy changing color and disappearing, the special effect of energy burning and disappearing, etc. at least one.
  • Figures 5a and 5b a specific display interface displaying energy consumption special effects may be shown in Figures 5a and 5b, wherein Figure 5a shows the special effects of energy burning in the energy value unit during the energy consumption process, and Figure 5b shows In the process of energy consumption, the display interface after the energy in the energy value unit disappears.
  • the completion special effects may include but not limited to: the first avatar glows, the first avatar At least one of character flying out and the like.
  • a specific game operation interface displaying the completion special effect of the first virtual character performing the second action may be as shown in FIG. 6 .
  • the damage of the second virtual character after being injured by the second action can also be displayed.
  • Special effects may include, but not limited to: at least one of the special effects of the second virtual character having less blood, the special effects of the second virtual character being injured, and the like.
  • the current action of the virtual character can be intuitively reflected by moving the identification sequence, and when the virtual character performing the first action is determined to be the first virtual character and the first action is performed
  • the action value obtained by the first avatar after performing the first action can be stored in the action value unit in the action value area, and the action value unit in the action value area displays the first
  • the accumulation process of the action value is displayed visually, which is convenient for the user to understand the game rules and the interaction process, and improves the interaction experience.
  • the action value is converted into an energy value
  • the energy value is stored in the energy value unit of the energy value area.
  • the writing order of each step does not mean a strict execution order and constitutes any limitation on the implementation process.
  • the specific execution order of each step should be based on its function and possible
  • the inner logic is OK.
  • the embodiment of the disclosure also provides an interaction device corresponding to the interaction method. Since the problem-solving principle of the device in the embodiment of the disclosure is similar to the above-mentioned interaction method of the embodiment of the disclosure, the implementation of the device can refer to the method The implementation of this method will not be repeated here.
  • FIG. 7 it is a schematic diagram of an interactive device provided by an embodiment of the present disclosure, including: a first display module 701, a second display module 702, a third display module 703, a control module 704, and a processing module 705, wherein:
  • the first display module 701 is configured to display a plurality of virtual characters participating in the game task in the game operation interface, and the plurality of virtual characters include at least one first virtual character and at least one camp that is different from the first virtual character Second virtual character.
  • the second presentation module 702 is configured to acquire the identifiers of each of the virtual characters, sort the identifiers based on the execution order of the first actions of the plurality of virtual characters in the game task to generate an identifier sequence, and identify The sequence display region displays the identification sequence.
  • the third display module 703 is used to generate and display an action value area in the game operation interface; the action value area includes a plurality of action value units; each action value unit is used to store an action value; each The first virtual character obtains an action value by performing the first action, and the action value is a resource for performing the second action.
  • the control module 704 is configured to control the movement of the identification sequence in response to the virtual character performing the first action.
  • a processing module 705, configured to, when the virtual character performing the first action is the first virtual character and the executed first action satisfies a preset condition, the action in the action value area
  • the value unit displays the action value obtained by the first virtual character performing the first action.
  • the first and/or last identifiers in the identifier sequence are adjacent to the action value area;
  • the control module 704 when executing the The first action, when controlling the movement of the identification sequence, is specifically used for: responding to any of the first virtual characters performing the first action, placing the identification of any of the first virtual characters in the identification sequence position of the first and/or last digit adjacent to the action value area, and control the movement of the identification sequence towards the action value area.
  • the third display module 703 is further configured to: display an energy value area on one side of the action value area; the energy value area includes a plurality of energy value units, and each energy value unit uses To store an energy value; the identification sequence, the action value area and the energy value area are arranged in an L shape;
  • the processing module 705 is further configured to: convert the action value in the action value area into the energy value after each of the action value units in the action value area stores the corresponding action value , and store the converted energy value in the energy value unit in the energy value area.
  • the processing module 705 when performing the conversion of the action value in the action value area into the energy value, is specifically configured to:
  • the conversion ratio between the action value and the energy value is used to convert the action value in the action value area into the energy value.
  • the processing module 705 determines the conversion ratio in the following manner: according to the first virtual character corresponding to each action value in the action value area, and the first virtual character Determine the conversion ratio based on the action gain coefficient; and/or determine the conversion ratio according to the current game stage.
  • the third display module 703 is further configured to: display in the game operation interface the amount of energy value required by each of the first virtual characters to perform the second action;
  • the amount of energy value required by a virtual character to perform the second action is associated with the action attribute of the second action.
  • the third presentation module 703 is further configured to: in response to the first avatar performing a second action, display the energy value area according to the amount of energy value required by the second action The energy consumption special effect of the corresponding number of the energy value.
  • the third display module 703 is also configured to: display the completion special effect of the first virtual character executing the second action.
  • the third display module 703 is also configured to: display the damage special effect of the second virtual character after being injured by the second action.
  • each of the action value units in the action value area is arranged in a ring.
  • an identification sequence composed of identifications of multiple virtual characters can be displayed on the game operation interface, and an action value area can also be displayed.
  • the identification sequence can be moved intuitively. It embodies the current action of the virtual character, and when it is determined that the virtual character performing the first action is the first virtual character and the executed first action satisfies the preset condition, the action obtained after the first virtual character performs the first action.
  • the value is stored in the action value unit in the action value area, and the action value obtained by the first avatar performing the first action is displayed in the action value unit in the action value area, so that the accumulation process of the action value is displayed visually , which is convenient for users to understand the game rules and the interactive process, and improves the interactive experience.
  • the action value is converted into an energy value
  • the energy value is stored in the energy value unit of the energy value area.
  • FIG. 8 it is a schematic structural diagram of a computer device 800 provided by an embodiment of the present application, including a processor 801 , a memory 802 , and a bus 803 .
  • the memory 802 is used to store execution instructions, including a memory 8021 and an external memory 8022; the memory 8021 here is also called an internal memory, and is used to temporarily store calculation data in the processor 801 and exchange data with an external memory 8022 such as a hard disk.
  • the processor 801 exchanges data with the external memory 8022 through the memory 8021.
  • the processor 801 communicates with the memory 802 through the bus 8803, so that the processor 801 executes the following instructions:
  • a plurality of virtual characters participating in the game task are displayed in the game operation interface, and the plurality of virtual characters include at least one first virtual character and at least one second virtual character of a camp different from the first virtual character;
  • an action value area is generated and displayed; the action value area includes a plurality of action value units; each action value unit is used to store an action value; wherein each of the first virtual characters executes The first action obtains an action value, and the action value is a resource for executing the second action;
  • the action value unit in the action value area displays the The action value obtained by the first virtual character performing the first action.
  • Embodiments of the present disclosure further provide a computer-readable storage medium, on which a computer program is stored.
  • the storage medium may be a volatile or non-volatile computer-readable storage medium.
  • the embodiment of the present disclosure also provides a computer program product, the computer program product carries a program code, and the instructions included in the program code can be used to execute the steps of the interaction method described in the above method embodiment, for details, please refer to the above method implementation example, which will not be repeated here.
  • the above-mentioned computer program product may be specifically implemented by means of hardware, software or a combination thereof.
  • the computer program product is embodied as a computer storage medium, and in another optional embodiment, the computer program product is embodied as a software product, such as a software development kit (Software Development Kit, SDK) etc. wait.
  • a software development kit Software Development Kit, SDK
  • the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or may be distributed to multiple network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, each unit may exist separately physically, or two or more units may be integrated into one unit.
  • the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor.
  • the technical solution of the present disclosure is essentially or the part that contributes to the prior art or the part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including Several instructions are used to make a computer device (which may be a personal computer, a server, or a network device, etc.) execute all or part of the steps of the methods described in various embodiments of the present disclosure.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disc and other media that can store program codes. .

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Abstract

本公开实施例提供了一种交互方法、装置以及计算机存储介质,其中,所述方法包括:在游戏操作界面中展示参与游戏任务的多个虚拟角色;获取各虚拟角色的标识,基于多个虚拟角色在游戏任务中第一动作的执行顺序对标识进行排序以生成标识序列,并在标识序列展示区域展示标识序列;在游戏操作界面中,生成并展示行动值区域;响应于虚拟角色执行第一动作,控制标识序列移动;当执行第一动作的虚拟角色为第一虚拟角色且执行的第一动作满足预设条件时,在行动值区域中的行动值单元中展示第一虚拟角色执行第一动作获取的行动值。本公开实施例能够将虚拟角色行动过程中行动值的积攒过程形象化地体现出来,提高了交互体验。

Description

一种交互方法、装置以及计算机存储介质
本申请要求于2021年09月14日提交国家知识产权局、申请号为202111074926.1、申请名称为“一种交互方法、装置以及计算机存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本公开涉及互联网技术领域,具体而言,涉及一种交互方法、装置以及计算机存储介质。
背景技术
随着互联网技术的发展,逐渐开发出了各种类型的游戏满足用户的娱乐需求,例如,回合制游戏、单机游戏、多人联机游戏等。
现有的回合制游戏中的战斗机制一般为一个己方角色于一次行动后获得一次行动点数,多次行动点数用于积攒后自动兑换为能量,能量继而可用于释放必杀技能;上述战斗机制在游戏过程中无法直观的表现出来,导致用户在游戏过程中难以理解该交互机制,交互体验较差。
发明内容
本公开实施例至少提供一种交互方法、装置以及计算机存储介质。
第一方面,本公开实施例提供了一种交互方法,所述方法包括:
在游戏操作界面中展示参与游戏任务的多个虚拟角色,多个所述虚拟角色中包括至少一个第一虚拟角色以及至少一个与所述第一虚拟角色不同阵营的第二虚拟角色;
基于多个所述虚拟角色在所述游戏任务中第一动作的执行顺序对各所述虚拟角色的标识进行排序以生成标识序列,并在标识序列展示区域展示所述标识序列;
在所述游戏操作界面中,展示行动值区域;所述行动值区域包括多个行动值单元;每个行动值单元用于存储一个行动值;其中,每个第一虚拟角色通过执行所述第一动作获取到一个行动值,所述行动值为用于执行第二动作的资源;
响应于所述虚拟角色执行所述第一动作,控制所述标识序列移动;
当执行所述第一动作的所述虚拟角色为所述第一虚拟角色且执行的所述第一动作满足预设条件时,在所述行动值区域中的行动值单元中展示所述第一虚拟角色执行所述第一动作获取的所述行动值。
在一种可能的实施方式中,所述标识序列中排列在首位和/或末位的标识与所述行动值区域相邻;
所述响应于所述虚拟角色执行所述第一动作,控制所述标识序列移动,包括:
响应于任一所述第一虚拟角色执行所述第一动作,将任一所述第一虚拟角色的标识置于所述标识序列中、与所述行动值区域相邻的首位和/或末位的位置,并控制所述标识序列朝向所述行动值区域移动。
在一种可能的实施方式中,所述方法还包括:
在所述行动值区域的一侧展示能量值区域;所述能量值区域包括多个能量值单元,每 个能量值单元用于存放一个能量值;所述标识序列、所述行动值区域和所述能量值区域呈L形排列;
所述方法还包括:
在所述行动值区域的各个所述行动值单元都存储有对应的所述行动值后,将所述行动值区域内的所述行动值转换为所述能量值,并将转换后的所述能量值存储到所述能量值区域的所述能量值单元中。
在一种可能的实施方式中,所述将所述行动值区域内的所述行动值转换为所述能量值,包括:
按照所述行动值区域内各所述行动值与所述能量值之间的换算比例,将所述行动值区域内的所述行动值转换为所述能量值。
在一种可能的实施方式中,所述换算比例通过以下方式确定:
根据所述行动值区域内各所述行动值所对应的所述第一虚拟角色,以及所述第一虚拟角色的行动增益系数,确定所述换算比例;和/或,
根据当前所处的游戏阶段,确定所述换算比例。
在一种可能的实施方式中,所述方法还包括:
在所述游戏操作界面中展示每个所述第一虚拟角色执行所述第二动作所需的能量值数量;所述第一虚拟角色执行所述第二动作所需的能量值数量与所述第二动作的动作属性相关联。
在一种可能的实施方式中,所述方法还包括:
响应于所述第一虚拟角色执行第二动作,根据所述第二动作所需的能量值数量,展示所述能量值区域内对应数量的所述能量值的能量消耗特效。
在一种可能的实施方式中,在展示所述能量消耗特效的同时,所述方法还包括:
展示所述第一虚拟角色执行完成所述第二动作的完成特效。
在一种可能的实施方式中,在展示所述能量消耗特效的同时,所述方法还包括:
展示所述第二虚拟角色被所述第二动作伤害后的伤害特效。
在一种可能的实施方式中,所述行动值区域中的各个所述行动值单元呈环形排列。
第二方面,本公开实施例还提供了一种交互装置,所述装置包括:
第一展示模块,用于在游戏操作界面中展示参与游戏任务的多个虚拟角色,多个所述虚拟角色中包括至少一个第一虚拟角色以及至少一个与所述第一虚拟角色不同阵营的第二虚拟角色;
第二展示模块,用于基于多个所述虚拟角色在所述游戏任务中第一动作的执行顺序对各所述虚拟角色的标识进行排序以生成标识序列,并在标识序列展示区域展示所述标识序列;
第三展示模块,用于在所述游戏操作界面中,展示行动值区域;所述行动值区域包括多个行动值单元;每个行动值单元用于存储一个行动值;其中,每个所述第一虚拟角色通过执行所述第一动作获取到一个行动值,所述行动值为用于执行第二动作的资源;
控制模块,用于响应于所述虚拟角色执行所述第一动作,控制所述标识序列移动;
处理模块,用于当执行所述第一动作的所述虚拟角色为所述第一虚拟角色且执行的所述第一动作满足预设条件时,在所述行动值区域中的所述行动值单元中展示所述第一虚拟角色执行所述第一动作获取的所述行动值。
在一种可能的实施方式中,所述标识序列中排列在首位和/或末位的标识与所述行动值区域相邻;所述控制模块,在执行所述响应于所述虚拟角色执行所述第一动作,控制所述标识序列移动时,具体用于:
响应于任一所述第一虚拟角色执行所述第一动作,将任一所述第一虚拟角色的标识置于所述标识序列中、与所述行动值区域相邻的首位和/或末位的位置,并控制所述标识序列朝向所述行动值区域移动。
在一种可能的实施方式中,所述第三展示模块还用于:在所述行动值区域的一侧展示能量值区域;所述能量值区域包括多个能量值单元,每个能量值单元用于存放一个能量值;所述标识序列、所述行动值区域和所述能量值区域呈L形排列;
所述处理模块,还用于:在所述行动值区域的各个所述行动值单元都存储有对应的所述行动值后,将所述行动值区域内的所述行动值转换为所述能量值,并将转换后的所述能量值存储到所述能量值区域的所述能量值单元中。
在一种可能的实施方式中,所述处理模块,在执行所述将所述行动值区域内的所述行动值转换为所述能量值时,具体用于:按照所述行动值区域内各所述行动值与所述能量值之间的换算比例,将所述行动值区域内的所述行动值转换为所述能量值。
在一种可能的实施方式中,所述换算比例通过以下方式确定:
所述处理模块,用于根据所述行动值区域内各所述行动值所对应的所述第一虚拟角色,以及所述第一虚拟角色的行动增益系数,确定所述换算比例;和/或,
根据当前所处的游戏阶段,确定所述换算比例。
在一种可能的实施方式中,所述第三展示模块还用于:在所述游戏操作界面中展示每个所述第一虚拟角色执行所述第二动作所需的能量值数量;所述第一虚拟角色执行所述第二动作所需的能量值数量与所述第二动作的动作属性相关联。
在一种可能的实施方式中,所述第三展示模块还用于:响应于所述第一虚拟角色执行第二动作,根据所述第二动作所需的能量值数量,展示所述能量值区域内对应数量的所述能量值的能量消耗特效。
在一种可能的实施方式中,所述第三展示模块在展示所述能量消耗特效的同时,还用于:
展示所述第一虚拟角色执行完成所述第二动作的完成特效。
在一种可能的实施方式中,所述第三展示模块在展示所述能量消耗特效的同时,还用于:展示所述第二虚拟角色被所述第二动作伤害后的伤害特效。
在一种可能的实施方式中,所述行动值区域中的各个所述行动值单元呈环形排列。
第三方面,本公开可选实现方式还提供一种计算机设备,处理器、存储器,所述存储器存储有所述处理器可执行的机器可读指令,所述处理器用于执行所述存储器中存储的机器可读指令,所述机器可读指令被所述处理器执行时,所述机器可读指令被所述处理器执 行时执行上述第一方面,或第一方面中任一种可能的实施方式中的步骤。
第四方面,本公开可选实现方式还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被运行时执行上述第一方面,或第一方面中任一种可能的实施方式中的步骤。
本公开实施例提出的交互方法,能够在游戏操作界面中展示由多个虚拟角色的标识构成的标识序列,还能够展示行动值区域,在虚拟角色执行第一动作时,可以通过移动标识序列的方式直观地体现虚拟角色当前的行动,并且在确定执行第一动作的虚拟角色为第一虚拟角色且执行的第一动作满足预设条件时,可以将该第一虚拟角色执行第一动作后所获得的行动值存储在行动值区域中的行动值单元中,在行动值区域中的行动值单元中展示第一虚拟角色执行第一动作获取的行动值,如此,将行动值的积攒过程形象化地展示出来,便于用户理解游戏规则及交互过程,提高交互体验。
此外,本公开实施例中还会在行动值区域中各行动值单元均存储有对应的行动值后,将行动值转换为能量值,并将能量值存储到能量值区域的能量值单元中的存储过程直观地展示给用户,便于用户理解游戏规则中行动值和能量值的转换过程。
关于上述交互装置、计算机设备、及计算机可读存储介质的效果描述参见上述交互方法的说明,这里不再赘述。
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。
附图说明
为了更清楚地说明本公开实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,此处的附图被并入说明书中并构成本说明书中的一部分,这些附图示出了符合本公开的实施例,并与说明书一起用于说明本公开的技术方案。应当理解,以下附图仅示出了本公开的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。
图1为本公开实施例提供的一种交互方法的流程图;
图2a为本公开实施例提供的交互方法中,一种游戏操作界面的示意图;
图2b为本公开实施例提供的交互方法中,另一种游戏操作界面的示意图;
图3为本公开实施例提供的交互方法中,一种第一虚拟角色执行第一行动后的游戏操作界面的示意图;
图4a为本公开实施例提供的交互方法中,一种行动值区域中各行动值单元均存储有对应的行动值的游戏操作界面的示意图;
图4b为本公开实施例提供的交互方法中,一种由行动值转换为能量值,并将转换后的能量值存储到能量值区域中的能量值单元的游戏操作界面的示意图;
图5a为本公开实施例提供的交互方法中,一种第一虚拟角色执行第二动作后,展示有能量消耗特效的游戏操作界面的示意图;
图5b为本公开实施例提供的交互方法中,一种第一虚拟角色执行第二动作后,展示 有能量值被消耗完的游戏操作界面的示意图;
图6为本公开实施例提供的交互方法中,一种展示有第一虚拟角色的执行完成第二动作的完成特效的游戏操作界面的示意图;
图7示出了本公开实施例所提供的一种交互装置的示意图;
图8示出了本公开实施例所提供的一种计算机设备的示意图。
具体实施方式
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合本公开实施例中附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分实施例,而不是全部的实施例。通常在此处描述和示出的本公开实施例的组件可以以各种不同的配置来布置和设计。因此,以下对本公开的实施例的详细描述并非旨在限制要求保护的本公开的范围,而是仅仅表示本公开的选定实施例。基于本公开的实施例,本领域技术人员在没有做出创造性劳动的前提下所获得的所有其他实施例,都属于本公开保护的范围。
需要说明的是,游戏回合对战场景仅是本公开实施例一种可能的实施场景,本公开实施例不限定应用场景,所有涉及角色行动的游戏交互场景都应在本公开的保护范围内。
应注意到:相似的标号和字母在下面的附图中表示类似项,因此,一旦某一项在一个附图中被定义,则在随后的附图中不需要对其进行进一步定义和解释。
为便于对本实施例进行理解,首先对本公开实施例所公开的一种交互方法进行详细介绍,本公开实施例所提供的交互方法的执行主体一般为具有一定计算能力的计算机设备。在一些可能的实现方式中,该交互方法可以通过处理器调用存储器中存储的计算机可读指令的方式来实现。
下面对本公开实施例的交互方法做详细说明。
如图1所示,为本公开实施例提供的交互方法的流程图,本公开实施例的交互方法应用于游戏场景,主要包括以下步骤S101~S105:
S101、在游戏操作界面中展示参与游戏任务的多个虚拟角色,多个虚拟角色中包括至少一个第一虚拟角色以及至少一个与所述第一虚拟角色不同阵营的第二虚拟角色。
其中,多个虚拟角色中除了包括操作用户所控制的第一虚拟角色外,还可以包括与第一虚拟角色位于不同阵营、并与第一虚拟角色进行对战的第二虚拟角色。
示例性的,游戏操作界面中可以展示由操作用户控制的第一虚拟角色、以及与第一虚拟角色进行对战的第二虚拟角色;具体的展示有多个第一虚拟角色、以及多个第二虚拟角色的游戏操作界面如图2a或图2b所示。
承接上述S101,本公开实施例提供的交互方法还包括:
S102、获取各所述虚拟角色的标识,基于多个所述虚拟角色在所述游戏任务中第一动作的执行顺序对所述标识进行排序以生成标识序列,并在标识序列展示区域展示所述标识序列。
其中,虚拟角色的标识例如可以包括但不限于:虚拟角色的形象标识、虚拟角色的名称标识、或标识号等中的至少一种;本公开实施例以虚拟角色的标识包括虚拟角色的形象 标识为例进行详细说明;第一动作例如可以包括但不限于虚拟角色的攻击动作、闪现动作、躲避攻击动作等中的至少一种。
示例性的,如图2a或图2b所示的游戏操作界面中还包括:标识序列展示区域、以及位于标识序列展示区域中的标识序列,该标识序列可以由各虚拟角色的形象标识按照各虚拟角色在游戏任务中执行第一动作的顺序进行排列形成的;一般为了便于用户在标识序列中快速获知用户能够操控的第一虚拟角色的标识,可以在标识序列中突出展示第一虚拟角色的标识,例如可以通过将标识序列中的第一虚拟角色的标识标亮、以及在标识序列中第一虚拟角色的标识对应位置处标注特殊符号等形式中的至少一种,将标识序列中的第一虚拟角色的标识突出显示;图2a和图2b中均通过在标识序列中第一虚拟角色的标识对应位置处标注箭头符号的形式,将标识序列中的第一虚拟角色的标识突出显示。同时,该箭头符号还可以用于表征第一虚拟角色在执行第一动作后能够获得一个行动值,可以是代表行动值的意思。
承接上述S102,本公开实施例提供的交互方法还包括:
S103、在所述游戏操作界面中,生成并展示行动值区域;所述行动值区域包括多个行动值单元;每个行动值单元用于存储一个行动值,其中每个所述第一虚拟角色通过执行所述第一动作获取到一个行动值,所述行动值为用于执行第二动作的资源。
其中,行动值区域中的各个行动值单元可以为任意形状排列,本公开实施例中,以行动值区域中的各个行动值单元呈环形排列为例进行详细说明;其中,第二动作例如可以包括但不限于虚拟角色释放技能,包括释放大招、或者释放特殊技能等。
在具体实施中,在行动值区域的一侧展示有能量值区域;其中,能量值区域包括多个能量值单元,每个能量值单元用于存放一个能量值;为了更好地示出游戏的交互规则:第一虚拟角色于一次行动后,可以将该虚拟角色携带的行动值存储在行动值区域中的行动值单元中,在行动值区域中的行动值积攒到预设数量后,可自动转换为能量值,并存储到能量值区域中的能量值单元中,以用于在第一虚拟角色释放技能(即执行第二动作)时使用。其中,预设数量可以根据实际需求设定,此处不做具体限制,也即行动值区域中的行动值单元的数量可以根据实际需求设定,此处不做具体限制;此外,能量值区域中包括的能量值单元的数量也可以根据实际需求设定,此处不做具体限制。
在一种实施方式中,标识序列中排列在首位和/或末位的标识与行动值区域相邻;示例性的,如图2a所示,可以将标识序列中排列在末位的标识与行动值区域相邻,这样,在第一虚拟角色执行的第一动作满足预设条件时,就可以展现出:排列在标识序列末位的标识对应的第一虚拟角色将执行第一动作获取到的行动值送入行动值区域中的展现动效,从而形象化地体现行动值积攒的连续过程;如图2b所示,还可以将标识序列中排列在首位的标识与行动值区域相邻。
此外,行动值区域和能量值区域可以位于同一行或同一列,这样,方便呈现后续行动值转化为能量值的过程;在一种方式中,行动值区域和能量值区域所在的行或列,可以与标识序列垂直;也即,将标识序列、行动值区域和能量值区域呈L形排列。
在一种具体实施中,在标识序列纵向排列、行动值区域和能量值区域横向排列的情况 下,标识序列的纵向中心轴与行动值区域的纵向中心轴同轴;在标识序列横向排列、行动值区域和能量值区域纵向排列的情况下,标识序列的横向中心轴与行动值区域的横向中心轴同轴。
示例性的,具体的展示有多个虚拟角色(即第一虚拟角色a、第一虚拟角色b、多个第二虚拟角色)、以及由第一虚拟角色a、第二虚拟角色b、多个第二虚拟角色分别对应的形象标识构成的标识序列、以及行动值区域以及能量值区域的游戏操作界面可以如图2a或图2b所示,图2a中的标识序列纵向排列,行动值区域和能量值区域横向排列,图2b中的标识序列横向排列,行动值区域和能量值区域纵向排列;图2a和图2b中均示出的行动值区域中包括4个行动值单元、能量值区域中包含8个能量值单元。
承接上述S103,本公开实施例提供的交互方法还包括:
S104、响应于所述虚拟角色执行所述第一动作,控制所述标识序列移动。
在具体实施中,在任一虚拟角色执行第一动作时,可以将该虚拟角色的标识置于标识序列中、与行动值区域相邻的首位和/或末位的位置,并控制整个标识序列朝向行动值区域移动。
在一种具体的实施方式中,可以响应任一第一虚拟角色执行第一动作,将该任一第一虚拟角色的标识置于标识序列中、与所述行动值区域相邻的首位和/或末位的位置,并控制所述标识序列朝向所述行动值区域移动。
承接上述S104,本公开实施例提供的交互方法还包括:
S105、当执行所述第一动作的所述虚拟角色为所述第一虚拟角色且执行的所述第一动作满足预设条件时,在所述行动值区域中的所述行动值单元中展示所述第一虚拟角色执行所述第一动作获取的所述行动值。
在具体实施中,在确定执行第一动作的虚拟角色为第一虚拟角色且执行的第一动作满足预设条件的情况下,将第一虚拟角色执行第一动作所获取到的行动值存储在行动值区域中的行动值单元中,在行动值区域中的行动值单元中展示第一虚拟角色执行第一动作获取的行动值;其中,预设条件比如可以包括但不限于第一动作执行完成,或者,第一动作的进度达到设定进度阈值等;这里,设定进度阈值可以根据实际需求设定,此处不做具体限制。
示例性的,若图2a中所示的第一虚拟角色a执行对任一第二虚拟角色进行攻击的动作,则在第一虚拟角色a执行该攻击动作的过程中,控制该第一虚拟角色a向该第二虚拟角色移动,并移动回原位,并控制第一虚拟角色a的标识移动到标识序列的底部(这里,由于图2a中排列在标识序列末位的标识与行动值区域相邻,则控制第一虚拟角色a的标识移动到标识序列中、与行动值区域相邻的末位位置),控制第一虚拟角色b和多个第二虚拟角色的标识分别朝向行动值区域移动,具体的展示界面可以如图3所示,此外,在第一虚拟角色a执行第一动作时,可以获取到行动值,可以将位于第一虚拟角色a的标识对应位置处的箭头突出显示的形式,表征第一虚拟角色a获取到行动值,比如图3中通过将行动值区域的行动值单元标黑,表征将第一虚拟角色a所获取到的行动值存储到行动值区域的行动值单元中。
在具体实施中,在行动值区域的各个行动值单元都存储有对应的行动值后,可以将行动值区域内的行动值转换为能量值,并将转换后的能量值存储到能量值区域的能量值单元中。
这里,行动值区域内的行动值转换为的能量值数量可以是固定的。
或者,可以按照行动值区域内各行动值与能量值之间的换算比例,将行动值区域内的行动值转换为能量值。
这里的换算比例可以是设置好的;在具体实施中,还可以根据但不限于以下A1~A2中的任一种方式确定换算比例:
A1、根据行动值区域内各行动值所对应的第一虚拟角色,以及第一虚拟角色的行动增益系数,确定换算比例。
其中,第一虚拟角色的行动增益系数可以是根据第一虚拟角色的杀伤力等级、和/或第一虚拟角色的战斗能力等确定的,具体的第一虚拟角色的行动增益系数的确定方式可以根据实际需求设定,此处不做具体限制。
示例性的,第一虚拟角色共有5个(即第一虚拟角色a、第一虚拟角色b、第一虚拟角色c、第一虚拟角色d、第一虚拟角色e),按照各第一虚拟角色的杀伤力等级,可以确定各第一虚拟角色分别对应的行动增益系数包括:第一虚拟角色a对应的行动增益系数为1、第一虚拟角色b对应的行动增益系数为1、第一虚拟角色c对应的行动增益系数为2、第一虚拟角色d对应的行动增益系数为2、第一虚拟角色e对应的行动增益系数为2。
此时,若行动值区域包括5个行动值单元、且这5个行动值单元均存储有对应的行动值,分别包括由第一虚拟角色a的行动值填充的两个行动值单元、以及由第一虚拟角色b的行动值填充的两个行动值单元、以及第一虚拟角色e的行动值填充的一个行动值单元,则可以根据行动值区域中包含的各行动值所对应的第一虚拟角色,以及第一虚拟角色的行动增益系数,确定换算比例为5:6(即2×1+2×1+1×2=6),即5个行动值可以转换为6个能量值。
A2、根据当前所处的游戏阶段,确定换算比例。
其中,游戏阶段例如可以包括但不限于:游戏关卡等级、游戏回合等级等中的至少一种;不同游戏阶段对应的换算比例可以根据实际需求设定,此处不做具体限制。
示例性的,若第一回合对应的换算比例为5:3,即第一回合可以将5个行动值转换为3个能量值;第二回合对应的换算比例为5:4,即第二回合可以将5个行动值转换为4个能量值;第三个回合对应的换算比例为5:5,即第二回合可以将5个行动值转换为5个能量值等;若确定当前游戏处于第二回合,则确定换算比例为5:4。
在具体实施中,在确定换算比例之后,若确定当前行动值区域的各个行动值单元都存储有行动值,则可以根据该换算比例,将行动值区域内的行动值转换为能量值,并将转换后的能量值存储到能量值区域的能量单元中,具体的行动值转换为能量值的展示界面可以如图4a和图4b所示,图4a为转换前的展示界面,图4a中示出由包含4个行动值的行动值区域、以及包含0个能量值的能量值区域;图4b为转化后的展示界面,若确定的换算比例为4:3,则图4b中示出包含0个行动值的行动值区域、以及包含3个能量值的能量值区 域。
在具体实施中,能量值区域中存储的能量值为第一虚拟角色执行第二动作时所消耗的资源,为了便于用户在游戏过程中知晓第一虚拟角色执行第二动作所消耗的能量值数量,可以在游戏操作界面中展示每个第一虚拟角色执行第二动作所需的能量值数量。
其中,第一虚拟角色执行第二动作所需的能量值数量与第二动作的动作属性相关联;这里,第二动作的动作属性例如可以包括但不限于:技能等级、技能杀伤力等中的至少一种;示例性的,一般执行的第二动作(即释放的技能)对应的技能等级越高、和/或技能杀伤力越大,则执行该第二动作所需的能量值数量越大,即执行技能等级较高和/或杀伤力较大的第二动作,需要消耗较多的能量值。
示例性的,图2~图4中的游戏操作界面中还展示有各第一虚拟角色执行第二动作所需的能量值数量。
在具体实施中,在第一虚拟角色执行第二动作时,可以响应于第一虚拟角色执行第二动作,根据该第二动作所需的能量值数量,展示能量值区域内对应数量的能量值的能量消耗特效。
其中,能量消耗特效为表征能量值区域中位于能量值单元中的能量值从有到无的消失特效,例如可以包括但不限于:能量变色并消失的特效、能量燃烧并消失的特效等中的至少一种。
示例性的,具体的展示有能量消耗特效的展示界面可以如图5a和5b所示,其中,图5a示出在能量消耗过程中,位于能量值单元中的能量燃烧的特效,图5b示出在能量消耗过程中,位于能量值单元中的能量消失后的展示界面。
在具体实施中,在展示能量消耗特效的同时,还可以展示第一虚拟角色的执行完成第二动作的完成特效;其中,完成特效例如可以包括但不限于:第一虚拟角色发光、第一虚拟角色飞出等中的至少一种。
示例性的,具体的展示有第一虚拟角色的执行完成第二动作的完成特效的游戏操作界面可以如图6所示。
在具体实施中,由于游戏操作界面中还展示有与第一虚拟角色进行对战的第二虚拟角色,因此在展示能量消耗特效的同时,还可以展示第二虚拟角色被第二动作伤害后的伤害特效;其中,伤害特效例如可以包括但不限于:第二虚拟角色血量较少特效、第二虚拟角色被打伤特效等中的至少一种。
本公开实施例中,在虚拟角色执行第一动作时,可以通过移动标识序列的方式直观地体现虚拟角色当前的行动,并且在确定执行第一动作的虚拟角色为第一虚拟角色且执行的第一动作满足预设条件时,可以将该第一虚拟角色执行第一动作后所获得的行动值存储在行动值区域中的行动值单元中,在行动值区域中的行动值单元中展示第一虚拟角色执行第一动作获取的行动值,如此,将行动值的积攒过程形象化地展示出来,便于用户理解游戏规则及交互过程,提高交互体验。
此外,本公开实施例中还会在行动值区域中各行动值单元均存储有对应的行动值后,将行动值转换为能量值,并将能量值存储到能量值区域的能量值单元中的存储过程直观地 展示给用户,便于用户理解游戏规则中行动值和能量值的转换过程。
本领域技术人员可以理解,在具体实施方式的上述方法中,各步骤的撰写顺序并不意味着严格的执行顺序而对实施过程构成任何限定,各步骤的具体执行顺序应当以其功能和可能的内在逻辑确定。
基于同一发明构思,本公开实施例中还提供了与交互方法对应的交互装置,由于本公开实施例中的装置解决问题的原理与本公开实施例上述交互方法相似,因此装置的实施可以参见方法的实施,重复之处不再赘述。
如图7所示,为本公开实施例提供的一种交互装置示意图,包括:第一展示模块701、第二展示模块702、第三展示模块703、控制模块704以及处理模块705,其中:
第一展示模块701,用于在游戏操作界面中展示参与游戏任务的多个虚拟角色,多个所述虚拟角色中包括至少一个第一虚拟角色以及至少一个与所述第一虚拟角色不同阵营的第二虚拟角色。
第二展示模块702,用于获取各所述虚拟角色的标识,基于多个所述虚拟角色在所述游戏任务中第一动作的执行顺序对所述标识进行排序以生成标识序列,并在标识序列展示区域展示所述标识序列。
第三展示模块703,用于在所述游戏操作界面中,生成并展示行动值区域;所述行动值区域包括多个行动值单元;每个行动值单元用于存储一个行动值;其中每个所述第一虚拟角色通过执行所述第一动作获取到一个行动值,所述行动值为用于执行第二动作的资源。
控制模块704,用于响应于所述虚拟角色执行所述第一动作,控制所述标识序列移动。
处理模块705,用于当执行所述第一动作的所述虚拟角色为所述第一虚拟角色且执行的所述第一动作满足预设条件时,在所述行动值区域中的所述行动值单元中展示所述第一虚拟角色执行所述第一动作获取的所述行动值。
在一种可能的实施方式中,所述标识序列中排列在首位和/或末位的标识与所述行动值区域相邻;控制模块704,在执行所述响应于所述虚拟角色执行所述第一动作,控制所述标识序列移动时,具体用于:响应于任一所述第一虚拟角色执行所述第一动作,将任一所述第一虚拟角色的标识置于所述标识序列中、与所述行动值区域相邻的首位和/或末位的位置,并控制所述标识序列朝向所述行动值区域移动。
在一种可能的实施方式中,第三展示模块703还用于:在所述行动值区域的一侧展示能量值区域;所述能量值区域包括多个能量值单元,每个能量值单元用于存放一个能量值;所述标识序列、所述行动值区域和所述能量值区域排列呈L形;
处理模块705,还用于:在所述行动值区域的各个所述行动值单元都存储有对应的所述行动值后,将所述行动值区域内的所述行动值转换为所述能量值,并将转换后的所述能量值存储到所述能量值区域的所述能量值单元中。
在一种可能的实施方式中,处理模块705,在执行所述将所述行动值区域内的所述行动值转换为所述能量值时,具体用于:按照所述行动值区域内各所述行动值与所述能量值之间的换算比例,将所述行动值区域内的所述行动值转换为所述能量值。
在一种可能的实施方式中,处理模块705根据以下方式确定所述换算比例:根据所述 行动值区域内各所述行动值所对应的所述第一虚拟角色,以及所述第一虚拟角色的行动增益系数,确定所述换算比例;和/或,根据当前所处的游戏阶段,确定所述换算比例。
在一种可能的实施方式中,第三展示模块703还用于:在所述游戏操作界面中展示每个所述第一虚拟角色执行所述第二动作所需的能量值数量;所述第一虚拟角色执行所述第二动作所需的能量值数量与所述第二动作的动作属性相关联。
在一种可能的实施方式中,第三展示模块703还用于:响应于所述第一虚拟角色执行第二动作,根据所述第二动作所需的能量值数量,展示所述能量值区域内对应数量的所述能量值的能量消耗特效。
在一种可能的实施方式中,第三展示模块703在展示所述能量消耗特效的同时,还用于:展示所述第一虚拟角色执行完成所述第二动作的完成特效。
在一种可能的实施方式中,第三展示模块703在展示所述能量消耗特效的同时,还用于:展示所述第二虚拟角色被所述第二动作伤害后的伤害特效。
在一种可能的实施方式中,所述行动值区域中的各个所述行动值单元呈环形排列。
本公开实施例中,能够在游戏操作界面中展示由多个虚拟角色的标识构成的标识序列,还能够展示行动值区域,在虚拟角色执行第一动作时,可以通过移动标识序列的方式直观地体现虚拟角色当前的行动,并且在确定执行第一动作的虚拟角色为第一虚拟角色且执行的第一动作满足预设条件时,可以将该第一虚拟角色执行第一动作后所获得的行动值存储在行动值区域中的行动值单元中,在行动值区域中的行动值单元中展示第一虚拟角色执行第一动作获取的行动值,如此,将行动值的积攒过程形象化地展示出来,便于用户理解游戏规则及交互过程,提高交互体验。
此外,本公开实施例中还会在行动值区域中各行动值单元均存储有对应的行动值后,将行动值转换为能量值,并将能量值存储到能量值区域的能量值单元中的存储过程直观地展示给用户,便于用户理解游戏规则中行动值和能量值的转换过程。
关于装置中的各模块的处理流程、以及各模块之间的交互流程的描述可以参照上述方法实施例中的相关说明,这里不再详述。
基于同一技术构思,本申请实施例还提供了一种计算机设备。参照图8所示,为本申请实施例提供的计算机设备800的结构示意图,包括处理器801、存储器802、和总线803。其中,存储器802用于存储执行指令,包括内存8021和外部存储器8022;这里的内存8021也称内存储器,用于暂时存放处理器801中的运算数据,以及与硬盘等外部存储器8022交换的数据,处理器801通过内存8021与外部存储器8022进行数据交换,当计算机设备800运行时,处理器801与存储器802之间通过总线8803通信,使得处理器801执行以下指令:
在游戏操作界面中展示参与游戏任务的多个虚拟角色,多个所述虚拟角色中包括至少一个第一虚拟角色以及至少一个与所述第一虚拟角色不同阵营的第二虚拟角色;
获取各所述虚拟角色的标识,基于多个所述虚拟角色在所述游戏任务中第一动作的执行顺序对所述标识进行排序以生成标识序列,并在标识序列展示区域展示所述标识序列;
在所述游戏操作界面中,生成并展示行动值区域;所述行动值区域包括多个行动值单 元;每个行动值单元用于存储一个行动值;其中每个所述第一虚拟角色通过执行所述第一动作获取到一个行动值,所述行动值为用于执行第二动作的资源;
响应于所述虚拟角色执行所述第一动作,控制所述标识序列移动;
当执行所述第一动作的所述虚拟角色为所述第一虚拟角色且执行的所述第一动作满足预设条件时,在所述行动值区域中的所述行动值单元中展示所述第一虚拟角色执行所述第一动作获取的所述行动值。
其中,处理器801的具体处理流程可以参照上述方法实施例的记载,这里不再赘述。
本公开实施例还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时执行上述方法实施例中所述的交互方法的步骤。其中,该存储介质可以是易失性或非易失的计算机可读取存储介质。
本公开实施例还提供一种计算机程序产品,该计算机程序产品承载有程序代码,所述程序代码包括的指令可用于执行上述方法实施例中所述的交互方法的步骤,具体可参见上述方法实施例,在此不再赘述。
其中,上述计算机程序产品可以具体通过硬件、软件或其结合的方式实现。在一个可选实施例中,所述计算机程序产品具体体现为计算机存储介质,在另一个可选实施例中,计算机程序产品具体体现为软件产品,例如软件开发包(Software Development Kit,SDK)等等。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统和装置的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。在本公开所提供的几个实施例中,应该理解到,所揭露的系统、装置和方法,可以通过其它的方式实现。以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,又例如,多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些通信接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个处理器可执行的非易失的计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各 种可以存储程序代码的介质。
最后应说明的是:以上所述实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应所述以权利要求的保护范围为准。

Claims (13)

  1. 一种交互方法,其特征在于,所述方法包括:
    在游戏操作界面中展示参与游戏任务的多个虚拟角色,多个所述虚拟角色中包括至少一个第一虚拟角色以及至少一个与所述第一虚拟角色不同阵营的第二虚拟角色;
    基于多个所述虚拟角色在所述游戏任务中第一动作的执行顺序对各所述虚拟角色的标识进行排序以生成标识序列,并在标识序列展示区域展示所述标识序列;
    在所述游戏操作界面中,展示行动值区域;所述行动值区域包括多个行动值单元;每个行动值单元用于存储一个行动值,其中,每个第一虚拟角色通过执行所述第一动作获取到一个行动值,所述行动值为用于执行第二动作的资源;
    响应于所述虚拟角色执行所述第一动作,控制所述标识序列移动;
    当执行所述第一动作的所述虚拟角色为所述第一虚拟角色且执行的所述第一动作满足预设条件时,在所述行动值区域中的行动值单元中展示所述第一虚拟角色执行所述第一动作获取的所述行动值。
  2. 根据权利要求1所述的方法,其特征在于,所述标识序列中排列在首位和/或末位的标识与所述行动值区域相邻;
    所述响应于所述虚拟角色执行所述第一动作,控制所述标识序列移动,包括:
    响应于任一所述第一虚拟角色执行所述第一动作,将任一所述第一虚拟角色的标识置于所述标识序列中、与所述行动值区域相邻的首位和/或末位的位置,并控制所述标识序列朝向所述行动值区域移动。
  3. 根据权利要求1或2所述的方法,其特征在于,所述方法还包括:
    在所述行动值区域的一侧展示能量值区域;所述能量值区域包括多个能量值单元,每个能量值单元用于存放一个能量值;所述标识序列、所述行动值区域和所述能量值区域呈L形排列;
    所述方法还包括:
    在所述行动值区域的各个所述行动值单元都存储有对应的所述行动值后,将所述行动值区域内的所述行动值转换为所述能量值,并将转换后的所述能量值存储到所述能量值区域的所述能量值单元中。
  4. 根据权利要求3所述的方法,其特征在于,所述将所述行动值区域内的所述行动值转换为所述能量值,包括:
    按照所述行动值区域内各所述行动值与所述能量值之间的换算比例,将所述行动值区域内的所述行动值转换为所述能量值。
  5. 根据权利要求4所述的方法,其特征在于,所述换算比例通过以下方式确定:
    根据所述行动值区域内各所述行动值所对应的所述第一虚拟角色,以及所述第一虚拟角色的行动增益系数,确定所述换算比例;和/或,
    根据当前所处的游戏阶段,确定所述换算比例。
  6. 根据权利要求3所述的方法,其特征在于,所述方法还包括:
    在所述游戏操作界面中展示每个所述第一虚拟角色执行所述第二动作所需的能量值数量;所述第一虚拟角色执行所述第二动作所需的能量值数量与所述第二动作的动作属性相关联。
  7. 根据权利要求3所述的方法,其特征在于,所述方法还包括:
    响应于所述第一虚拟角色执行第二动作,根据所述第二动作所需的能量值数量,展示所述能量值区域内对应数量的所述能量值的能量消耗特效。
  8. 根据权利要求7所述的方法,其特征在于,在展示所述能量消耗特效的同时,所述方法还包括:
    展示所述第一虚拟角色执行完成所述第二动作的完成特效。
  9. 根据权利要求7或8所述的方法,其特征在于,在展示所述能量消耗特效的同时,所述方法还包括:
    展示所述第二虚拟角色被所述第二动作伤害后的伤害特效。
  10. 根据权利要求1所述的方法,其特征在于,所述行动值区域中的各个所述行动值单元呈环形排列。
  11. 一种交互装置,其特征在于,所述装置包括:
    第一展示模块,用于在游戏操作界面中展示参与游戏任务的多个虚拟角色,多个所述虚拟角色中包括至少一个第一虚拟角色以及至少一个与所述第一虚拟角色不同阵营的第二虚拟角色;
    第二展示模块,用于基于多个所述虚拟角色在所述游戏任务中第一动作的执行顺序对各所述虚拟角色的标识进行排序以生成标识序列,并在标识序列展示区域展示所述标识序列;
    第三展示模块,用于在所述游戏操作界面中,展示行动值区域;所述行动值区域包括多个行动值单元;每个行动值单元用于存储一个行动值;其中,每个第一虚拟角色通过执行所述第一动作获取到一个行动值,所述行动值为用于执行第二动作的资源;
    控制模块,用于响应于所述虚拟角色执行所述第一动作,控制所述标识序列移动;
    处理模块,用于当执行所述第一动作的所述虚拟角色为所述第一虚拟角色且执行的所述第一动作满足预设条件时,在所述行动值区域中的行动值单元中展示所述第一虚拟角色执行所述第一动作获取的所述行动值。
  12. 一种计算机设备,其特征在于,包括:处理器、存储器,所述存储器存储有所述处理器可执行的机器可读指令,所述处理器用于执行所述存储器中存储的机器可读指令,所述机器可读指令被所述处理器执行时,所述处理器执行如权利要求1至10任一项所述的交互方法的步骤。
  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上存储有计算机程序,所述计算机程序被计算机设备运行时,所述计算机设备执行如权利要求1至10任 一项所述的交互方法的步骤。
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