WO2023056741A1 - 游戏中的组队方法、装置、设备及存储介质 - Google Patents

游戏中的组队方法、装置、设备及存储介质 Download PDF

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Publication number
WO2023056741A1
WO2023056741A1 PCT/CN2022/088253 CN2022088253W WO2023056741A1 WO 2023056741 A1 WO2023056741 A1 WO 2023056741A1 CN 2022088253 W CN2022088253 W CN 2022088253W WO 2023056741 A1 WO2023056741 A1 WO 2023056741A1
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WO
WIPO (PCT)
Prior art keywords
team
target
mapping relationship
mode
teaming
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PCT/CN2022/088253
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English (en)
French (fr)
Inventor
刘振宇
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网易(杭州)网络有限公司
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Publication date
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Publication of WO2023056741A1 publication Critical patent/WO2023056741A1/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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/0486Drag-and-drop
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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 details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

Definitions

  • the present application relates to the technical field of online games, in particular, to a team formation method, device, equipment and storage medium in games.
  • the purpose of this application is to provide a team formation method, device, equipment and storage medium in the game, which can reduce the complexity of team formation and improve the efficiency of team formation.
  • a method, device, device, and storage medium for forming a team in a game are provided, a graphical user interface of the game is provided through a terminal device, and a group of team controls is provided on the graphical user interface.
  • the method includes: In response to the touch operation on the team control, determine the target object according to the touch operation;
  • the target teaming mode Based on the mapping relationship between objects and teaming modes, determine the target teaming mode corresponding to the target object; the target teaming mode includes at least teaming tasks;
  • the first touch point of the touch operation is located on the team control, and the second touch point of the touch operation is located on the target object.
  • the touch operation is a drag operation
  • the target object is determined according to the touch operation, including:
  • the touch operation is a drag operation
  • the target object is determined according to the touch operation, including:
  • the team control In response to the drag operation on the team control, the team control is moved to the end position of the drag operation based on the drag trajectory of the drag operation.
  • the touch operation includes a first touch operation and a second touch operation, and in response to the touch operation on the team control, determining the target object according to the touch operation includes:
  • the target objects include: controls, scene objects and character objects.
  • trigger its corresponding team formation command according to the target team formation mode including:
  • the team formation confirmation sub-interface at least includes: a target team formation mode
  • a team formation instruction corresponding to the target team formation mode is triggered.
  • the team confirmation sub-interface also includes a team option control, and the method also includes:
  • the preset teaming information corresponding to the teaming option control is sent through instant messaging.
  • determining the target teaming mode corresponding to the target object includes:
  • mapping relationship data table reflects the mapping relationship between the identification information of the object and the teaming mode
  • the target teaming mode is determined according to the identification information of the target object.
  • the identification information includes: text identification, the mapping relationship data table includes the first mapping relationship; based on the mapping relationship between the identification information of the object in the mapping relationship data table and the teaming mode, determine the target teaming mode according to the identification information of the target object ,include:
  • mapping relationship Obtaining a first mapping relationship, where the first mapping relationship is used to indicate the mapping relationship between the text identifier of the object and the teaming mode;
  • the team formation mode corresponding to the text identifier of the target object is used as the target team formation mode.
  • the method further includes:
  • the identification information includes: an image identification, and the mapping relationship data table includes a second mapping relationship; based on the mapping relationship between the identification information of the object in the mapping relationship data table and the teaming mode, determine the target teaming mode according to the identification information of the target object ,include:
  • the second mapping relationship is used to indicate the mapping relationship between the object's image identifier and the teaming mode
  • the teaming mode corresponding to the image identifier of the target object is used as the target teaming mode.
  • the method further includes:
  • a graphical user interface of the game is provided through a terminal device, and a set of team controls is provided on the graphical user interface.
  • the device includes: a response module, a determination module, trigger module;
  • a response module configured to perform a touch operation in response to the team control, and determine a target object according to the touch operation
  • the determining module is configured to determine the target teaming mode corresponding to the target object based on the mapping relationship between the target object and the teaming mode; the target teaming mode includes at least teaming tasks;
  • the triggering module is configured to execute the corresponding teaming instruction triggered according to the target teaming mode.
  • the first touch point of the touch operation is located on the team control, and the second touch point of the touch operation is located on the target object.
  • the touch operation is a drag operation
  • the response module is specifically configured to determine the object at the end position of the drag operation as the target object.
  • the touch operation is a drag operation
  • the response module is specifically configured to respond to the drag operation on the team control, so that the team control moves to the end of the drag operation based on the drag track of the drag operation Location.
  • the touch operation includes a first touch operation and a second touch operation
  • the response module is specifically configured to perform a response to the first touch operation on the team control and the second touch operation on the target position , determine the object at the target position as the target object.
  • the above-mentioned target objects include: controls, scene objects and character objects.
  • the triggering module is specifically configured to display the team confirmation sub-interface in the graphical user interface, the team confirmation sub-interface at least includes: a target team formation mode; in response to the team confirmation sub-interface The confirmation operation on the interface triggers the team formation command corresponding to the target team formation mode.
  • the team formation confirmation sub-interface also includes a team formation option control
  • the triggering module is also configured to execute a selection operation in response to the team formation option control.
  • the communication sends the preset team information corresponding to the team option control.
  • the determining module is specifically configured to perform acquisition of a pre-configured mapping relationship data table; the mapping relationship data table reflects the mapping relationship between the identification information of the object and the teaming mode; based on the identification information of the object in the mapping relationship data table and the group The mapping relationship of the team mode, and determine the target team mode according to the identification information of the target object.
  • the identification information includes: a text identification, and the mapping relationship data table includes a first mapping relationship; the determination module is specifically configured to perform acquisition of the first mapping relationship, and the first mapping relationship is used to indicate the text identification and teaming mode of the object mapping relationship; based on the first mapping relationship, the teaming mode corresponding to the text identifier of the target object is used as the target teaming mode.
  • the response module is further configured to perform a response to an association configuration operation, and establish a first mapping relationship between the text identifier of the object and the teaming mode.
  • the identification information includes: an image identification, and the mapping relationship data table includes a second mapping relationship; the determination module is specifically configured to perform acquisition of the second mapping relationship, and the second mapping relationship is used to indicate the image identification and teaming mode of the object mapping relationship; based on the second mapping relationship, the teaming mode corresponding to the image identifier of the target object is used as the target teaming mode.
  • the response module is further configured to perform a response to an association configuration operation to establish a second mapping relationship between object image identifiers and teaming modes.
  • a computer device including: a memory, a processor, a computer program that can run on the processor is stored in the memory, and when the processor executes the computer program, the above-mentioned team formation in the game is realized method steps.
  • Another aspect of the embodiments of the present application provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the above method for forming a team in a game are realized.
  • the target object can be determined according to the touch operation in response to the touch operation on the team control; based on the mapping relationship between the object and the team mode , determine the target team formation mode corresponding to the target object; the target team formation mode at least includes team formation tasks; trigger its corresponding team formation instruction according to the target team formation mode.
  • the player determines the target object through the touch operation of the team control, and then can determine the required target team mode according to the mapping relationship between the target object and the team mode, so as to trigger the team command in the target team mode and establish
  • the corresponding team can simplify the process required for team formation, reduce the complexity of team formation, and further improve the efficiency of team formation.
  • FIG. 1 is a schematic diagram of a graphical user interface provided by an embodiment of the present application
  • FIG. 2 is a first schematic flow diagram of the team formation method in the game provided by the embodiment of the present application.
  • FIG. 3 is an interface schematic diagram 1 of a graphical user interface touch operation provided by an embodiment of the present application.
  • FIG. 4 is a second schematic diagram of the GUI touch operation interface provided by the embodiment of the present application.
  • FIG. 5 is a third schematic diagram of the graphical user interface touch operation interface provided by the embodiment of the present application.
  • FIG. 6 is a second schematic flow diagram of the team formation method in the game provided by the embodiment of the present application.
  • FIG. 7 is an interface schematic diagram of the team confirmation sub-interface in the graphical user interface provided by the embodiment of the present application.
  • FIG. 8 is a schematic flow diagram three of the team formation method in the game provided by the embodiment of the present application.
  • FIG. 9 is a schematic flow diagram 4 of the team formation method in the game provided by the embodiment of the present application.
  • FIG. 10 is a schematic flow diagram five of the team formation method in the game provided by the embodiment of the present application.
  • FIG. 11 is a schematic structural diagram of a team formation device in a game provided by an embodiment of the present application.
  • FIG. 12 is a schematic structural diagram of a computer device provided by an embodiment of the present application.
  • the method for forming a team in a game in one of the embodiments of the present application can run on a terminal device or a server.
  • the terminal device may be a local terminal device.
  • the method can be realized and executed based on the cloud interactive system, wherein the cloud interactive system includes a server and a client device.
  • cloud games refer to game methods based on cloud computing.
  • the main body of running the game program and the main body of the game screen are separated, the storage and operation of the game display method are completed on the cloud game server, and the role of the client device is used to receive and send data
  • the presentation of the game screen for example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, palmtop computer, etc.; but the terminal device for information processing is a cloud cloud game server.
  • the player When playing a game, the player operates the client device to send an operation command to the cloud game server, and the cloud game server runs the game according to the operation command, encodes and compresses the game screen and other data, and returns it to the client device through the network. Decode and output the game screen.
  • the terminal device may be a local terminal device.
  • the local terminal device stores game programs and is used to present game screens.
  • the local terminal device is used to interact with the player through the graphical user interface, that is, the conventional electronic device downloads and installs the game program and runs it.
  • the local terminal device may provide the graphical user interface to the player in various manners, for example, rendering and displaying it on the display screen of the terminal, or providing it to the player through holographic projection.
  • the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the graphical user interface displayed on the display.
  • the embodiment of the present application provides a team formation method in a game, providing a graphical user interface through a first terminal device, wherein the first terminal device may be the aforementioned local terminal device, It may also be the client device in the aforementioned cloud interaction system.
  • Fig. 1 is a schematic diagram showing a graphical user interface provided by the embodiment of the present application. Please refer to Fig. 1.
  • the graphical user interface 100 may be an interface displayed on a terminal device, wherein the terminal device may be a computer, a mobile phone, a tablet computer, or a game console. Or any type of computer equipment such as dedicated electronic equipment, which is not specifically limited herein.
  • the graphical user interface 100 may be displayed on the terminal device, specifically through application software in the terminal device, such as interactive software, game software, and the like.
  • the graphical user interface 100 may display image, text and other screen information, and a control may also be set in the graphical user interface, and the user (player) may interact with the graphical user interface 100 by triggering the control.
  • At least one team control 110 may be set on the GUI 100, and the team control 110 may be displayed on the GUI 100 in the form of icons, text, and the like.
  • Fig. 2 is a schematic flow diagram of the team formation method in the game provided by the embodiment of the present application. Please refer to Fig. 2, the method includes:
  • S210 In response to a touch operation on the team control, determine a target object according to the touch operation.
  • the subject of execution of this method may be the aforementioned terminal device, and the touch operation may specifically be a user (player) click on the team control, for example: single click, double-click, long press, etc., or it may also be a click on the team control.
  • Operations such as dragging of controls are not specifically limited here, as long as the user can trigger interaction with the team control.
  • the object can specifically be other controls, scene objects, and character objects, etc., for example: a control that triggers access to a copy in the game, a control that enters a task interface, an entry to a certain gameplay in a game scene, a game scene A model of a monster in the game, etc.
  • the target object may be any one or more of the above objects, which is not limited here.
  • the terminal device may respond to the user's touch operation on the team control, so as to determine the target object according to the touch operation.
  • S220 Based on the mapping relationship between objects and teaming modes, determine a target teaming mode corresponding to the target object.
  • the target team formation mode includes at least team formation tasks.
  • mapping relationship between the object and the teaming mode may be pre-stored in the terminal device, or the terminal device may obtain it through other devices (such as: a server) communicating with it, specifically it may be used to indicate the relationship between the object and the teaming mode
  • a server such as: a server
  • the corresponding relationship between, for example: an object can correspond to a team mode.
  • the target team formation mode may be a team formation mode of a team to be established, wherein the team formation mode may be one of a plurality of preset modes in which a team formation game can be performed.
  • the team task may be a task to establish a target team pattern.
  • the target team mode corresponding to the target object may be determined according to the mapping relationship between the object and the team mode.
  • S230 Trigger a corresponding team formation instruction according to the target team formation mode.
  • the team formation instruction may be an instruction initiated by the terminal device to form a team. After the terminal device sends the instruction to the server, a corresponding team may be established.
  • the type of team formation may be determined according to the team formation tasks included in the target team formation mode, and then corresponding team formation instructions may be generated.
  • the target object can be determined according to the touch operation in response to the touch operation on the team control control; based on the mapping relationship between the object and the team mode, the target corresponding to the target object can be determined Team formation mode; the target team formation mode at least includes team formation tasks; triggers its corresponding team formation instructions according to the target team formation mode.
  • the player determines the target object through the touch operation of the team control, and then can determine the required target team mode according to the mapping relationship between the target object and the team mode, so as to trigger the team command in the target team mode and establish
  • the corresponding team can simplify the process required for team formation, reduce the complexity of team formation, and further improve the efficiency of team formation.
  • Fig. 3 is a schematic diagram of the touch operation interface of the graphical user interface provided by the embodiment of the present application.
  • the object at the operation end position is determined as the target object 120 .
  • the touch operation may specifically be a drag operation
  • the drag operation may specifically be a process in which the user performs a trigger on the team control and keeps the triggered contact state and drags it to the end position to complete the trigger.
  • a game scene or an interactive interface may be displayed in the graphical user interface, and the game scene or the interactive interface may include multiple objects, and the object at the end position of the drag operation may be determined as the target object 120 .
  • the target object 120 shown in FIG. 3 is the object that the user drags from the team control 110 to the end position.
  • the target object is a character object as an example.
  • Fig. 4 is the second schematic diagram of the interface touch operation of the graphical user interface provided by the embodiment of the present application. Please refer to Fig. 4.
  • the touch operation is a drag operation
  • the aforementioned determination of the target object according to the touch operation may be in response to the teaming
  • the drag operation of the control makes the group control move to the end position of the drag operation based on the drag track of the drag operation.
  • the team control 110 can be controlled to move, specifically, the team control 110 can be moved from the initial position to the drag operation according to the drag track of the user's drag operation. at the end position.
  • the target object is taken as an example of a role object.
  • the team control by responding to the drag operation on the team control, the team control can be moved to the end position of the drag operation based on the drag track of the drag operation.
  • the corresponding drag track can be displayed in the graphical user interface, so that the user can more intuitively obtain the process of performing the drag operation and the result of the drag, thereby improving the user's operating experience.
  • team formation is achieved by dragging, and there is no need to set additional controls, which can reduce the pressure caused by the excessive number of components in the game.
  • FIG. 5 is a third schematic diagram of the interface touch operation of the graphical user interface provided by the embodiment of the present application. Please refer to FIG. 5.
  • the touch operation includes the first touch operation and the second touch operation.
  • the operation, determining the target object according to the touch operation includes: in response to the first touch operation on the team control and the second touch operation on the target position, determining the object at the target position as the target object.
  • the first touch point of the touch operation is located on the team control, that is, the user's touch operation on the team control 110;
  • the second touch point of the touch operation is located on the target object, that is, the user's touch operation on the team control 110;
  • a touch operation of the target object 120 is located on the team control, that is, the user's touch operation on the team control 110;
  • the terminal device may respond to the user's first touch operation on the first touch point and the second touch operation on the second touch point in the graphical user interface (or the first touch The second touch operation on the control point and the first touch operation on the second touch point (the specific touch sequence is not limited here), so as to determine that the object at the target position is the target object 120 .
  • the above-mentioned touch operation may specifically be a click operation (for example, single click, long press, or double click, etc., which are not limited herein).
  • the target object is taken as an example of a role object.
  • the target object can be determined through various feasible ways as shown in the above-mentioned Figure 3 or Figure 5, specifically, the target object at the end position of the drag operation Determining the object as the target object or determining the object at the target position as the target object in response to the first touch operation on the team control and the second touch operation on the target position, so that the target object can be determined in a variety of ways, Improve the user's operational adaptability, thereby improving the user's operating experience.
  • Fig. 6 is the second schematic flow diagram of the team formation method in the game provided by the embodiment of the present application. Please refer to Fig. 6, and trigger its corresponding team formation command according to the target team formation mode, including:
  • the team formation confirmation sub-interface at least includes: a target team formation mode.
  • the team confirmation sub-interface may be a pop-up window interface set in the GUI, and after the target team formation mode is determined, the team confirmation sub-interface may be displayed in the GUI.
  • the target team mode can be displayed in the team confirmation sub-interface, specifically through the name of the target team mode, an icon, or other methods that can be used to represent the target team mode, and there is no specific limitation here. .
  • the corresponding information of the sub-modes can also be displayed in the team confirmation sub-interface, for example: the name of the target team formation mode is "Abyss Giant Hole", in this mode It also includes multiple sub-modes such as "easy” and “difficult”, and the final displayed content can be "abyssal hole-difficult”.
  • a confirmation control can also be set in the team formation confirmation sub-interface, which can respond to the trigger operation of the user, thereby triggering the team formation command corresponding to the target team formation mode; or, the confirmation control can not be set. If the user does not perform an operation within a certain period of time, for example, 3 seconds, the team formation command corresponding to the target team formation mode can be triggered.
  • a cancel control may also be set in the team formation confirmation sub-interface, and the team formation may be canceled in response to a trigger operation of the cancel control by the user.
  • the team formation confirmation sub-interface in response to the confirmation operation on the team formation confirmation sub-interface, the team formation corresponding to the target team formation mode can be triggered instruction.
  • the user can further determine the formation of the team, preventing the user from forming a team due to delay or other factors, and, displayed in the team formation confirmation sub-interface, the relevant information of the target team formation mode can also be displayed in the form
  • the error of the target team mode caused by the user's misoperation can improve the user's sense of game experience.
  • Figure 7 is a schematic diagram of the interface of the team confirmation sub-interface in the graphical user interface provided by the embodiment of the present application, please refer to Figure 7, the team confirmation sub-interface in the graphical user interface may include the target team mode as explained in Figure 6 , confirmation control, cancel control, etc.; in addition, it can also include teaming option controls.
  • the method further includes: in response to the selection operation on the teaming option control, after establishing the team corresponding to the target teaming mode, sending preset teaming information corresponding to the teaming option control through instant messaging.
  • the team formation option control can be a display control in the team formation confirmation sub-interface, for example, it can be in the form of text "whether you need to send preset team formation information" or "automatically shout in the world channel after forming a team" (Fig. 7), etc., the user can select "Yes” or “No” through the option associated with the text; if "Yes” is selected, the preset team information corresponding to the team option control can be sent through instant messaging; if selected "No” may not send the preset team information.
  • the interface for sending preset team information for example: it can be a chat interface in the game interface (it can be an entire chat interface, an individual chat interface, or a chat interface under an organization composed of players within a specific range, which will not be described in detail here. limit).
  • the sending of preset team information can be realized through instant messaging, where the preset team information can be composed of preset text, pictures, links, etc., for example, it can be "I created the abyss giant hole - difficult team formation , [Come and join]", in which, "I created the abyss giant hole-difficult team” can be the preset text message, "[Come and join]” can be the preset link information, other players can click The link enters the corresponding team.
  • FIG. 8 is a schematic flow diagram of the third team formation method in the game provided by the embodiment of the present application. Please refer to FIG. 8, based on the mapping relationship between objects and team formation modes, determine the target team formation mode corresponding to the target object, including:
  • mapping relationship data table reflects the mapping relationship between the identification information of the object and the teaming mode.
  • the pre-configured mapping relationship data table may be a related record file stored in the terminal device, or may also be a related record file stored in a server that can establish a communication interaction relationship with the terminal device.
  • mapping relationship data table When it is necessary to obtain a pre-configured mapping relationship data table, if the mapping relationship data table is stored in the terminal device, it can be called; if it is stored in the server, the mapping relationship data table can be obtained by sending a request to the server.
  • the mapping relationship between the identification information of multiple groups of objects and the teaming mode can be recorded in the mapping relationship data table.
  • combat the task control is the object, and the teaming mode corresponding to the object can be the "Abyss Giant Hole” mode; another example: the game scene in the interface is set with a monster model or a scene entrance model, the monster model Or the model of the scene entrance is the object, and its corresponding identification information is the image displayed on the interface, etc. If the model of the monster is the model of the monster in the "Abyss Cave", or the model of the scene entrance is "Abyss Giant Hole" scene entrance model, then the team mode corresponding to this object can also be "Abyssal Hole” mode.
  • identification information may specifically be related information used to characterize the above-mentioned object in the form of text, image, code, etc., and is not limited in a specific form of existence here.
  • S820 Based on the mapping relationship between the object identification information and the team formation mode in the mapping relationship data table, determine the target team formation mode according to the identification information of the target object.
  • mapping relationship between identification information of multiple objects and the teaming mode is stored in the mapping relationship data table, and these mapping relationships may be pre-configured according to actual application requirements.
  • a corresponding query can be performed from the mapping relationship data table according to the identification information of the target object, so as to determine the target teaming mode corresponding to the identification information of the target object.
  • the pre-configured mapping relationship data table can be obtained; based on the mapping relationship between the identification information of the object in the mapping relationship data table and the teaming mode, determine according to the identification information of the target object Target team mode.
  • the mapping query between the identification information of the object and the team formation mode can be realized more quickly, thereby improving the efficiency of determining the target team formation mode, and further improving the efficiency of players' team formation.
  • Fig. 9 is a schematic flow diagram 4 of the team formation method in the game provided by the embodiment of the present application, please refer to Fig. 9, the identification information includes: text identification, the mapping relationship data table includes the first mapping relationship; based on the object in the mapping relationship data table The mapping relationship between identification information and teaming mode, the target teaming mode is determined according to the identification information of the target object, including:
  • the first mapping relationship is used to indicate the mapping relationship between the text identifier of the object and the teaming mode.
  • the first mapping relationship may be a mapping relationship including text identifiers of multiple groups of objects and teaming modes, and the text identifiers may be identification information displayed in text.
  • the control may have related text information, such as the task of "clearing the abyss giant hole-difficult", and the corresponding text information may include task goal, task progress, task explanation, etc.
  • the task goal can be "clear the abyss giant hole-difficult”
  • the task progress can be displayed in the form of a digital ratio, such as "0/1" can indicate that the task needs to be completed once, and it has been completed 0 times.
  • the task explanation can be a textual explanation of the task, such as "kill all monsters in the level", etc., and the above text information can be used as the text identification of the control.
  • the target team formation mode corresponding to the target object may be determined based on the mapping relationship between the text identifier of the object and the team formation mode.
  • the method before obtaining the first mapping relationship, further includes: in response to an association configuration operation, establishing a first mapping relationship between an object text identifier and a teaming mode.
  • the above-mentioned first mapping relationship may be a relationship configured in advance, may be a relationship generated according to a preset rule, or may be a relationship configured manually, and no specific limitation is made here.
  • Fig. 10 is a schematic flow diagram five of the team formation method in the game provided by the embodiment of the present application.
  • the identification information includes: image identification, the mapping relationship data table includes the second mapping relationship; based on the object in the mapping relationship data table
  • the mapping relationship between identification information and teaming mode, the target teaming mode is determined according to the identification information of the target object, including:
  • the second mapping relationship is used to indicate the mapping relationship between the image identifier of the object and the teaming mode.
  • the second mapping relationship may be a mapping relationship including image identifiers of multiple groups of objects and teaming modes, and the image identifiers may be identification information displayed in the form of 3D models, pictures, and the like.
  • the control may have relevant image information corresponding to it.
  • the control may include the entrance of the scene, monsters in the scene, etc., the scene
  • the 3D model or picture corresponding to the entrance, and the 3D model or picture corresponding to the monster in the scene can be used as the above image identification.
  • S1020 Based on the second mapping relationship, use the teaming mode corresponding to the image identification of the target object as the target teaming mode.
  • the target teaming mode corresponding to the target object may be determined based on the mapping relationship between the image identification of the object and the teaming mode.
  • the method before acquiring the second mapping relationship, the method further includes: establishing a second mapping relationship between object image identifiers and teaming modes in response to an association configuration operation.
  • the above-mentioned second mapping relationship may also be a relationship configured in advance, may be a relationship generated according to a preset rule, or may be a relationship configured manually, and no specific limitation is made here.
  • the first mapping relationship can be obtained, and based on the first mapping relationship, the team formation mode corresponding to the text identifier of the target object can be used as the target team formation mode; or, the second mapping relationship can be obtained.
  • the mapping relationship is based on the second mapping relationship, using the teaming mode corresponding to the image identifier of the target object as the target teaming mode.
  • FIG. 11 is a schematic structural diagram of the team formation device in the game provided by the embodiment of the present application. Please refer to FIG. 11 , the device includes: a response module 210, a determination module 220, and a trigger module 230;
  • the response module 210 is configured to respond to the touch operation on the team control, and determine the target object according to the touch operation;
  • the determining module 220 is configured to determine the target teaming mode corresponding to the target object based on the mapping relationship between the target object and the teaming mode; the target teaming mode includes at least teaming tasks;
  • the triggering module 230 is configured to execute a corresponding teaming instruction triggered according to the target teaming mode.
  • the first touch point of the touch operation is located on the team control, and the second touch point of the touch operation is located on the target object.
  • the touch operation is a drag operation
  • the response module 210 is specifically configured to determine the object at the end position of the drag operation as the target object.
  • the touch operation is a drag operation
  • the response module 210 is specifically configured to respond to the drag operation on the team control, so that the team control moves from the drag track of the drag operation to the drag operation of the drag operation. end position.
  • the touch operation includes a first touch operation and a second touch operation
  • the response module 210 is specifically configured to perform a response to the first touch operation on the team control and the second touch operation on the target position. Operation, determine the object at the target position as the target object.
  • the above-mentioned target objects include: controls, scene objects and character objects.
  • the triggering module 230 is specifically configured to display a team confirmation subinterface in the graphical user interface, and the team confirmation subinterface at least includes: a target team formation mode; in response to the team confirmation The confirmation operation on the sub-interface triggers the team formation command corresponding to the target team formation mode.
  • the team formation confirmation sub-interface also includes a team formation option control
  • the trigger module 230 is also configured to execute a selection operation in response to the team formation option control, after establishing the formation team corresponding to the target formation mode, through Instant messaging sends preset team information corresponding to the team option control.
  • the determining module 220 is specifically configured to perform acquisition of a pre-configured mapping relationship data table; the mapping relationship data table reflects the mapping relationship between the identification information of the object and the teaming mode; based on the identification information of the object in the mapping relationship data table and For the mapping relationship of the teaming mode, the target teaming mode is determined according to the identification information of the target object.
  • the identification information includes: a text identification
  • the mapping relationship data table includes a first mapping relationship
  • the determination module 220 is specifically configured to perform acquisition of the first mapping relationship, and the first mapping relationship is used to indicate the text identification and grouping of the object
  • the mapping relationship of the mode based on the first mapping relationship, the teaming mode corresponding to the text identifier of the target object is used as the target teaming mode.
  • the responding module 210 is further configured to perform a response to an association configuration operation to establish a first mapping relationship between an object's text identifier and a teaming mode.
  • the identification information includes: an image identification
  • the mapping relationship data table includes a second mapping relationship
  • the determination module 220 is specifically configured to perform acquisition of the second mapping relationship, and the second mapping relationship is used to indicate the image identification and grouping of the object
  • the mapping relationship of the modes based on the second mapping relationship, the teaming mode corresponding to the image identifier of the target object is used as the target teaming mode.
  • the responding module 210 is further configured to execute a response to an association configuration operation to establish a second mapping relationship between an object's image identifier and a teaming mode.
  • the above modules may be one or more integrated circuits configured to implement the above method, for example: one or more specific integrated circuits (Application Specific Integrated Circuit, referred to as ASIC), or, one or more microprocessors, or, One or more Field Programmable Gate Arrays (Field Programmable Gate Array, FPGA for short), etc.
  • ASIC Application Specific Integrated Circuit
  • microprocessors or, One or more Field Programmable Gate Arrays (Field Programmable Gate Array, FPGA for short)
  • FPGA Field Programmable Gate Array
  • the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, referred to as CPU) or other processors that can call program codes.
  • CPU central processing unit
  • these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC for short).
  • FIG. 12 is a schematic structural diagram of a computer device provided by the embodiment of the present application.
  • the computer device includes: a memory 310 and a processor 320, and the memory 310 stores a computer program that can run on the processor 320, and the processor When 320 executes the computer program, realize the method comprising the following steps:
  • the target teaming mode Based on the mapping relationship between objects and teaming modes, determine the target teaming mode corresponding to the target object; the target teaming mode includes at least teaming tasks;
  • the first touch point of the touch operation is located on the team control, and the second touch point of the touch operation is located on the target object.
  • the touch operation is a drag operation
  • the target object is determined according to the touch operation, including:
  • the touch operation is a drag operation
  • the target object is determined according to the touch operation, including:
  • the team control In response to the drag operation on the team control, the team control is moved to the end position of the drag operation based on the drag trajectory of the drag operation.
  • the touch operation includes a first touch operation and a second touch operation, and in response to the touch operation on the team control, determining the target object according to the touch operation includes:
  • the target objects include: controls, scene objects and character objects.
  • trigger its corresponding team formation command according to the target team formation mode including:
  • the team formation confirmation sub-interface at least includes: a target team formation mode
  • a team formation instruction corresponding to the target team formation mode is triggered.
  • the team confirmation sub-interface also includes a team option control, and the method also includes:
  • the preset teaming information corresponding to the teaming option control is sent through instant messaging.
  • determining the target teaming mode corresponding to the target object includes:
  • mapping relationship data table reflects the mapping relationship between the identification information of the object and the teaming mode
  • the target teaming mode is determined according to the identification information of the target object.
  • the identification information includes: text identification, the mapping relationship data table includes the first mapping relationship; based on the mapping relationship between the identification information of the object in the mapping relationship data table and the teaming mode, determine the target teaming mode according to the identification information of the target object ,include:
  • mapping relationship Obtaining a first mapping relationship, where the first mapping relationship is used to indicate the mapping relationship between the text identifier of the object and the teaming mode;
  • the team formation mode corresponding to the text identifier of the target object is used as the target team formation mode.
  • the method further includes:
  • the identification information includes: an image identification, and the mapping relationship data table includes a second mapping relationship; based on the mapping relationship between the identification information of the object in the mapping relationship data table and the teaming mode, determine the target teaming mode according to the identification information of the target object ,include:
  • the second mapping relationship is used to indicate the mapping relationship between the object's image identifier and the teaming mode
  • the teaming mode corresponding to the image identifier of the target object is used as the target teaming mode.
  • the method further includes:
  • the computer device provided by the embodiment of the present application can respond to the touch operation on the team control, and determine the target object according to the touch operation; based on the mapping relationship between the object and the team mode, determine the target team mode corresponding to the target object;
  • the team formation mode includes at least team formation tasks; the corresponding team formation instructions are triggered according to the target team formation mode.
  • the player determines the target object through the touch operation of the team control, and then can determine the required target team mode according to the mapping relationship between the target object and the team mode, so as to trigger the team command in the target team mode and establish
  • the corresponding team can simplify the process required for team formation, reduce the complexity of team formation, and further improve the efficiency of team formation.
  • Another aspect of the embodiments of the present application provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, a method comprising the following steps is implemented:
  • the target teaming mode Based on the mapping relationship between objects and teaming modes, determine the target teaming mode corresponding to the target object; the target teaming mode includes at least teaming tasks;
  • the first touch point of the touch operation is located on the team control, and the second touch point of the touch operation is located on the target object.
  • the touch operation is a drag operation
  • the target object is determined according to the touch operation, including:
  • the touch operation is a drag operation
  • the target object is determined according to the touch operation, including:
  • the team control In response to the drag operation on the team control, the team control is moved to the end position of the drag operation based on the drag trajectory of the drag operation.
  • the touch operation includes a first touch operation and a second touch operation, and in response to the touch operation on the team control, determining the target object according to the touch operation includes:
  • the target objects include: controls, scene objects and character objects.
  • trigger its corresponding team formation command according to the target team formation mode including:
  • the team formation confirmation sub-interface at least includes: a target team formation mode
  • a team formation instruction corresponding to the target team formation mode is triggered.
  • the team confirmation sub-interface also includes a team option control, and the method also includes:
  • the preset teaming information corresponding to the teaming option control is sent through instant messaging.
  • determining the target teaming mode corresponding to the target object includes:
  • mapping relationship data table reflects the mapping relationship between the identification information of the object and the teaming mode
  • the target teaming mode is determined according to the identification information of the target object.
  • the identification information includes: text identification, the mapping relationship data table includes the first mapping relationship; based on the mapping relationship between the identification information of the object in the mapping relationship data table and the teaming mode, determine the target teaming mode according to the identification information of the target object ,include:
  • mapping relationship Obtaining a first mapping relationship, where the first mapping relationship is used to indicate the mapping relationship between the text identifier of the object and the teaming mode;
  • the team formation mode corresponding to the text identifier of the target object is used as the target team formation mode.
  • the method further includes:
  • the identification information includes: an image identification, and the mapping relationship data table includes a second mapping relationship; based on the mapping relationship between the identification information of the object in the mapping relationship data table and the teaming mode, determine the target teaming mode according to the identification information of the target object ,include:
  • the second mapping relationship is used to indicate the mapping relationship between the object's image identifier and the teaming mode
  • the teaming mode corresponding to the image identifier of the target object is used as the target teaming mode.
  • the method further includes:
  • the computer-readable storage medium provided by the embodiment of the present application can respond to the touch operation on the team control, and determine the target object according to the touch operation; based on the mapping relationship between the object and the team mode, determine the target team corresponding to the target object mode; the target team mode at least includes team task; trigger its corresponding team command according to the target team mode.
  • the player determines the target object through the touch operation of the team control, and then can determine the required target team mode according to the mapping relationship between the target object and the team mode, so as to trigger the team command in the target team mode and establish
  • the corresponding team can simplify the process required for team formation, reduce the complexity of team formation, and further improve the efficiency of team formation.
  • the computer device may be the aforementioned terminal device.
  • the disclosed devices and methods may be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of units is only a logical function division. In actual implementation, there may be other division methods.
  • multiple units or components can be combined or integrated. to another system, or some features may be ignored, or not implemented.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be through some interfaces, and the indirect coupling or communication connection of devices or units may be in electrical, mechanical or other forms.
  • a unit described as a separate component may or may not be physically separated, and a component shown as a unit may or may not be a physical unit, that is, it 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 application 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 above-mentioned integrated units can be implemented in the form of hardware, or in the form of hardware plus software functional units.
  • the above-mentioned integrated units implemented in the form of software functional units may be stored in a computer-readable storage medium.
  • the above-mentioned software functional units are stored in a storage medium, and include several instructions to enable a computer device (which may be a personal computer, server, or network device, etc.) or a processor (English: processor) to execute the methods of the various embodiments of the present application. partial steps.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), magnetic disk or optical disc, etc.

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Abstract

本申请提供一种游戏中的组队方法、装置、设备及存储介质,属于网络游戏技术领域。通过终端设备提供游戏的图形用户界面,在图形用户界面上提供一组队控件,该方法包括:响应于对组队控件的触控操作,根据触控操作确定目标对象;基于对象与组队模式的映射关系,确定目标对象对应的目标组队模式;目标组队模式至少包括组队任务;根据目标组队模式触发其对应的组队指令。本申请可以降低组队的繁琐程度,提高组队的效率。

Description

游戏中的组队方法、装置、设备及存储介质
相关申请的交叉引用
本申请要求于2021年10月9日提交中国国家知识产权局的申请号为202111177805.X、名称为“游戏中的组队方法、装置、设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及网络游戏技术领域,具体而言,涉及一种游戏中的组队方法、装置、设备及存储介质。
背景技术
在多人在线的游戏中,通常需要由多个玩家进行组队来完成某一项任务,通常是由一名玩家发起组队,再由其他多名玩家加入队伍从而实现组队。
现有技术中,通常在游戏界面中专门有设置进行组队的子界面,玩家可以根据实际需要进行的不同玩法而选择对应玩法的名称,进而在建立该玩法下的组队队伍。
然而,由于游戏中可以进行组队的玩法类型通常数量较多,玩家并不能记住每种玩法的名称,这就导致了在进行一些玩法的组队时需要较多的流程进行对应玩法队伍的创建,也即是说,组队的流程较为繁琐、组队的效率较低。
发明内容
本申请的目的在于提供一种游戏中的组队方法、装置、设备及存储介质,可以降低组队的繁琐程度,提高组队的效率。
本申请的实施例是这样实现的:
本申请实施例的一方面,提供一种游戏中的组队方法、装置、设备及存储介质,通过终端设备提供游戏的图形用户界面,在图形用户界面上提供一组队控件,该方法包括:响应于对组队控件的触控操作,根据触控操作确定目标对象;
基于对象与组队模式的映射关系,确定目标对象对应的目标组队模式;目标组队模式至少包括组队任务;
根据目标组队模式触发其对应的组队指令。
可选地,触控操作的第一触控点位于组队控件,触控操作的第二触控点位于目标对象。
可选地,触控操作为拖动操作,根据触控操作确定目标对象,包括:
将位于拖动操作终点位置处的对象确定为目标对象。
可选地,触控操作为拖动操作,根据触控操作确定目标对象,包括:
响应于对组队控件的拖动操作,使组队控件基于拖动操作的拖动轨迹移动至拖动操作的终点位置。
可选地,触控操作包括第一触控操作及第二触控操作,响应于对组队控件的触控操作,根据触控操作确定目标对象,包括:
响应于对组队控件的第一触控操作以及对目标位置的第二触控操作,确定目标位置处的对象为目标对象。
可选地,目标对象包括:控件、场景对象以及角色对象。
可选地,根据目标组队模式触发其对应的组队指令,包括:
在图形用户界面中显示组队确认子界面,组队确认子界面至少包括:目标组队模式;
响应于对组队确认子界面的确认操作,触发目标组队模式对应的组队指令。
可选地,组队确认子界面中还包括组队选项控件,该方法还包括:
响应于对组队选项控件的选择操作,在建立目标组队模式对应的组队队伍之后,通过即时通信发送组队选项控件对应的预设组队信息。
可选地,基于对象与组队模式的映射关系,确定目标对象对应的目标组队模式,包括:
获取预先配置的映射关系数据表;映射关系数据表反映对象的标识信息与组队模式的映射关系;
基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据目标对象的标识信息确定目标组队模式。
可选地,标识信息包括:文本标识,映射关系数据表包括第一映射关系;基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据目标对象的标识信息确定目标组队模式,包括:
获取第一映射关系,第一映射关系用于指示对象的文本标识和组队模式的映射关系;
基于第一映射关系,将目标对象的文本标识对应的组队模式作为目标组队模式。
可选地,获取第一映射关系之前,该方法还包括:
响应于关联配置操作,建立对象的文本标识与组队模式的第一映射关系。
可选地,标识信息包括:图像标识,映射关系数据表包括第二映射关系;基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据目标对象的标识信息确定目标组队模式,包括:
获取第二映射关系,第二映射关系用于指示对象的图像标识和组队模式的映射关系;
基于第二映射关系,将目标对象的图像标识对应的组队模式作为目标组队模式。
可选地,获取第二映射关系之前,该方法还包括:
响应于关联配置操作,建立对象的图像标识与组队模式的第二映射关系。
本申请实施例的另一方面,提供一种游戏中的组队装置,通过终端设备提供游戏的图形用户界面,在图形用户界面上提供一组队控件,该装置包括:响应模块、确定模块、触发模块;
响应模块,被配置为执行响应于对组队控件的触控操作,根据触控操作确定目标对象;
确定模块,被配置为执行基于目标对象与组队模式的映射关系,确定目标对象对应的目标组队模式;目标组队模式至少包括组队任务;
触发模块,被配置为执行根据目标组队模式触发其对应的组队指令。
可选地,该装置中,上述触控操作的第一触控点位于组队控件,触控操作的第二触控点位于目标对象。
可选地,触控操作为拖动操作,响应模块,具体被配置为执行将位于拖动操作终点位置处的对象确定为目标对象。
可选地,触控操作为拖动操作,响应模块,具体被配置为执行响应于对组队控件的拖动操作,使组队控件基于拖动操作的拖动轨迹移动至拖动操作的终点位置。
可选地,触控操作包括第一触控操作及第二触控操作,响应模块,具体被配置为执行响应于对组队控件的第一触控操作以及对目标位置的第二触控操作,确定目标位置处的对象为目标对象。
可选地,该装置中,上述目标对象包括:控件、场景对象以及角色对象。
可选地,触发模块,具体被配置为执行在所述图形用户界面中显示组队确认子界面,所述组队确认子界面至少包括:目标组队模式;响应于对所述组队确认子界面的确认操作,触发所述目标组队模式对应的组队指令。
可选地,组队确认子界面中还包括组队选项控件,触发模块还被配置为执行响应于对组队选项控件的选择操作,在建立目标组队模式对应的组队队伍之后,通过即时通信发送组队选项控件对应的预设组队信息。
可选地,确定模块,具体被配置为执行获取预先配置的映射关系数据表;映射关系数据表反映对象的标识信息与组队模式的映射关系;基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据目标对象的标识信息确定目标组队模式。
可选地,标识信息包括:文本标识,映射关系数据表包括第一映射关系;确定模块,具体被配置为执行获取第一映射关系,第一映射关系用于指示对象的文本标识和组队模式的映射关系;基于第一映射关系,将目标对象的文本标识对应的组队模式作为目标组队模式。
可选地,响应模块,还被配置为执行响应于关联配置操作,建立对象的文本标识与组队模式的第一映射关系。
可选地,标识信息包括:图像标识,映射关系数据表包括第二映射关系;确定模块,具体被配置为执行获取第二映射关系,第二映射关系用于指示对象的图像标识和组队模式的映射关系;基于第二映射关系,将目标对象的图像标识对应的组队模式作为目标组队模式。
可选地,响应模块,还被配置为执行响应于关联配置操作,建立对象的图像标识与组队模式的第二映射关系。
本申请实施例的另一方面,提供一种计算机设备,包括:存储器、处理器,存储器中存储有可在处理器上运行的计算机程序,处理器执行计算机程序时,实现上述游戏中的组队方法的步骤。
本申请实施例的另一方面,提供一种计算机可读存储介质,存储介质上存储有计算机程序,该计算机程序被处理器执行时,实现上述游戏中的组队方法的步骤。
本申请实施例的有益效果包括:
本申请实施例提供的游戏中的组队方法、装置、设备及存储介质中,可以响应于对组队控件的触控操作,根据触控操作确定目标对象;基于对象与组队模式的映射关系,确定目标对象对应的目标组队模式;目标组队模式至少包括组队任务;根据目标组队模式触发其对应的组队指令。其中,玩家通过对组队控件的触控操作确定目标对象,进而可以根据目标对象与组队模式的映射关系确定需求的目标组队模式,从而实现触发对目标组队模式下组队指令,建立对应的队伍,可以简化组队所需的流程,降低组队的繁琐程度,进一步,可以提高组队的效率。
附图说明
为了更清楚地说明本申请实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅示出了本申请的某些实施例,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为本申请实施例提供的图形用户界面的展示示意图;
图2为本申请实施例提供的游戏中的组队方法的流程示意图一;
图3为本申请实施例提供的图形用户界面触控操作的界面示意图一;
图4为本申请实施例提供的图形用户界面触控操作的界面示意图二;
图5为本申请实施例提供的图形用户界面触控操作的界面示意图三;
图6为本申请实施例提供的游戏中的组队方法的流程示意图二;
图7为本申请实施例提供的图形用户界面中组队确认子界面的界面示意图;
图8为本申请实施例提供的游戏中的组队方法的流程示意图三;
图9为本申请实施例提供的游戏中的组队方法的流程示意图四;
图10为本申请实施例提供的游戏中的组队方法的流程示意图五;
图11为本申请实施例提供的游戏中的组队装置的结构示意图;
图12为本申请实施例提供的计算机设备的结构示意图。
具体实施方式
为使本申请实施例的目的、技术方案和优点更加清楚,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例是本申请一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本申请实施例的组件可以以各种不同的配置来布置和设计。
因此,以下对在附图中提供的本申请的实施例的详细描述并非旨在限制要求保护的本申请的范围,而是仅仅表示本申请的选定实施例。基于本申请中的实施例,本领域普通技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本申请保护的范围。
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。
在本申请的描述中,需要说明的是,术语“第一”、“第二”、“第三”等仅用于区分描述,而不能理解为指示或暗示相对重要性。
在本申请其中一种实施例中的游戏中的组队方法可以运行于终端设备或者是服务器。其中,终端设备可以为本地终端设备。当游戏中的组队方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,游戏显示方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的终端设备为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,终端设备可以为本地终端设备。以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
在一种可能的实施方式中,本申请实施例提供了一种游戏中的组队方法,通过第一终端设备提供图形用户界面,其中,第一终端设备可以是前述提到的本地终端设备,也可以是前述提到的云交互系统中的客户端设备。
下面来具体解释本申请实施例中提供的图形用户界面的具体示意界面以及界面中所包括的内容。
图1为本申请实施例提供的图形用户界面的展示示意图,请参照图1,图形用户界面100可以是在终端设备上显示的界面,其中,终端设备可以是电脑、手机、平板电脑、游戏机或者专用电子设备等任意类型的计算机设备,在此不作具体限制。
可选地,图形用户界面100可以在终端设备中显示,具体可以是通过终端设备中的应用软件进行显示,例如:交互软件、游戏软件等。
可选地,图形用户界面100中可以显示图像、文字等画面信息,在图形用户界面中还可以设置有控件,用户(玩家)可以通过触发该控件的方式来实现与图形用户界面100的交互。
可选地,本申请的实施例中,图形用户界面100上可以设置有至少一个组队控件110,组队控件110具体可以是通过图标、文字等形式在图形用户界面100中显示的。
下面基于上述图形用户界面的具体布局来解释本申请实施例中提供的游戏中的组队方法的具体实施过程。
图2为本申请实施例提供的游戏中的组队方法的流程示意图一,请参照图2,该方法包括:
S210:响应于对组队控件的触控操作,根据触控操作确定目标对象。
可选地,该方法的执行主体可以是前述终端设备,触控操作具体可以是用户(玩家)对组队控件的点击,例如:单击、双击、长按等,或者也可以是对组队控件的拖动等操作,在此不作具体限制,凡是可以实现用户对该组队控件的触发交互即可。
可选地,对象具体可以是其他控件、场景对象以及角色对象等,例如:触发进入游戏中某个副本的控件、进入某个任务界面的控件、游戏场景中的某个玩法的入口、游戏场景中某个怪物的模型等。目标对象可以是上述对象中的任意一个或者多个,在此不作限制。
可选地,终端设备可以响应于对用户对组队控件的触控操作,从而根据触控操作确定目标对象。
S220:基于对象与组队模式的映射关系,确定目标对象对应的目标组队模式。
其中,目标组队模式至少包括组队任务。
可选地,对象与组队模式的映射关系可以预先存储于终端设备中,或者终端设备可以通过与之通信的其他设备(如:服务器)获取,具体可以是用于指示对象与组队模式之间的对应关系,例如:一个对象可以对应有一个组队模式。
可选地,目标组队模式可以是待建立队伍的组队模式,其中,组队模式可以是预设的多个可以进行组队游戏的多个模式中的其中一种。组队任务可以是建立目标组队模式的任务。
可选地,确定目标对象之后,可以根据对象与组队模式的映射关系确定目标对象对应的目标组队模式。
S230:根据目标组队模式触发其对应的组队指令。
可选地,组队指令可以是终端设备发起的组建队伍的指令,当终端设备向服务器发送该指令后,可以建立对应的队伍。
可选地,具体可以根据目标组队模式中所包括的组队任务来确定组建队伍的类型,进而生成对应的组队指令。
本申请实施例提供的游戏中的组队方法中,可以响应于对组队控件的触控操作,根据触控操作确定目标对象;基于对象与组队模式的映射关系,确定目标对象对应的目标组队模式;目标组队模式至少包括组队任务;根据目标组队模式触发其对应的组队指令。其中,玩家通过对组队控件的触控操作确定目标对象,进而可以根据目标对象与组队模式的映射关系确定需求的目标组队模式,从而实现触发对目标组队模式下组队指令,建立对应的队伍,可以简化组队所需的流程,降低组队的繁琐程度,进一步,可以提高组队的效率。
下面来具体解释在对于图形用户界面进行操作时,图形用户界面中所显示的具体内容。
图3为本申请实施例提供的图形用户界面触控操作的界面示意图一,请参照图3,当触控操作为拖动操作时,前述根据触控操作确定目标对象具体可以是将位于拖动操作终点位置处的对象确定为目标对象120。
可选地,触控操作具体可以是拖动操作,拖动操作具体可以是将用户在组队控件处进行触发,并保持触发的接触状态拖动至终点位置处完成触发的过程。在图形用户界面中可以显示有游戏场景或者交互界面,在游戏场景或者交互界面中可以包括多个对象,可以将拖动操作终点位置处的对象确定为目标对象120。
图3中所示的目标对象120即为用户由组队控件110处进行拖动操作至终点位置处的对象,图3中以目标对象为角色对象为例。
下面来具体解释在对于图形用户界面进行操作时,图形用户界面中所显示的另一具体内容。
图4为本申请实施例提供的图形用户界面触控操作的界面示意图二,请参照图4,当触控操作为拖动操作时,前述根据触控操作确定目标对象可以是响应于对组队控件的拖动操作,使组队控件基于拖动操作的拖动轨迹移动至拖动操作的终点位置。
可选地,当触控操作为拖动操作时,可以控制组队控件110进行移动,具体可以是按照用户的拖动操作的拖动轨迹将组队控件110由初始的位置移动至拖动操作的终点位置处。图4中以目标对象为角色对象为例。
本申请实施例中提供的游戏中的组队方法中,可以通过响应于对组队控件的拖动操作,使组队控件基于拖动操作的拖动轨迹移动至拖动操作的终点位置。其中,图形用户界面中 可以显示对应的拖动轨迹,从而可以使得用户更加直观的获取到执行拖动操作的过程以及拖动的结果,从而提高用户的操作体验感。并且,通过拖动的方式实现组队,也无需额外设置多余的控件,可以降低游戏中组件数量过多所带来的压力。
下面来具体解释在对于图形用户界面进行操作时,图形用户界面中所显示的又一具体内容。
图5为本申请实施例提供的图形用户界面触控操作的界面示意图三,请参照图5,触控操作包括第一触控操作及第二触控操作,响应于对组队控件的触控操作,根据触控操作确定目标对象,包括:响应于对组队控件的第一触控操作以及对目标位置的第二触控操作,确定目标位置处的对象为目标对象。
可选地,触控操作的第一触控点位于组队控件,也即是用户对组队控件110的触控操作;触控操作的第二触控点位于目标对象,也即是用户对目标对象120的触控操作。
可选地,终端设备可以响应于用户对图形用户界面中的对第一触控点的第一触控操作以及对第二触控点的第二触控操作(或者也可以是对第一触控点的第二触控操作以及对第二触控点的第一触控操作,在此不作具体触控顺序的限制),从而确定目标位置处的对象即为目标对象120。
可选地,上述触控操作具体可以是点击操作(例如:单击、长按或者双击等,在此不作限制)。图5中以目标对象为角色对象为例。
本申请实施例中提供的游戏中的组队方法中,可以分别通过如上述图3或者图5所示的多种可行的方式来确定目标对象,具体可以是将位于拖动操作终点位置处的对象确定为目标对象或者响应于对组队控件的第一触控操作以及对目标位置的第二触控操作,确定目标位置处的对象为目标对象,从而可以采取多样化的方式确定目标对象,提高用户的操作适应性,从而提高用户的操作体验感。
下面来解释本申请实施例中提供的游戏中的组队方法的另一具体实施过程。
图6为本申请实施例提供的游戏中的组队方法的流程示意图二,请参照图6,根据目标组队模式触发其对应的组队指令,包括:
S610:在图形用户界面中显示组队确认子界面。
其中,组队确认子界面至少包括:目标组队模式。
可选地,组队确认子界面可以在图形用户界面中设置的弹窗界面,当确定目标组队模式之后,可以在图形用户界面中显示组队确认子界面。
可选地,组队确认子界面中可以显示目标组队模式,具体可以是通过目标组队模式的名称、图标或者其他可以用于表示该目标组队模式的方式来显示,在此不作具体限制。
可选地,若目标组队模式下还包括子模式,在组队确认子界面中也可以显示该子模式的对应信息,例如:目标组队模式的名称为“深渊巨洞”,在该模式下还包括“简单”“困 难”等多个子模式,最终显示的内容可以是“深渊巨洞-困难”。
上述仅为其中的一种示例,在实际执行显示的过程中可以根据实际游戏需求进行适应性调整,并不以上述显示方式为限制。
S620:响应于对组队确认子界面的确认操作,触发目标组队模式对应的组队指令。
可选地,组队确认子界面中还可以设置有确认控件,可以响应于用户的触发操作,从而触发目标组队模式对应的组队指令;或者,也可以不设置确认控件,当一定预设时间内用户没有进行操作,例如:3秒,则可以触发目标组队模式对应的组队指令。
可选地,组队确认子界面中还可以设置有取消控件,可以响应于用户对取消控件的触发操作,取消组队。
本申请实施例中提供的游戏中的组队方法中,可以通过在图形用户界面中显示组队确认子界面,响应于对组队确认子界面的确认操作,触发目标组队模式对应的组队指令。其中,通过组队确认子界面可以使用户进行进一步组队确定,防止用户因误点或者其他因素导致的组队,并且,在组队确认子界面中显示,目标组队模式的相关信息也可以方式因为用户的误操作导致的目标组队模式的错误,从而可以提高用户的游戏体验感。
下面来解释本申请实施例中提供的游戏中的组队方法中发送预设组队信息的界面的展示。
图7为本申请实施例提供的图形用户界面中组队确认子界面的界面示意图,请参照图7,图形用户界面中组队确认子界面中可以包括如图6中所解释的目标组队模式、确认控件、取消控件等;另外还可以包括组队选项控件。
相应地该方法还包括:响应于对组队选项控件的选择操作,在建立目标组队模式对应的组队队伍之后,通过即时通信发送组队选项控件对应的预设组队信息。
可选地,组队选项控件可以是在组队确认子界面中显示控件,例如可以是文字的形式“是否需要发送预设组队信息”或者“组队后自动在世界频道中喊话”(图7中所示)等,用户可以通过与该文字关联的选项选择“是”或者“否”;若选择“是”,可以通过即时通信发送组队选项控件对应的预设组队信息;若选择“否”可以不进行预设组队信息的发送。
可选地,发送预设组队信息的界面,例如:可以是游戏界面中的聊天界面(可以是全体聊天界面、个体聊天界面或者特定范围内玩家组成的组织下的聊天界面,在此不作具体限制)。
通过即时通信的方式可以实现预设组队信息的发送,其中,预设组队信息可以是预设的文字、图片、链接等组成的,例如可以是“我创建了深渊巨洞-困难组队,[快来加入]”,其中,“我创建了深渊巨洞-困难组队”可以是预设的文字信息,“[快来加入]”可以是预设的链接信息,其他玩家可以通过点击该链接进入对应的队伍中。
需要说明是的,上述预设组队信息的内容仅为一种示例,在实际运用中,可以根据用 户的实际需求进行对应设置,并不以此为限。
下面来具体解释本申请实施例中提供的游戏中的组队方法的又一具体实施过程。
图8为本申请实施例提供的游戏中的组队方法的流程示意图三,请参照图8,基于对象与组队模式的映射关系,确定目标对象对应的目标组队模式,包括:
S810:获取预先配置的映射关系数据表。
其中,映射关系数据表反映对象的标识信息与组队模式的映射关系。
可选地,预先配置的映射关系数据表可以是存储于终端设备中的相关记录文件,或者也可以是存储于与终端设备可以建立通信交互关系的服务器中的相关记录文件。
当需要获取预先配置的映射关系数据表时,若该映射关系数据表存储于终端设备中,则可以进行调用;若存储于服务器中则可以通过向服务器发送请求以获取该映射关系数据表。
可选地,映射关系数据表中可以记录有多组对象的标识信息与组队模式的映射关系,例如:图形用户界面中的某一任务控件的标识信息为“进行一局深渊巨洞模式的战斗”,该任务控件即为对象,该对象对应的组队模式可以是“深渊巨洞”模式;又例如:界面中的游戏场景内设置有怪物的模型或者场景入口的模型,该怪物的模型或者场景入口的模型即为对象,其对应的标识信息即是在界面中显示的图像等,若该怪物的模型为“深渊巨洞”中怪物的模型,或者该场景入口的模型为“深渊巨洞”场景入口的模型,则该对象对应的组队模式也可以是“深渊巨洞”模式。
需要说明的是,标识信息具体可以是以文本、图像、代码等方式用以表征上述对象的相关信息,在此不以具体的存在形式进行限制。
S820:基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据目标对象的标识信息确定目标组队模式。
可选地,映射关系数据表中存储有多个对象的标识信息与组队模式的映射关系,这些映射关系可以是根据实际应用需求预先进行配置的。
确定目标对象后,可以根据该目标对象的标识信息从映射关系数据表中进行对应查询,从而确定该目标对象的标识信息对应的目标组队模式。
本申请实施例中提供的游戏中的组队方法中,可以获取预先配置的映射关系数据表;基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据目标对象的标识信息确定目标组队模式。其中,通过预先配置的映射关系数据表可以更加快速的实现对象的标识信息与组队模式的映射查询,从而提高确定目标组队模式的效率,进一步地,可以提高玩家进行组队的效率。
下面来具体解释当标识信息为文本标识时上述游戏中的组队方法的一可选的具体实施过程。
图9为本申请实施例提供的游戏中的组队方法的流程示意图四,请参照图9,标识信息包括:文本标识,映射关系数据表包括第一映射关系;基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据目标对象的标识信息确定目标组队模式,包括:
S910:获取第一映射关系。
其中,第一映射关系用于指示对象的文本标识和组队模式的映射关系。
可选地,第一映射关系可以是包括多组对象的文本标识和组队模式的映射关系,文本标识可以是以文字的形式进行显示的标识信息。
示例地,当对象为某一控件时,该控件可以对应有相关的文字信息,例如“通关深渊巨洞-困难”这一任务,其对应的文字信息可以包括任务目标、任务进度、任务解释等,任务目标即可以是“通关深渊巨洞-困难”;任务进度可以以数字比例的形式展示完成进度,如“0/1”可以表示该任务需要进行1次,当前已完成0次,当当前已完成次数大于任务需要进行的次数时,完成该任务;任务解释可以是对该任务的文字解释,如“杀死关卡内的所有魔物”等,上述文字信息即可以作为该控件的文本标识。
S920:基于第一映射关系,将目标对象的文本标识对应的组队模式作为目标组队模式。
可选地,确定目标对象的文本标识之后,可以基于对象的文本标识和组队模式的映射关系确定该目标对象对应的目标组队模式。
可选地,获取第一映射关系之前,该方法还包括:响应于关联配置操作,建立对象的文本标识与组队模式的第一映射关系。
可选地,上述第一映射关系可以是预先进行配置的关系,可以是根据预设规则生成的关系,也可以是手动进行关联配置的关系,在此不作具体限制。
下面来具体解释当标识信息为图像标识时上述游戏中的组队方法的一可选的具体实施过程。
图10为本申请实施例提供的游戏中的组队方法的流程示意图五,请参照图10,标识信息包括:图像标识,映射关系数据表包括第二映射关系;基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据目标对象的标识信息确定目标组队模式,包括:
S1010:获取第二映射关系。
其中,第二映射关系用于指示对象的图像标识和组队模式的映射关系。
可选地,第二映射关系可以是包括多组对象的图像标识和组队模式的映射关系,图像标识可以是以3D模型、图片等形式进行显示的标识信息。
示例地,当对象为某一场景对象或者角色对象时,该控件可以对应有相关的图像信息,例如“深渊巨洞”这一游戏模式中,可以包括场景的入口、场景的怪物等,该场景入口对应的3D模型或者图片、该场景的怪物对应的3D模型或者图片均可以作为上述图像标识。
S1020:基于第二映射关系,将目标对象的图像标识对应的组队模式作为目标组队模式。
可选地,确定目标对象的图像标识之后,可以基于对象的图像标识和组队模式的映射关系确定该目标对象对应的目标组队模式。
可选地,获取第二映射关系之前,该方法还包括:响应于关联配置操作,建立对象的图像标识与组队模式的第二映射关系。
可选地,上述第二映射关系也可以是预先进行配置的关系,可以是根据预设规则生成的关系,也可以是手动进行关联配置的关系,在此不作具体限制。
本申请实施例中提供的游戏中的组队方法中,可以获取第一映射关系,基于第一映射关系,将目标对象的文本标识对应的组队模式作为目标组队模式;或者,获取第二映射关系,基于第二映射关系,将目标对象的图像标识对应的组队模式作为目标组队模式。其中,用户可以根据自身的操作习惯或者场景/界面中存在的相关标识信息,更加快速的实现目标组队模式的确定,从而节约用户建立组队的时间,进一步可以提高用户的游戏体验感。
下述对用以执行的本申请所提供的游戏中的组队方法对应的装置、设备及存储介质等进行说明,其具体的实现过程以及技术效果参见上述,下述不再赘述。
图11为本申请实施例提供的游戏中的组队装置的结构示意图,请参照图11,该装置包括:响应模块210、确定模块220、触发模块230;
响应模块210,被配置为执行响应于对组队控件的触控操作,根据触控操作确定目标对象;
确定模块220,被配置为执行基于目标对象与组队模式的映射关系,确定目标对象对应的目标组队模式;目标组队模式至少包括组队任务;
触发模块230,被配置为执行根据目标组队模式触发其对应的组队指令。
可选地,该装置中,上述触控操作的第一触控点位于组队控件,触控操作的第二触控点位于目标对象。
可选地,触控操作为拖动操作,响应模块210,具体被配置为执行将位于拖动操作终点位置处的对象确定为目标对象。
可选地,触控操作为拖动操作,响应模块210,具体被配置为执行响应于对组队控件的拖动操作,使组队控件基于拖动操作的拖动轨迹移动至拖动操作的终点位置。
可选地,触控操作包括第一触控操作及第二触控操作,响应模块210,具体被配置为执行响应于对组队控件的第一触控操作以及对目标位置的第二触控操作,确定目标位置处的对象为目标对象。
可选地,该装置中,上述目标对象包括:控件、场景对象以及角色对象。
可选地,触发模块230,具体被配置为执行在所述图形用户界面中显示组队确认子界面,所述组队确认子界面至少包括:目标组队模式;响应于对所述组队确认子界面的确认操作,触发所述目标组队模式对应的组队指令。
可选地,组队确认子界面中还包括组队选项控件,触发模块230还被配置为执行响应于对组队选项控件的选择操作,在建立目标组队模式对应的组队队伍之后,通过即时通信发送组队选项控件对应的预设组队信息。
可选地,确定模块220,具体被配置为执行获取预先配置的映射关系数据表;映射关系数据表反映对象的标识信息与组队模式的映射关系;基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据目标对象的标识信息确定目标组队模式。
可选地,标识信息包括:文本标识,映射关系数据表包括第一映射关系;确定模块220,具体被配置为执行获取第一映射关系,第一映射关系用于指示对象的文本标识和组队模式的映射关系;基于第一映射关系,将目标对象的文本标识对应的组队模式作为目标组队模式。
可选地,响应模块210,还被配置为执行响应于关联配置操作,建立对象的文本标识与组队模式的第一映射关系。
可选地,标识信息包括:图像标识,映射关系数据表包括第二映射关系;确定模块220,具体被配置为执行获取第二映射关系,第二映射关系用于指示对象的图像标识和组队模式的映射关系;基于第二映射关系,将目标对象的图像标识对应的组队模式作为目标组队模式。
可选地,响应模块210,还被配置为执行响应于关联配置操作,建立对象的图像标识与组队模式的第二映射关系。
上述装置用于执行前述实施例提供的方法,其实现原理和技术效果类似,在此不再赘述。
以上这些模块可以是被配置成实施以上方法的一个或多个集成电路,例如:一个或多个特定集成电路(Application Specific Integrated Circuit,简称ASIC),或,一个或多个微处理器,或,一个或者多个现场可编程门阵列(Field Programmable Gate Array,简称FPGA)等。再如,当以上某个模块通过处理元件调度程序代码的形式实现时,该处理元件可以是通用处理器,例如中央处理器(Central Processing Unit,简称CPU)或其它可以调用程序代码的处理器。再如,这些模块可以集成在一起,以片上系统(system-on-a-chip,简称SOC)的形式实现。
图12为本申请实施例提供的计算机设备的结构示意图,请参照图12,计算机设备,包括:存储器310、处理器320,存储器310中存储有可在处理器320上运行的计算机程序,处理器320执行计算机程序时,实现包括下述步骤的方法:
响应于对组队控件的触控操作,根据触控操作确定目标对象;
基于对象与组队模式的映射关系,确定目标对象对应的目标组队模式;目标组队模式至少包括组队任务;
根据目标组队模式触发其对应的组队指令。
可选地,触控操作的第一触控点位于组队控件,触控操作的第二触控点位于目标对象。
可选地,触控操作为拖动操作,根据触控操作确定目标对象,包括:
将位于拖动操作终点位置处的对象确定为目标对象。
可选地,触控操作为拖动操作,根据触控操作确定目标对象,包括:
响应于对组队控件的拖动操作,使组队控件基于拖动操作的拖动轨迹移动至拖动操作的终点位置。
可选地,触控操作包括第一触控操作及第二触控操作,响应于对组队控件的触控操作,根据触控操作确定目标对象,包括:
响应于对组队控件的第一触控操作以及对目标位置的第二触控操作,确定目标位置处的对象为目标对象。
可选地,目标对象包括:控件、场景对象以及角色对象。
可选地,根据目标组队模式触发其对应的组队指令,包括:
在图形用户界面中显示组队确认子界面,组队确认子界面至少包括:目标组队模式;
响应于对组队确认子界面的确认操作,触发目标组队模式对应的组队指令。
可选地,组队确认子界面中还包括组队选项控件,该方法还包括:
响应于对组队选项控件的选择操作,在建立目标组队模式对应的组队队伍之后,通过即时通信发送组队选项控件对应的预设组队信息。
可选地,基于对象与组队模式的映射关系,确定目标对象对应的目标组队模式,包括:
获取预先配置的映射关系数据表;映射关系数据表反映对象的标识信息与组队模式的映射关系;
基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据目标对象的标识信息确定目标组队模式。
可选地,标识信息包括:文本标识,映射关系数据表包括第一映射关系;基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据目标对象的标识信息确定目标组队模式,包括:
获取第一映射关系,第一映射关系用于指示对象的文本标识和组队模式的映射关系;
基于第一映射关系,将目标对象的文本标识对应的组队模式作为目标组队模式。
可选地,获取第一映射关系之前,该方法还包括:
响应于关联配置操作,建立对象的文本标识与组队模式的第一映射关系。
可选地,标识信息包括:图像标识,映射关系数据表包括第二映射关系;基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据目标对象的标识信息确定目标组队模式,包括:
获取第二映射关系,第二映射关系用于指示对象的图像标识和组队模式的映射关系;
基于第二映射关系,将目标对象的图像标识对应的组队模式作为目标组队模式。
可选地,获取第二映射关系之前,该方法还包括:
响应于关联配置操作,建立对象的图像标识与组队模式的第二映射关系。
本申请实施例提供的计算机设备,可以响应于对组队控件的触控操作,根据触控操作确定目标对象;基于对象与组队模式的映射关系,确定目标对象对应的目标组队模式;目标组队模式至少包括组队任务;根据目标组队模式触发其对应的组队指令。其中,玩家通过对组队控件的触控操作确定目标对象,进而可以根据目标对象与组队模式的映射关系确定需求的目标组队模式,从而实现触发对目标组队模式下组队指令,建立对应的队伍,可以简化组队所需的流程,降低组队的繁琐程度,进一步,可以提高组队的效率。
本申请实施例的另一方面,提供一种计算机可读存储介质,存储介质上存储有计算机程序,该计算机程序被处理器执行时,实现包括下述步骤的方法:
响应于对组队控件的触控操作,根据触控操作确定目标对象;
基于对象与组队模式的映射关系,确定目标对象对应的目标组队模式;目标组队模式至少包括组队任务;
根据目标组队模式触发其对应的组队指令。
可选地,触控操作的第一触控点位于组队控件,触控操作的第二触控点位于目标对象。
可选地,触控操作为拖动操作,根据触控操作确定目标对象,包括:
将位于拖动操作终点位置处的对象确定为目标对象。
可选地,触控操作为拖动操作,根据触控操作确定目标对象,包括:
响应于对组队控件的拖动操作,使组队控件基于拖动操作的拖动轨迹移动至拖动操作的终点位置。
可选地,触控操作包括第一触控操作及第二触控操作,响应于对组队控件的触控操作,根据触控操作确定目标对象,包括:
响应于对组队控件的第一触控操作以及对目标位置的第二触控操作,确定目标位置处的对象为目标对象。
可选地,目标对象包括:控件、场景对象以及角色对象。
可选地,根据目标组队模式触发其对应的组队指令,包括:
在图形用户界面中显示组队确认子界面,组队确认子界面至少包括:目标组队模式;
响应于对组队确认子界面的确认操作,触发目标组队模式对应的组队指令。
可选地,组队确认子界面中还包括组队选项控件,该方法还包括:
响应于对组队选项控件的选择操作,在建立目标组队模式对应的组队队伍之后,通过即时通信发送组队选项控件对应的预设组队信息。
可选地,基于对象与组队模式的映射关系,确定目标对象对应的目标组队模式,包括:
获取预先配置的映射关系数据表;映射关系数据表反映对象的标识信息与组队模式的映射关系;
基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据目标对象的标识信息确定目标组队模式。
可选地,标识信息包括:文本标识,映射关系数据表包括第一映射关系;基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据目标对象的标识信息确定目标组队模式,包括:
获取第一映射关系,第一映射关系用于指示对象的文本标识和组队模式的映射关系;
基于第一映射关系,将目标对象的文本标识对应的组队模式作为目标组队模式。
可选地,获取第一映射关系之前,该方法还包括:
响应于关联配置操作,建立对象的文本标识与组队模式的第一映射关系。
可选地,标识信息包括:图像标识,映射关系数据表包括第二映射关系;基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据目标对象的标识信息确定目标组队模式,包括:
获取第二映射关系,第二映射关系用于指示对象的图像标识和组队模式的映射关系;
基于第二映射关系,将目标对象的图像标识对应的组队模式作为目标组队模式。
可选地,获取第二映射关系之前,该方法还包括:
响应于关联配置操作,建立对象的图像标识与组队模式的第二映射关系。
本申请实施例提供的计算机可读存储介质,可以响应于对组队控件的触控操作,根据触控操作确定目标对象;基于对象与组队模式的映射关系,确定目标对象对应的目标组队模式;目标组队模式至少包括组队任务;根据目标组队模式触发其对应的组队指令。其中,玩家通过对组队控件的触控操作确定目标对象,进而可以根据目标对象与组队模式的映射关系确定需求的目标组队模式,从而实现触发对目标组队模式下组队指令,建立对应的队伍,可以简化组队所需的流程,降低组队的繁琐程度,进一步,可以提高组队的效率。
可选地,该计算机设备即可以是前述的终端设备。
在本申请所提供的几个实施例中,应该理解到,所揭露的装置和方法,可以通过其它的方式实现。例如,以上所描述的装置实施例仅仅是示意性的,例如,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,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。
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,在本申请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。上述集成的单元既可以采用硬件的形式实现,也可以采用硬件加软件功能单元的形式实现。
上述以软件功能单元的形式实现的集成的单元,可以存储在一个计算机可读取存储介质中。上述软件功能单元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)或处理器(英文:processor)执行本申请各个实施例方法的部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(英文:Read-Only Memory,简称:ROM)、随机存取存储器(英文:Random Access Memory,简称:RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
以上仅为本申请的具体实施方式,但本申请的保护范围并不局限于此,任何熟悉本技术领域的技术人员在本申请揭露的技术范围内,可轻易想到变化或替换,都应涵盖在本申请的保护范围之内。因此,本申请的保护范围应以权利要求的保护范围为准。
以上所述仅为本申请的优选实施例而已,并不用于限制本申请,对于本领域的技术人员来说,本申请可以有各种更改和变化。凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (16)

  1. 一种游戏中的组队方法,通过终端设备提供所述游戏的图形用户界面,在图形用户界面上提供一组队控件,包括:
    响应于对所述组队控件的触控操作,根据所述触控操作确定目标对象;
    基于对象与组队模式的映射关系,确定所述目标对象对应的目标组队模式;所述目标组队模式至少包括组队任务;
    根据所述目标组队模式触发其对应的组队指令。
  2. 如权利要求1所述游戏中的组队方法,其中,触控操作的第一触控点位于组队控件,触控操作的第二触控点位于目标对象。
  3. 如权利要求2所述游戏中的组队方法,其中,所述触控操作为拖动操作,所述根据所述触控操作确定目标对象,包括:
    将位于所述拖动操作终点位置处的对象确定为目标对象。
  4. 如权利要求2所述游戏中的组队方法,其中,所述触控操作为拖动操作,所述根据所述触控操作确定目标对象,包括:
    响应于对所述组队控件的拖动操作,使所述组队控件基于所述拖动操作的拖动轨迹移动至所述拖动操作的终点位置。
  5. 如权利要求1所述游戏中的组队方法,其中,所述触控操作包括第一触控操作及第二触控操作,所述响应于对所述组队控件的触控操作,根据所述触控操作确定目标对象,包括:
    响应于对所述组队控件的第一触控操作以及对目标位置的第二触控操作,确定所述目标位置处的对象为目标对象。
  6. 如权利要求1-5任一项所述游戏中的组队方法,其中,所述目标对象包括:控件、场景对象以及角色对象。
  7. 如权利要求1-5任一项所述游戏中的组队方法,其中,所述根据所述目标组队模式触发其对应的组队指令,包括:
    在所述图形用户界面中显示组队确认子界面,所述组队确认子界面至少包括:目标组队模式;
    响应于对所述组队确认子界面的确认操作,触发所述目标组队模式对应的组队指令。
  8. 如权利要求7所述游戏中的组队方法,其中,所述组队确认子界面中还包括组队选项控件,所述方法还包括:
    响应于对所述组队选项控件的选择操作,在建立所述目标组队模式对应的组队队伍之 后,通过即时通信发送所述组队选项控件对应的预设组队信息。
  9. 如权利要求1所述游戏中的组队方法,其中,所述基于对象与组队模式的映射关系,确定所述目标对象对应的目标组队模式,包括:
    获取预先配置的映射关系数据表;映射关系数据表反映对象的标识信息与组队模式的映射关系;
    基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据所述目标对象的标识信息确定目标组队模式。
  10. 如权利要求9所述游戏中的组队方法,其中,所述标识信息包括:文本标识,所述映射关系数据表包括第一映射关系;所述基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据所述目标对象的标识信息确定目标组队模式,包括:
    获取所述第一映射关系,所述第一映射关系用于指示对象的文本标识和组队模式的映射关系;
    基于所述第一映射关系,将所述目标对象的文本标识对应的组队模式作为所述目标组队模式。
  11. 如权利要求10所述游戏中的组队方法,其中,所述获取所述第一映射关系之前,所述方法还包括:
    响应于关联配置操作,建立对象的文本标识与组队模式的第一映射关系。
  12. 如权利要求9所述游戏中的组队方法,其中,所述标识信息包括:图像标识,所述映射关系数据表包括第二映射关系;所述基于映射关系数据表中对象的标识信息与组队模式的映射关系,根据所述目标对象的标识信息确定目标组队模式,包括:
    获取所述第二映射关系,所述第二映射关系用于指示对象的图像标识和组队模式的映射关系;
    基于所述第二映射关系,将所述目标对象的图像标识对应的组队模式作为所述目标组队模式。
  13. 如权利要求12所述游戏中的组队方法,其中,所述获取所述第二映射关系之前,所述方法还包括:
    响应于关联配置操作,建立对象的图像标识与组队模式的第二映射关系。
  14. 一种游戏中的组队装置,通过终端设备提供所述游戏的图形用户界面,在图形用户界面上提供一组队控件,包括:响应模块、确定模块、触发模块;
    所述响应模块,被配置为执行响应于对所述组队控件的触控操作,根据所述触控操作确定目标对象;
    所述确定模块,被配置为执行基于目标对象与组队模式的映射关系,确定所述目标对 象对应的目标组队模式;所述目标组队模式至少包括组队任务;
    所述触发模块,被配置为执行根据所述目标组队模式触发其对应的组队指令。
  15. 一种计算机设备,包括:存储器、处理器,所述存储器中存储有可在所述处理器上运行的计算机程序,所述处理器执行所述计算机程序时,实现上述权利要求1至13任一项所述游戏中的组队方法的步骤。
  16. 一种计算机可读存储介质,所述存储介质上存储有计算机程序,该计算机程序被处理器执行时,实现权利要求1至13中任一项所述游戏中的组队方法的步骤。
PCT/CN2022/088253 2021-10-09 2022-04-21 游戏中的组队方法、装置、设备及存储介质 WO2023056741A1 (zh)

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