WO2023165296A1 - 一种交互控制方法、装置、电子设备及存储介质 - Google Patents

一种交互控制方法、装置、电子设备及存储介质 Download PDF

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Publication number
WO2023165296A1
WO2023165296A1 PCT/CN2023/074267 CN2023074267W WO2023165296A1 WO 2023165296 A1 WO2023165296 A1 WO 2023165296A1 CN 2023074267 W CN2023074267 W CN 2023074267W WO 2023165296 A1 WO2023165296 A1 WO 2023165296A1
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Prior art keywords
virtual object
target value
target
value
response
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PCT/CN2023/074267
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English (en)
French (fr)
Inventor
雷达
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北京字跳网络技术有限公司
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Publication of WO2023165296A1 publication Critical patent/WO2023165296A1/zh

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces

Definitions

  • the present disclosure relates to the technical field of games, and in particular, to an interactive control method, device, electronic equipment, and storage medium.
  • the battle interaction between the player virtual object controlled by the player and the virtual object of the hostile camp is usually: the player controls the player virtual object to attack the virtual object of the hostile camp, and the virtual object of the hostile camp will reduce the corresponding blood volume; At the same time, when the virtual object of the hostile camp attacks the player's virtual object, the player's virtual object will also reduce the corresponding blood volume; Subject enters a state of death.
  • the interaction method of this kind of battle is relatively simple.
  • Embodiments of the present disclosure at least provide an interactive control method, device, electronic equipment, and storage medium.
  • the embodiment of the present disclosure provides an interactive control method applied to a terminal device; the terminal device displays a game interface, and the game interface displays at least part of the game scene; the game scene includes a plurality of virtual object; the plurality of virtual objects include: a first virtual object, a second virtual object, and a third virtual object; the first virtual object is associated with a first target value and a second target value; the second virtual The object and the third virtual object are associated with a third target value; the first target value responds to the second virtual object attack and does not respond to the third virtual object attack; the second target value does not respond to the The second virtual object attacks and responds to the third virtual object being attacked; the third target value responds to the second virtual object being attacked and does not respond to the third virtual object being attacked; the method includes:
  • the first virtual object In response to the second target value meeting a first preset condition, the first virtual object is controlled to enter a first target state.
  • the damage caused by the third virtual object to the first virtual object includes at least one of the following:
  • the attack of the third virtual object hits the first virtual object
  • the distance between the third virtual object and the first virtual object is smaller than a preset distance threshold.
  • the method in response to the distance between the third virtual object and the first virtual object being less than a preset distance threshold, the method further includes:
  • a first damage value corresponding to the distance is determined.
  • the method in response to the distance between the third virtual object and the first virtual object being less than a preset distance threshold, the method further includes:
  • a first damage value corresponding to the duration is determined.
  • the method also includes:
  • the second target value is updated based on the first recovery value.
  • the game scene also includes:
  • a first target prop the method also includes:
  • the second target state includes at least one of the following: an imprisoned state, a blinded state, and a deformed state.
  • the method also includes:
  • controlling the second virtual object and the The third virtual object In response to the third target value meeting a second preset condition, controlling the second virtual object and the The third virtual object enters the third target state.
  • the method also includes:
  • the first virtual object In response to the first target value meeting a third preset condition, the first virtual object is controlled to enter the first target state.
  • the method also includes:
  • determining a second recovery value for the second target value In response to the first virtual object being located in the second area, based on the duration of the first virtual object non-continuously entering the second area, determining a second recovery value for the second target value; based on the A second recovery value updates the second target value.
  • the method also includes:
  • the second virtual object In response to the third target value corresponding to the second virtual object meeting a third preset condition, the second virtual object is controlled to enter the fourth target state.
  • the method also includes:
  • the second virtual object In response to the triggering of the second target prop by the first virtual object reaching a preset condition, the second virtual object is controlled to exit the fourth target state.
  • an embodiment of the present disclosure further provides an interactive control device, the application of the interactive control device to a terminal device includes: displaying a game interface on the terminal device, and displaying at least part of the game scene on the game interface; the game scene includes a plurality of virtual objects; the plurality of virtual objects include: a first virtual object, a second virtual object, and a third virtual object; the first virtual object is associated with a first target value and a second target value; The second virtual object and the third virtual object are associated with a third target value; the first target value responds to the attack of the second virtual object and does not respond to the attack of the third virtual object; the second target value The value does not respond to the attack of the second virtual object and responds to the attack of the third virtual object; the third target value responds to the attack of the second virtual object and does not respond to the attack of the third virtual object; the device include:
  • a display module in response to the third virtual object causing damage to the first virtual object, triggering to display the second target value
  • a first updating module updating the second target value based on the first damage value caused by the third virtual object to the first virtual object
  • the first control module controls the first virtual object to enter a target state in response to the second target value meeting a preset condition.
  • the damage caused by the third virtual object to the first virtual object includes at least one of the following:
  • the attack of the third virtual object hits the first virtual object
  • the distance between the third virtual object and the first virtual object is smaller than a preset distance threshold.
  • the device further includes a first determination module, and the first determination module is used for:
  • a first damage value corresponding to the distance is determined.
  • the first determination module is also used for:
  • a first damage value corresponding to the duration is determined.
  • the device further includes a second update module, and the second update module is used for:
  • the second target value is updated based on the first recovery value.
  • the first control module is also used for:
  • the second target state includes at least one of the following: an imprisoned state, a blinded state, and a deformed state.
  • the first control module is also used for:
  • the first control module is also used for:
  • the first virtual object In response to the first target value meeting a third preset condition, the first virtual object is controlled to enter the first target state.
  • the first update module is also used for:
  • the second update module is further configured to: in response to the first virtual object being located in the second area, based on the duration of the first virtual object non-continuously entering the second area, determine the a second recovery value of the value; updating the second target value based on the second recovery value.
  • the first control module is also used for:
  • the second virtual object In response to the triggering of the second target prop by the first virtual object reaching a preset condition, the second virtual object is controlled to exit the fourth target state.
  • an optional implementation manner of the present disclosure further provides an electronic 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 interaction in the first aspect The steps of the control 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 of a possible interactive control method.
  • the interactive control method provided by the embodiments of the present disclosure includes multiple virtual objects in the game scene; the multiple virtual objects include: a first virtual object, a second virtual object, and a third virtual object; the first virtual object is associated with two The target value, wherein the first target value only responds to the attack of the second virtual object, and the second target value only responds to the attack of the third virtual object, and the second virtual object and the second virtual object are associated through the third target value, The third target value will only respond to the player's attack on the second virtual object.
  • another combat mechanism that can cause the first virtual object to enter the first target state is added, thereby increasing The diversity of interactions during the battle is enhanced.
  • FIG. 1 shows a flowchart of an interactive control method provided by an embodiment of the present disclosure
  • Fig. 2 shows a schematic diagram of a game interface in an interactive control method provided by an embodiment of the present disclosure
  • Fig. 3 shows a schematic diagram of another game interface in an interactive control method provided by an embodiment of the present disclosure
  • Fig. 4 shows a schematic diagram of another game interface in an interactive control method provided by an embodiment of the present disclosure
  • Fig. 5 shows a schematic diagram of another game interface in an interactive control method provided by an embodiment of the present disclosure
  • FIG. 6 is a schematic diagram of an interactive control device provided by an embodiment of the present disclosure.
  • Fig. 7 is a schematic diagram of an electronic device provided by an embodiment of the present disclosure.
  • the present disclosure provides an interactive control method, device, electronic device, and storage medium, by setting multiple virtual objects in the game scene;
  • the multiple virtual objects include: a first virtual object, a second virtual object, and a third virtual object object;
  • the first virtual object is associated with two target values, the first target value only responds to the attack of the second virtual object, the second target value only responds to the attack of the third virtual object, and the second virtual object and the second
  • the virtual objects are linked through the third target value, and the third target value will only respond to the player’s attack on the second virtual object.
  • another method is added that can cause the first virtual object to enter The combat mechanism of the first target state, thus increasing the diversity of interactions during the battle.
  • the execution subject of the interactive control method provided in the embodiments of the present disclosure is generally an electronic device with a certain computing capability.
  • the devices include, for example: terminal devices or servers or other processing devices.
  • the interactive control method may be implemented by a processor invoking computer-readable instructions stored in a memory.
  • the interactive control method provided by the embodiments of the present disclosure can be applied to any game scene where virtual objects are interactively controlled.
  • it can include third-person perspective shooting games, first-person perspective shooting games, role-playing games, action games, strategy games, fighting games, sports games, adventure games, etc., all of which can adopt the interactive control method provided by the embodiments of the present disclosure , without any specific limitation here.
  • the interaction control method provided by the embodiments of the present disclosure will be described in detail below by taking the execution subject as a terminal device as an example.
  • the game interface in the embodiment of the present disclosure is also the page showing the game scene;
  • the game scene includes virtual objects;
  • the virtual objects can include but are not limited to virtual objects manipulated by players, and non-player characters (Non-Player Character, NPC );
  • virtual objects may include but are not limited to at least one of virtual characters, virtual animals, virtual objects that can be controlled by players, and non-player characters are set according to game requirements, and no specific restrictions are made here;
  • general game interfaces include A plurality of buttons that can be touched by the player. The player controls the virtual object to perform corresponding operations through the touch buttons.
  • the game interface can include item use buttons and movement buttons (such as joysticks) , Action (such as aiming, jumping, squatting, crawling, etc.) buttons, attack (such as skill release, shooting, etc.) buttons and other types of buttons.
  • buttons and movement buttons such as joysticks
  • Action such as aiming, jumping, squatting, crawling, etc.
  • attack such as skill release, shooting, etc. buttons and other types of buttons.
  • the interaction control method provided by the embodiment of the present disclosure is applied to a terminal device. display in the terminal game interface. At least part of the game scene is displayed in the game interface.
  • the game scene may be a game scene only for a specific player's avatar in the game scene, such as a copy of the game.
  • the game scene can also be a game scene that is open to all player avatars; the interactive control method provided by the embodiment of the present disclosure can not only be used for player-to-player (Player VS Player, PVP) games, but also Can be used for other types of games.
  • the interactive control method in the game provided by the embodiment of the present disclosure will be described in detail below.
  • the first virtual object can be a virtual object controlled by a player
  • the second virtual object and the third virtual object are virtual objects belonging to different game camps from the first virtual object
  • the second virtual object and the third virtual object can be It is a virtual object controlled by other players, or it can be an NPC.
  • the first virtual object is associated with a first target value and a second target value.
  • the first target value responds to the attack of the second virtual object and does not respond to the attack of the third virtual object; the second target value does not respond to the attack of the second virtual object but responds to the attack of the third virtual object.
  • the second virtual object and the third virtual object are simultaneously associated with a third target value; wherein, the third target value responds to the second virtual object being attacked and does not respond to the third virtual object being attacked.
  • both the second virtual object and the third virtual object are monsters fighting the first virtual object controlled by the player in the game
  • the third target value only responds to the attack of the second virtual object. Therefore, the second virtual object can be called the body of the monster, and the third virtual object is the shadow of the monster, called the shadow monster.
  • the first target value corresponding to the attack of the second virtual object is the blood volume value of the first virtual object; the second target value corresponding to the attack of the third virtual object is the shadow value of the first virtual object.
  • Raw state can be set for both health and shadow values.
  • the blood volume value is the first value; with the attack of the second virtual object, the blood volume value continues to decrease; when the blood volume value drops to a certain preset value, such as 0, the first virtual object enters the second virtual object a target state.
  • the shadow value is a second value, such as 0.
  • the shadow value increases continuously; when the shadow value increases to a certain preset value, the first virtual object enters the first target state.
  • FIG. 1 is a flowchart of an interactive control method provided by an embodiment of the present disclosure, the method includes steps S101 to S103, wherein:
  • the player can manipulate the first virtual object through the buttons displayed on the game operation interface to fight with the second virtual object and the third virtual object of the hostile camp.
  • the third virtual object causes damage to the first virtual object, including at least one of the following: the third virtual object hits the first virtual object with an attack; the distance between the third virtual object and the first virtual object is less than a preset distance threshold .
  • At least one skill can be set for the third virtual object; each skill has a certain attack ability; when the third virtual object hits the first virtual object by releasing the skill attack , based on the attack capability of the released skill, determine the damage value caused to the first virtual object.
  • At least one of the following methods A or B can be used but not limited to determine the damage value caused by the third virtual object to the first virtual object :
  • A In response to the distance between the third virtual object and the first virtual object being less than a preset distance threshold, based on the distance between the third virtual object and the first virtual object, determine a first damage value corresponding to the distance.
  • the distance to the third virtual object can be divided into multiple distance intervals, and for each distance interval, a damage value to the first virtual object is determined; the closer the first virtual object is to the third virtual object , the higher the damage received per unit time, for example, as shown in Figure 2, the distance to the third virtual object is divided into 4 distance intervals; in this way, 4 rings can be formed around the third virtual object
  • the areas are a1, a2, a3, and a4 respectively; when the first virtual object is located in area a2, the damage value received per second is lower than the damage value received per second when the first virtual object is located in area a1.
  • the first damage value corresponding to the unit time of each area decreases in the direction from area a1 to area a4.
  • the area will move with the movement of the third virtual object, and the center point of the area will always be Located on the third virtual object, the damage value received per unit time can be refreshed every 1s (second), or every 0.5s or 0.2s, which is set according to the needs of the designer, and there is no limit here.
  • the plurality of areas can be divided according to colors, the colors are respectively deep red, light red, orange, yellow and other colors, when the first virtual object controlled by the player is located in the a4 area, the game operation interface A yellow prompt message will be issued, such as yellow light, etc., and a warning sign will appear on the head of the first virtual object, reminding the player that the first virtual object is in the a4 area that will be damaged at this time, and then every time a unit of time passes, the first The virtual object will receive damage corresponding to the first damage value once.
  • the game operation interface will issue a light red prompt message, reminding the player that the first virtual object is at a2 In the region, the first virtual object will receive damage corresponding to the first damage value every time a unit time passes in the region a2.
  • a first damage value corresponding to the duration is determined.
  • a plurality of duration thresholds can be divided, and as the distance between the first virtual object and the third virtual object is less than the preset distance threshold, the duration gradually increases, and when the first duration threshold is reached, the first virtual object is within a unit Receive the first damage value corresponding to the first duration threshold within a certain period of time.
  • Multiple duration thresholds can be preset. For example, three duration thresholds are preset. According to the thresholds, the first duration threshold is less than the second duration threshold and less than the third duration threshold. At this time, the first damage value suffered by the first virtual object They are respectively: s1, s2 and s3, and s1 ⁇ s2 ⁇ s3.
  • the duration during which the distance between the third virtual object and the first virtual object is less than the preset distance threshold may be discontinuously less than the preset distance threshold, or continuously less than the preset distance threshold.
  • the distance between the third virtual object and the first virtual object is less than the duration of the preset distance threshold, which is non-continuously less than the duration of the preset distance threshold, according to a single third virtual object and the first virtual object
  • a duration for which the distance between virtual objects is less than a preset distance threshold, and a first damage value corresponding to the single duration is determined.
  • the distance between the first virtual object and the third virtual object is less than the preset distance threshold.
  • the player controls the first virtual object to stay away from the third virtual object until the third virtual object and the first
  • refresh and determine the first damage value corresponding to the duration for example, when the single duration is greater than the second duration threshold, the first virtual object will be affected by the second duration threshold
  • the first damage value s2 is greater than the first damage value s1 corresponding to the first duration threshold
  • the player controls the first virtual object to stay away from the third virtual object until the distance between the two is greater than the preset
  • the damage received by the player at this time is the first damage value s1 corresponding to the first duration threshold.
  • the distance between the third virtual object and the first virtual object is smaller than the preset distance threshold for the first time, according to the duration of the first time being smaller than the preset distance threshold, it is determined that the distance between the first virtual object first damage value.
  • the player controls the first virtual object to be far away from the third virtual object, and makes the distance between them greater than a preset distance threshold, and at this time, stops the third virtual object from causing damage to the first virtual object.
  • the first damage value of the first virtual object is determined according to the duration of the second time being smaller than the preset distance threshold.
  • the third virtual object in the current combat stage can be accumulated
  • the distance between the first virtual object and the duration of the preset distance threshold is determined to determine the first damage value corresponding to the cumulative duration. For example, the distance between the first virtual object and the third virtual object is less than The duration of the preset distance threshold, and the first damage value corresponding to the duration.
  • the player controls the first virtual object to stay away from the third virtual object until the distance between the third virtual object and the first virtual object is greater than the preset distance threshold, and when the distance between the two is smaller than the preset distance threshold again,
  • the first virtual object will receive the first damage value determined by the duration when the last distance between the two is less than the preset distance threshold, and the value will continue to be superimposed. For example, when the distance between the first virtual object and the third virtual object is less than the preset distance and the duration reaches the second duration threshold for the first time, the first damage value s2 corresponding to the second duration threshold is determined. At this time, when When the distance between the first virtual object and the third virtual object is less than the preset distance for the second time, the initial damage value received by the first virtual object is the first damage value s2 corresponding to the second preset duration threshold.
  • the distance between the third virtual object and the first virtual object is smaller than the preset distance threshold for the first time, according to the duration of the first time being smaller than the preset distance threshold, it is determined that the distance between the first virtual object first damage value.
  • the player controls the first virtual object to stay away from the third virtual object, and makes the distance between the two If the distance is greater than the preset distance threshold, stop the third virtual object from causing damage to the first virtual object.
  • the distance between the third virtual object and the first virtual object is smaller than the preset distance threshold for the second time, according to the duration of the first time being smaller than the preset distance threshold and the duration of the second time being smaller than the preset distance threshold Add up to determine the first damage value of the first virtual object.
  • the first target value, the second target value, and the third target value can be displayed on the In the game operation interface.
  • the target value can be displayed in the form of numbers, it can be displayed at a preset position on the game operation interface.
  • the target value can be, for example, a percentage value, such as "40%", “60%”, etc., or a numerical value, Such as "50", "60” and so on.
  • the numerical display control may include, for example: a first end, a second end, and a dynamic indicator located between the first end and the second end.
  • the dynamic indicator can move between the first end and the second end as the target value is updated.
  • the special effect material of the numerical display control can be designed according to actual needs. For example, every time the second target numerical value increases, the dynamic indicator will be controlled to move from the corresponding first position when it never increases to the second increased position.
  • different colors can also be set at the two ends of the dynamic indication logo, for example, red or yellow and other bright colors can be used to represent the distance from the first end to the dynamic indication logo; Use gray, black and other colors to represent or no color to represent, that is, transparent representation.
  • the display control A indicating the current state of the second virtual object and the display of the current state of the first virtual object will be displayed on the game operation interface.
  • Control B the display control A displays the third target value of the second virtual object and the third virtual object
  • the display control B includes: a display control B1 for displaying the first target value of the first virtual object and a display control B2 for displaying the second target value .
  • the display mode of the display control B2 may adopt, but is not limited to, any of the following display modes c1-c2.
  • the display control B2 can be hidden in the game operation interface.
  • the display control B2 is displayed in the game operation interface in the interface.
  • the display control B2 when the first virtual object is damaged by the third virtual object, the display control B2 is displayed in the game operation interface, and the display control B2 is hidden in the game operation interface until the second target value returns to the initial value.
  • Display control B2 is always displayed in the game operation interface.
  • the display control B2, the display control B1, and the display control A are displayed in the game operation interface together until the first virtual object dies, or the second virtual object and the third virtual object
  • the display control B2, the display control B1, and the display control A are hidden in the game operation interface together.
  • the first virtual object can also wear defense equipment for resisting the attack of the third virtual object, based on the attack power of the third virtual object when the attack hits the first virtual object and the defense equipment worn by the first virtual object Calculate the defense attribute value of the equipment, and finally get the first damage value of the third virtual object to the first virtual object, and adjust the second target of the first virtual object according to the damage value caused by the third virtual object to the first virtual object value.
  • the dynamic indicator corresponding to the second target value is displayed in the display control B2 in real time, and the animation effect of the display control B2 is rendered.
  • the display control B2 displays the remaining state of the second target value according to the first damage value, specifically, the display control corresponding to the initial second target value B2 can be filled with purple.
  • the third virtual object causes the first damage value to the first virtual object, according to the first damage value, reduce the purple filling range of display control B2, and replace it with green or other colors different from purple. Color; when the first damage value caused by the attack of the third virtual object hitting the first virtual object is greater than or equal to the current value of the second target, all the purple filled range in the display control B2 is replaced by green, indicating that the first virtual object is defeated.
  • the first virtual object In response to the second target value of the first virtual object meeting the first preset condition, the first virtual object is controlled to enter the first target state.
  • the preset condition may include, for example, that the second target value returns to 0, or accumulates to a preset value.
  • the initial first target value of the first virtual object may be 0, and when receiving the first damage value of the third virtual object, the first damage value is added to the second target value until the second target value reached the preset value.
  • the preset value is 100, refer to the above method in A of determining the damage value caused by the third virtual object to the first virtual object according to the distance between the third virtual object and the first virtual object being less than the preset distance threshold, As shown in Figure 2, when the first virtual object is located in the a2 area, the first damage value corresponding to the a2 area received by the first virtual object is 5 points per unit time, and the unit time can be set to 1s, then the first virtual object is in the After 20 seconds in the second area, 100 points will be accumulated value, at this time the first virtual object enters the first target state, which means that the first virtual object is defeated.
  • the first target state includes, for example, any one of: the first virtual object enters a dead state, a state to be revived, and the like.
  • the method further includes: in response to the distance between the third virtual object and the first virtual object, changing from the first state less than the preset distance threshold to the first state greater than or equal to the preset distance threshold In the second state, based on the duration of the second state, a first recovery value for the second target value is determined; and the second target value is updated based on the first recovery value.
  • the display effect of the game operation interface can be determined according to the recovery state of the second target value. For example, when the second target value reaches a preset value of 100, the first virtual object enters the first target state. At this time, the second A virtual object is in the second state, the second target value is 80, and the game operation interface can flash quickly. After a period of time, the second target value returns to 20, and the flashing frequency of the game operation interface will decrease. When the second target value When returning to 0, the game operation interface stops blinking, which is used to remind the player of the current state of the first virtual object.
  • the first recovery value per unit time can increase with the increase of the duration of the second state, or can be fixed at a certain recovery value, which does not increase with the increase of the duration.
  • the unit time is 1s
  • the duration The first recovery value increases by 100% every 5s. For example, before 5s, the first recovery value per second is 2, and after 5s, the first recovery value per second is 4.
  • the game scene also includes a first target prop; in response to the first virtual object triggering the first target prop, the third virtual object is controlled to enter the second target state;
  • the two target states include at least one of the following: imprisoned state, blinded state, and transformed state.
  • the first target prop can be set at various positions in the game scene. Through the display effect, the player can be reminded of the location of the first target prop.
  • the display effect can be to emit colored light, or to display the first target prop on the game operation interface. hints etc.
  • controlling the third virtual object to enter the second target state may adopt, but is not limited to, any of the following triggering methods d1-d2:
  • the first target prop can be designed in the shape of a bell, and when the player controls the first virtual object to attack the bell, the bell will vibrate, and then control the third virtual object to enter the second target state.
  • the sound wave diffusion range can also be set for the bell; when the bell is attacked, the sound wave spreads to the surroundings, and if the third virtual object is within the sound wave diffusion range, the third target state enters the second target state, for example, imprisonment state, thereby restricting the movement of the third virtual object.
  • the first virtual object picks up the first target prop.
  • the first target prop can be designed as a pick-up prop; for example, it is in the shape of a reel.
  • the game operation interface will display an operation button. The player needs to press the operation button to go through a certain The scroll is obtained during the boot time.
  • the first virtual object will be attacked to interrupt the boot state.
  • the player gets the scroll it can be used on the third virtual object to enter the second target state, for example, the deformation state .
  • the third virtual object in the deformed state cannot attack and its movement speed is slowed down.
  • the method further includes: in response to the attack of the first virtual object hitting the second virtual object, updating the third target value based on the second damage value caused by the first virtual object to the second virtual object; responding When the third target value meets the second preset condition, the second virtual object and the third virtual object are controlled to enter the third target state.
  • the second preset condition may be that the third target value returns to zero.
  • the display control A displays the remaining state of the third target value according to the second damage value, specifically, the initial third target value corresponds to
  • the display control A can be filled with red.
  • the red filling range of the display control A can be reduced, and it can be replaced by a transparent color, or other differences
  • the red filling range in display control A is completely replaced by a transparent color
  • the third target value Returning to 0 means that the current health values of the second virtual object and the third virtual object return to 0, and the second virtual object and the third virtual object enter the third target state, which means that the second virtual object and the third virtual object are defeated.
  • the first target value in response to the attack of the second virtual object hitting the first virtual object, is updated based on the third damage value caused by the second virtual object to the first virtual object;
  • the third preset condition is to control the first virtual object to enter the first target state.
  • the third preset condition may be that the first target value returns to zero.
  • the display control B1 displays the remaining state of the first target value according to the third damage value.
  • the display mode of the display control B1 may be consistent with the display mode of the above-mentioned display control A, which will not be repeated here.
  • the first virtual object may wear defensive equipment for defending against the attack of the second virtual object, based on the attack power of the second virtual object when the attack hits the first virtual object and the defensive attributes of the defensive equipment worn by the first virtual object
  • the value is calculated to finally obtain the damage value to the first virtual object, and the first target value of the first virtual object is reduced correspondingly according to the damage value caused by the second virtual object to the first virtual object.
  • the calculation method of the damage value caused by the second virtual object to the first virtual object may be, for example, reducing the percentage of the damage the first virtual object receives, and when the first virtual object is not wearing defensive equipment, the second virtual object once The attack can cause 100 points of damage to the first virtual object.
  • the defense attribute value of the defensive equipment worn by the first virtual object is "the value of the third damage received by the first virtual object is reduced by 40%"
  • the final damage suffered by the first virtual object is The damage value is 60 points;
  • the defensive attribute of the defensive equipment can also be to reduce the value of the damage received by the first virtual object.
  • an attack of the second virtual object can damage the first virtual object.
  • causes 100 points of damage if the defense attribute value of the defensive equipment worn by the first virtual object is "the third damage value received by the first virtual object is reduced by 30 points", then the final damage value suffered by the first virtual object is 70 points.
  • the method further includes: controlling the second virtual object to enter a fourth target state in response to the third target value corresponding to the second virtual object meeting the third preset condition.
  • the third preset condition may be when the third target value of the second virtual object drops to a preset threshold.
  • the fourth target state includes, for example: a berserk state or a near-death state.
  • the first area and the second area are determined in the game scene.
  • the first area is, for example, a shadow area, which can fill the entire ground and make the entire ground in shadow.
  • the first virtual object controlled by the player will receive shadow damage in the shadow area, and the first virtual object will be damaged.
  • the floating platform when the duration of the first virtual object on the floating platform reaches a preset condition, the floating platform will collapse to cause the first virtual object to fall to the ground.
  • the preset condition for the collapse of the floating platform is that the first virtual When the subject stays on the floating platform for 20 seconds, the floating platform collapses. Before the floating platform collapses, the collapse effect will be displayed in the game operation interface, prompting the player to leave the floating platform as soon as possible.
  • the collapse effect can be that there are cracks on the floating platform, the cracks gradually increase, and finally collapse. After the floating platform collapses, it is preset time, the floating platform will be regenerated.
  • the second recovery value for the second target value will be determined according to the duration of the first virtual object on the floating platform, and the player controls the first virtual object on the floating platform. Duration is not interrupted when jumping between floating platforms.
  • it also includes: in response to the second virtual object entering the fourth target state, refreshing the second target prop in the game scene; in response to the first virtual object triggering the second target prop reaching a preset condition, The second virtual object is controlled to exit the fourth target state.
  • any trigger method in the following e1-e2 can be adopted but not limited to:
  • the preset condition is that the player controls the first virtual object to destroy the second target prop 5 times in total, and when the first virtual object destroys the second target prop for the fifth time, control the second virtual object to exit the fourth target state, the shadow area disappears, and the second virtual object enters a weak state for a certain period of time. During the weak state, the second virtual object will not attack the first virtual object.
  • a second target prop is randomly refreshed in the game scene.
  • the player controls the first virtual object on the floating platform to attack the second target prop.
  • the second target prop is destroyed, it will be randomly refreshed on other floating platforms.
  • the second virtual object is controlled to exit the fourth target state.
  • the fourth target state can be set with a preset duration, and within the preset duration, when the first virtual object triggers the second target prop to meet the preset condition, the second virtual object will exit the fourth target state and enter state of weakness. If the triggering of the second target prop by the first virtual object does not meet the preset condition within the preset time period, the second virtual object will exit the fourth target state but will not enter the weakened state when the preset time period is reached.
  • the boss in a specific game example, in a battle scene, when the player controls the first virtual object to fight the boss, when the blood volume of the boss drops to a preset threshold, the boss will enter a berserk state, and a large monster will be generated in the game scene. In the shadow area of the range, the first virtual object in the shadow area will receive shadow damage, thereby increasing the shadow value.
  • a floating platform will be generated in the air of the game scene.
  • the first virtual object controlled by the player is on the floating platform It will not be damaged by shadows, and the shadow value will be reduced according to the duration of the floating platform.
  • 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 present disclosure also provides an interactive control device corresponding to the interactive control method. Since the problem-solving principle of the device in the embodiment of the present disclosure is similar to that of the above-mentioned interactive control method in the embodiment of the present disclosure, the implementation of the device Reference can be made to the implementation of the method, and repeated descriptions will not be repeated.
  • FIG. 6 it is a schematic diagram of an interactive control device provided by an embodiment of the present disclosure.
  • the application of the interactive control device to a terminal device includes: displaying a game interface on the terminal device, and displaying at least part of the game scene on the game interface.
  • the game scene includes a plurality of virtual objects; the plurality of virtual objects include: a first virtual object, a second virtual object, and a third virtual object; the first virtual object is associated with a first target value, and A second target value; the second virtual object and the third virtual object are associated with a third target value; the first target value responds to the attack of the second virtual object and does not respond to the attack of the third virtual object; The second target value does not respond to the attack of the second virtual object and responds to the attack of the third virtual object; the third target value responds to the attack of the second virtual object and does not respond to the attack of the third virtual object attack;
  • the device includes: a display module 601, a first update module 602, and a first control module 603; wherein,
  • a display module 601 configured to trigger display of the second target value in response to the third virtual object causing damage to the first virtual object
  • a first updating module 602 configured to update the second target value based on the first damage value caused by the third virtual object to the first virtual object;
  • the first control module 603 is configured to control the first virtual object to enter a target state in response to the second target value meeting a preset condition.
  • the damage caused by the third virtual object to the first virtual object includes at least one of the following:
  • the attack of the third virtual object hits the first virtual object
  • the distance between the third virtual object and the first virtual object is smaller than a preset distance threshold.
  • the device further includes a first determination module 604, and the first determination module 604 is configured to:
  • a first damage value corresponding to the distance is determined.
  • the first determining module 604 is also configured to:
  • a first damage value corresponding to the duration is determined.
  • the device further includes a second update module 605, and the second update module 605 is configured to:
  • the second target value is updated based on the first recovery value.
  • the first control module 603 is further configured to:
  • the second target state includes at least one of the following: an imprisoned state, a blinded state, and a deformed state.
  • the first control module 603 is further configured to:
  • the first control module 603 is further configured to:
  • the first virtual object In response to the first target value meeting a third preset condition, the first virtual object is controlled to enter the first target state.
  • the first updating module 602 is further configured to:
  • the second updating module 605 is further configured to: in response to the first virtual object being located in the second area, based on the duration of the first virtual object non-continuously entering the second area, A second recovery value of the target value; updating the second target value based on the second recovery value.
  • the first control module 603 is further configured to:
  • the second virtual object In response to the triggering of the second target prop by the first virtual object reaching a preset condition, the second virtual object is controlled to exit the fourth target state.
  • FIG. 7 is a schematic structural diagram of the electronic device provided by the embodiment of the present disclosure, including:
  • Processor 71 and memory 72 stores machine-readable instructions executable by the processor 71, the processor 71 is used to execute the machine-readable instructions stored in the memory 72, and the machine-readable instructions are executed by the processor 71 During execution, the processor 71 performs the following steps:
  • the first virtual object In response to the second target value meeting a first preset condition, the first virtual object is controlled to enter a first target state.
  • memory 72 comprises memory 721 and external memory 722;
  • memory 721 is also called internal memory, is used for temporarily storing the operation value in the processor 71, and external memory 722 such as hard disk.
  • the processor 71 exchanges the value with the external memory 722 through the memory 721 .
  • Embodiments of the present disclosure further provide a computer-readable storage medium, on which a computer program is stored, and when the computer program is run by a processor, the steps of the interactive control method described in the foregoing method embodiments are executed.
  • 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 interactive control method described in the above method embodiment, for details, please refer to the above method The embodiment 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 unit described as a separate component may or may not be separated, and the component displayed as a unit may or may not be a unit, that is, it may be located in one place, or may also 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 independently, 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 can be embodied in the form of a software product in essence, or the part that contributes to the prior art or the part of the technical solution, and the computer software product is stored in a storage medium, including several
  • the instructions are used to make an electronic 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 medium includes: U disk, mobile hard disk, read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk and other various media that can store program codes. .

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Abstract

本公开提供了一种交互控制方法、装置、电子设备及存储介质;游戏场景中包括:第一虚拟对象、第二虚拟对象和第三虚拟对象;第一虚拟对象关联有第一目标数值和第二目标数值;第二虚拟对象和第三虚拟对象关联有第三目标数值;第一目标数值响应第二虚拟对象攻击、不响应第三虚拟对象攻击;第二目标数值不响应第二虚拟对象攻击、响应第三虚拟对象攻击;第三目标数值响应第二虚拟对象被攻击、不响应第三虚拟对象被攻击。该方法包括:响应于第三虚拟对象对第一虚拟对象造成伤害,触发显示第二目标数值;基于第三虚拟对象对第一虚拟对象造成第一伤害值,更新第二目标数值;响应于第二目标数值符合第一预设条件,控制第一虚拟对象进入第一目标状态。

Description

一种交互控制方法、装置、电子设备及存储介质
本申请要求于2022年03月04日递交的中国专利申请第202210213330.3号的优先权,在此出于所有目标全文引用上述中国专利申请公开的内容以作为本申请的一部分。
技术领域
本公开涉及游戏技术领域,具体而言,涉及一种交互控制方法、装置、电子设备及存储介质。
背景技术
目前的游戏场景中,玩家控制的玩家虚拟对象与敌对阵营的虚拟对象之间的战斗交互方式通常是:玩家控制玩家虚拟对象攻击敌对阵营的虚拟对象,敌对阵营的虚拟对象会减少相应血量;同时,敌对阵营的虚拟对象攻击玩家虚拟对象时,玩家虚拟对象也会减少相应血量;若玩家虚拟对象和敌对阵营虚拟对象中任一者的血量值下降到预设值,则控制该虚拟对象进入死亡状态。这种战斗的交互方式较为单一。
发明内容
本公开实施例至少提供一种交互控制方法、装置、电子设备及存储介质。
第一方面,本公开实施例提供了一种交互控制方法,应用于终端设备;所述终端设备中显示游戏界面,所述游戏界面中展示至少部分游戏场景;所述游戏场景中包括多个虚拟对象;多个所述虚拟对象包括:第一虚拟对象、第二虚拟对象、以及第三虚拟对象;所述第一虚拟对象关联有第一目标数值、以及第二目标数值;所述第二虚拟对象和所述第三虚拟对象关联有第三目标数值;所述第一目标数值响应所述第二虚拟对象攻击、不响应所述第三虚拟对象攻击;所述第二目标数值不响应所述第二虚拟对象攻击、响应所述第三虚拟对象攻击;所述第三目标数值响应所述第二虚拟对象被攻击、不响应所述第三虚拟对象被攻击;所述方法包括:
响应于所述第三虚拟对象对所述第一虚拟对象造成伤害,触发显示所述第二目标数值;
基于所述第三虚拟对象对所述第一虚拟对象造成第一伤害值,更新所述第二目标数值;
响应于所述第二目标数值符合第一预设条件,控制所述第一虚拟对象进入第一目标状态。
一种可选的实施方式中,所述第三虚拟对象对所述第一虚拟对象造成伤害,包括下述至少一种:
所述第三虚拟对象攻击命中所述第一虚拟对象;
所述第三虚拟对象与所述第一虚拟对象之间的距离小于预设距离阈值。
一种可选的实施方式中,响应于所述第三虚拟对象与所述第一虚拟对象之间的距离小于预设距离阈值,所述方法还包括:
基于所述第三虚拟对象和所述第一虚拟对象之间的距离,确定与所述距离对应的第一伤害值。
一种可选的实施方式中,响应于所述第三虚拟对象与所述第一虚拟对象之间的距离小于预设距离阈值,所述方法还包括:
基于所述第三虚拟对象与所述第一虚拟对象之间的距离非连续小于预设距离阈值的持续时长,确定与所述持续时长对应的第一伤害值。
一种可选的实施方式中,所述方法还包括:
响应于所述第三虚拟对象与所述第一虚拟对象之间的距离,从小于预设距离阈值的第一状态,变化至大于或等于所述预设距离阈值的第二状态,基于所述第二状态的持续时长,确定对所述第二目标数值的第一恢复数值;
基于所述第一恢复数值更新所述第二目标数值。
一种可选的实施方式中,所述游戏场景中还包括:
第一目标道具;所述方法还包括:
响应于所述第一虚拟对象触发所述第一目标道具,控制所述第三虚拟对象进入第二目标状态;
所述第二目标状态包括下述至少一种:禁锢状态、致盲状态、以及变形状态。
一种可选的实施方式中,所述方法还包括:
响应于所述第一虚拟对象的攻击命中所述第二虚拟对象,基于所述第一虚拟对象对所述第二虚拟对象造成的第二伤害值,更新所述第三目标数值;
响应于所述第三目标数值符合第二预设条件,控制所述第二虚拟对象和所 述第三虚拟对象进入第三目标状态。
一种可选的实施方式中,所述方法还包括:
响应于所述第二虚拟对象的攻击命中所述第一虚拟对象,基于所述第二对象对所述第一虚拟对象造成的第三伤害值,更新所述第一目标数值;
响应于所述第一目标数值符合第三预设条件,控制所述第一虚拟对象进入所述第一目标状态。
一种可选的实施方式中,所述方法还包括:
响应于所述第二虚拟对象进入第四目标状态,在所述游戏场景中确定第一区域以及第二区域;
响应于所述第一虚拟对象位于所述第一区域,确定对所述第一虚拟对象的第四三伤害值;基于所述第四伤害值,更新所述第二目标数值;
响应于所述第一虚拟对象位于所述第二区域,基于所述第一虚拟对象非连续进入所述第二区域的时长,确定对所述第二目标数值的第二恢复数值;基于所述第二恢复数值更新所述第二目标数值。
一种可选的实施方式中,所述方法还包括:
响应于所述第二虚拟对象对应的第三目标数值符合第三预设条件,控制所述第二虚拟对象进入所述第四目标状态。
一种可选的实施方式中,所述方法还包括:
响应于所述第二虚拟对象进入第四目标状态,在所述游戏场景内刷新第二目标道具;
响应于第一虚拟对象对所述第二目标道具的触发达到预设条件,控制所述第二虚拟对象退出所述第四目标状态。
第二方面,本公开实施例还提供一种交互控制装置,该交互控制装置应用于终端设备包括:所述终端设备中显示游戏界面,所述游戏界面中展示至少部分游戏场景;所述游戏场景中包括多个虚拟对象;多个所述虚拟对象包括:第一虚拟对象、第二虚拟对象、以及第三虚拟对象;所述第一虚拟对象关联有第一目标数值、以及第二目标数值;所述第二虚拟对象和所述第三虚拟对象关联有第三目标数值;所述第一目标数值响应所述第二虚拟对象攻击、不响应所述第三虚拟对象攻击;所述第二目标数值不响应所述第二虚拟对象攻击、响应所述第三虚拟对象攻击;所述第三目标数值响应所述第二虚拟对象被攻击、不响应所述第三虚拟对象被攻击;所述装置包括:
显示模块,响应于所述第三虚拟对象对所述第一虚拟对象造成伤害,触发显示所述第二目标数值;
第一更新模块,基于所述第三虚拟对象对所述第一虚拟对象造成第一伤害值,更新所述第二目标数值;
第一控制模块,响应于所述第二目标数值符合预设条件,控制所述第一虚拟对象进入目标状态。
一种可选的实施方式中,所述第三虚拟对象对所述第一虚拟对象造成伤害,包括下述至少一种:
所述第三虚拟对象攻击命中所述第一虚拟对象;
所述第三虚拟对象与所述第一虚拟对象之间的距离小于预设距离阈值。
一种可选的实施方式中,所述装置还包括第一确定模块,所述第一确定模块用于:
基于所述第三虚拟对象和所述第一虚拟对象之间的距离,确定与所述距离对应的第一伤害值。
一种可选的实施方式中,所述第一确定模块还用于:
基于所述第三虚拟对象与所述第一虚拟对象之间的距离非连续小于预设距离阈值的持续时长,确定与所述持续时长对应的第一伤害值。
一种可选的实施方式中,所述装置还包括第二更新模块,所述第二更新模块用于:
响应于所述第三虚拟对象与所述第一虚拟对象之间的距离,从小于预设距离阈值的第一状态,变化至大于或等于所述预设距离阈值的第二状态,基于所述第二状态的持续时长,确定对所述第二目标数值的第一恢复数值;
基于所述第一恢复数值更新所述第二目标数值。
一种可选的实施方式中,所述第一控制模块还用于:
响应于所述第一虚拟对象触发所述第一目标道具,控制所述第三虚拟对象进入第二目标状态;
所述第二目标状态包括下述至少一种:禁锢状态、致盲状态、以及变形状态。
一种可选的实施方式中,所述第一控制模块还用于:
响应于所述第一虚拟对象的攻击命中所述第二虚拟对象,基于所述第一虚拟对象对所述第二虚拟对象造成的第二伤害值,更新所述第三目标数值;
响应于所述第三目标数值符合第二预设条件,控制所述第二虚拟对象和所述第三虚拟对象进入第三目标状态。
一种可选的实施方式中,所述第一控制模块还用于:
响应于所述第二虚拟对象的攻击命中所述第一虚拟对象,基于所述第二对象对所述第一虚拟对象造成的第三伤害值,更新所述第一目标数值;
响应于所述第一目标数值符合第三预设条件,控制所述第一虚拟对象进入所述第一目标状态。
一种可选的实施方式中,所述第一更新模块还用于:
响应于所述第一虚拟对象位于所述第一区域,确定对所述第一虚拟对象的第四伤害值;基于所述第四伤害值,更新所述第二目标数值;
所述第二更新模块还用于:响应于所述第一虚拟对象位于所述第二区域,基于所述第一虚拟对象非连续进入所述第二区域的时长,确定对所述第二目标数值的第二恢复数值;基于所述第二恢复数值更新所述第二目标数值。
一种可选的实施方式中,所述第一控制模块还用于:
响应于第一虚拟对象对所述第二目标道具的触发达到预设条件,控制所述第二虚拟对象退出所述第四目标状态。
第三方面,本公开可选实现方式还提供一种电子设备,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交互控制方法的步骤。
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交互控制方法的步骤。
本公开实施例提供的交互控制方法,在游戏场景中包括多个虚拟对象;多个虚拟对象包括:第一虚拟对象、第二虚拟对象、以及第三虚拟对象;第一虚拟对象关联了两种目标数值,其中的第一目标数值只响应第二虚拟对象的攻击,第二目标数值只响应第三虚拟对象的攻击,且将第二虚拟对象和第二虚拟对象通过第三目标数值关联起来,该第三目标数值只会响应玩家对第二虚拟对象的攻击,这样,在原本战斗交互方式的基础上,增加了另外一种能够导致第一虚拟对象进入第一目标状态的战斗机制,从而增加了战斗过程中交互的多样性。
上述交互控制装置、电子设备、及计算机可读存储介质的效果描述参见上述交互控制方法的说明,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示出了本公开实施例所提供的一种交互控制方法的流程图;
图2示出了本公开实施例所提供的交互控制方法中,一种游戏界面的示意图;
图3示出了本公开实施例所提供的一种交互控制方法中,另一种游戏界面的示意图;
图4示出了本公开实施例所提供的一种交互控制方法中,另一种游戏界面的示意图;
图5示出了本公开实施例所提供的一种交互控制方法中,另一种游戏界面的示意图;
图6出了本公开实施例所提供的一种交互控制装置的示意图;以及
图7出了本公开实施例所提供的一种电子设备的示意图。
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。
本公开提供给了一种交互控制方法、装置、电子设备以及存储介质,通过在游戏场景中设置多个虚拟对象;多个虚拟对象包括:第一虚拟对象、第二虚拟对象、以及第三虚拟对象;第一虚拟对象关联了两种目标数值,其中的第一目标数值只响应第二虚拟对象的攻击,第二目标数值只响应第三虚拟对象的攻击,且将第二虚拟对象和第二虚拟对象通过第三目标数值关联起来,该第三目标数值只会响应玩家对第二虚拟对象的攻击,这样,在原本战斗交互方式的基础上,增加了另外一种能够导致第一虚拟对象进入第一目标状态的战斗机制,从而增加了战斗过程中交互的多样性。
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控制方法进行详细介绍,本公开实施例所提供的交互控制方法的执行主体一般为具有一定计算能力的电子设备,该电子设备例如包括:终端设备或服务器或其它处理设备。在一些可能的实现方式中,该交互控制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。
本公开实施例提供的交互控制方法,可以应用于任何对虚拟对象进行交互控制的游戏场景。例如可以包括第三人称视角射击游戏、第一人称视角射击游戏、角色扮演游戏、动作游戏、策略类游戏、格斗游戏、体育竞技类游戏、冒险游戏等,均可以采用本公开实施例提供的交互控制方法,在此不做具体限制。下面以执行主体为终端设备为例对本公开实施例提供的交互控制方法进行详细说明。
本公开实施例中的游戏界面也即展示游戏场景的页面;在游戏场景中包括有虚拟对象;虚拟对象可以包括但不限于被玩家操控的虚拟对象、以及非玩家角色(Non-Player Character,NPC);虚拟对象可以包括但不限于虚拟人物、虚拟动物中的至少一种,能够被玩家控制的虚拟对象、以及非玩家角色根据游戏需求设定,此处不做具体限制;一般游戏界面中包括多个能够被玩家触控的按钮,玩家通过触控按钮控制虚拟对象执行相应的操作,例如当游戏包括射击类游戏的情况下,游戏界面中可以包括物品使用按钮、移动按钮(如摇杆)、动作(如瞄准、跳跃、下蹲、匍匐等)按钮、攻击(如技能释放、射击等)按钮等多种类型的按钮。
本公开实施例提供的交互控制方法,应用于终端设备。在终端设备中显示 游戏界面。游戏界面中展示至少部分游戏场景。
游戏场景可以是仅仅针对游戏场景中的特定玩家虚拟角色的游戏场景,例如游戏副本等。游戏场景也可以是针对所有的玩家虚拟角色都会开放的游戏场景;本公开实施例提供的交互控制方式,不仅仅可以用于进行玩家与玩家之间的对战(Player VS Player,PVP)游戏,还可以用于其他类型的游戏。下面对本公开实施例提供的游戏中的交互控制方法加以详细说明。
在游戏场景中,至少包括了第一虚拟对象、第二虚拟对象以及第三虚拟对象。其中,第一虚拟对象例如可以是由玩家控制的虚拟对象;第二虚拟对象以及第三虚拟对象,是和第一虚拟对象属于不同游戏阵营的虚拟对象;第二虚拟对象和第三虚拟对象可以是被其他玩家控制的虚拟对象,也可以是NPC。
第一虚拟对象关联有第一目标数值和第二目标数值。其中,第一目标数值响应所述第二虚拟对象攻击、不响应所述第三虚拟对象攻击;第二目标数值不响应所述第二虚拟对象攻击、响应所述第三虚拟对象攻击。
第二虚拟对象和第三虚拟对象同时关联第三目标数值;其中,所述第三目标数值响应所述第二虚拟对象被攻击、不响应所述第三虚拟对象被攻击。
示例性的,以第二虚拟对象和第三虚拟对象均为游戏中与玩家控制的第一虚拟对象战斗的怪物为例,由于第二虚拟对象和第三虚拟对象均关联了第三目标数值,但该第三目标数值只响应第二虚拟对象被攻击,因此,可以称第二虚拟对象为怪物的本体,第三虚拟对象为怪物的暗影,称为暗影怪。响应第二虚拟对象攻击的第一目标数值为第一虚拟对象的血量值;响应第三虚拟对象攻击的第二目标数值为第一虚拟对象的暗影值。可以为血量值和暗影值均设置原始状态。
在原始状态下,血量值为第一数值;随着第二虚拟对象的攻击,血量值不断下降;当血量值下降到某一预设值,如0后,第一虚拟对象进入第一目标状态。
在原始状态下,暗影值为第二数值,该第二数值例如为0。随着第三虚拟对象的攻击,暗影值不断增加;当暗影值增加到某一预设值后,第一虚拟对象进入第一目标状态。
下面对本公开实施例提供的交互控制方法加以说明。
参见图1所示,为本公开实施例提供的交互控制方法的流程图,所述方法包括步骤S101~S103,其中:
S101:响应于所述第三虚拟对象对所述第一虚拟对象造成伤害,触发显示所述第二目标数值;
S102:基于所述第三虚拟对象对所述第一虚拟对象造成第一伤害值,更新所述第二目标数值;
S103:响应于所述第二目标数值符合第一预设条件,控制所述第一虚拟对象进入第一目标状态。
下面针对上述S101~S103分别加以详细说明。
针对上述S101:
玩家使用终端设备游戏时,可以通过在游戏操作界面上显示的按钮操控第一虚拟对象,与敌对阵营的第二虚拟对象和第三虚拟对象进行战斗。
其中,第三虚拟对象对第一虚拟对象造成伤害,包括下述至少一种:第三虚拟对象攻击命中第一虚拟对象;第三虚拟对象与第一虚拟对象之间的距离小于预设距离阈值。
针对第三虚拟对象攻击命中第一虚拟对象的情况,可以为第三虚拟对象设置至少一个技能;每个技能具有一定的攻击能力;当第三虚拟对象通过释放该技能攻击命中第一虚拟对象时,基于释放的该技能所具有的攻击能力,确定对第一虚拟对象造成的伤害值。
针对第三虚拟对象与第一虚拟对象之间的距离小于预设距离阈值的情况,可以采用但不限于下述A或B至少一种方式确定第三虚拟对象对第一虚拟对象造成的伤害值:
A:响应于第三虚拟对象与第一虚拟对象之间的距离小于预设距离阈值,基于第三虚拟对象和第一虚拟对象之间的距离,确定与距离对应的第一伤害值。
示例性的,可以将与第三虚拟对象之间的距离划分为多个距离区间,针对每个距离区间,确定一个对第一虚拟对象的伤害值;第一虚拟对象距离第三虚拟对象越近,在单位时间内受到的伤害就越高,例如,如图2所示,将与第三虚拟对象之间的距离划分为4个距离区间;这样,能够在第三虚对象周围形成4个环形区域,分别为a1、a2、a3和a4;当第一虚拟对象位于a2区域时,每秒钟受到的伤害值比第一虚拟对象位于a1区域时每秒钟受到的伤害值低。
其中,各区域单位时间对应的第一伤害值按照从:a1区域到a4区域的方向递减。
示例性的,所述区域会随着第三虚拟对象的移动而移动,区域中心点始终 位于第三虚拟对象上,单位时间内受到的伤害值可以是1s(秒)钟刷新一次,也可以是0.5s、0.2s刷新一次,具体根据设计人员按照需求设置,在此不做限制。
在一个具体实施例中,所述多个区域可以根据颜色进行划分,颜色分别为深红、浅红、橙色、黄色等颜色,当玩家控制的第一虚拟对象位于a4区域内时,游戏操作界面会发出黄色的提示信息,如黄色光线等,并在第一虚拟对象头上出现警告标识,提示玩家第一虚拟对象此时位于会受到伤害的a4区域中,随后每经过一个单位时间,第一虚拟对象都会受到一次与第一伤害值对应的伤害。
此时,若第三虚拟对象与玩家控制的第一虚拟对象距离缩小,使得第一虚拟对象位于a2区域时,游戏操作界面会发出浅红色的提示信息,提示玩家第一虚拟对象此时处于a2区域中,在a2区域每经过一个单位时间,第一虚拟对象都会受到与第一伤害值对应的伤害。
B:响应于第三虚拟对象与第一虚拟对象之间的距离小于预设距离阈值,基于所述第三虚拟对象与所述第一虚拟对象之间的距离小于预设距离阈值的持续时长,确定与所述持续时长对应的第一伤害值。
示例性的,可以划分多个时长阈值,随着第一虚拟对象与第三虚拟对象之间的距离小于预设距离阈值的持续时长逐渐增加,达到第一时长阈值时,第一虚拟对象在单位时间内承受第一时长阈值对应的第一伤害值。多个时长阈值可以预先设置,如,预先设置三个时长阈值,按阈值大小分别为第一时长阈值小于第二时长阈值小于第三时长阈值,此时,第一虚拟对象承受的第一伤害值分别为:s1、s2和s3,且s1<s2<s3。
第三虚拟对象与所述第一虚拟对象之间的距离小于预设距离阈值的持续时长,可以是非连续小于预设距离阈值的持续时长、或者连续小于预设距离阈值的持续时长。其中:
b1:在第三虚拟对象与所述第一虚拟对象之间的距离小于预设距离阈值的持续时长,是非连续小于预设距离阈值的持续时长的情况下,根据单次第三虚拟对象与第一虚拟对象之间的距离小于预设距离阈值的持续时长,确定与所述单次持续时长对应的第一伤害值,示例性的,第一虚拟对象与第三虚拟对象之间的距离小于预设距离阈值的持续时长,受到与持续时长对应的第一伤害值。若此时,玩家控制第一虚拟对象远离第三虚拟对象,直至第三虚拟对象与第一 虚拟对象之间的距离大于预设距离阈值时,刷新确定与所述持续时长对应的第一伤害值,例如,单次持续时长大于第二时长阈值时,第一虚拟对象受到第二时长阈值对应的第一伤害值s2,该第一伤害值s2大于第一时长阈值对应的第一伤害值s1,此时,玩家控制第一虚拟对象远离第三虚拟对象,直至两者之间的距离大于预设距离阈值后,两者之间的距离再次小于预设距离阈值时,此时玩家受到的伤害值为第一时长阈值对应的第一伤害值s1。
例如,若在当前战斗阶段,第三虚拟对象和第一虚拟对象之间的距离第1次小于预设距离阈值,根据该第1次小于预设距离阈值的持续时长,确定对第一虚拟对象的第一伤害值。
之后,玩家控制第一虚拟对象远离第三虚拟对象,并使得两者之间的距离大于预设距离阈值,此时停止第三虚拟对象对第一虚拟对象造成伤害。
之后,若第三虚拟对象和第一虚拟对象之间的距离第2次小于预设距离阈值,根据该第2次小于预设距离阈值的持续时长,确定第一虚拟对象的第一伤害值。
b2:在第三虚拟对象与所述第一虚拟对象之间的距离小于预设距离阈值的持续时长,时连续小于预设距离阈值的持续时长的情况下,可以累计当前战斗阶段第三虚拟对象与第一虚拟对象之间的距离小于预设距离阈值的持续时长,确定与所述累计持续时长对应的第一伤害值,示例性的,第一虚拟对象与第三虚拟对象之间的距离小于预设距离阈值的持续时长,受到与持续时长对应的第一伤害值。此时,玩家控制第一虚拟对象远离第三虚拟对象,直至第三虚拟对象与第一虚拟对象之间的距离大于预设距离阈值后,两者之间的距离再次小于预设距离阈值时,第一虚拟对象会受到上次两者之间的距离小于预设距离阈值时的持续时长确定的第一伤害值,并持续叠加。例如,第一次第一虚拟对象与第三虚拟对象之间的距离小于预设距离的持续时长达到第二时长阈值时,确定与第二时长阈值对应的第一伤害值s2,此时,当第二次第一虚拟对象与第三虚拟对象之间的距离小于预设距离时,第一虚拟对象受到的起始伤害值为第二预设时长阈值对应的第一伤害值s2。
例如,若在当前战斗阶段,第三虚拟对象和第一虚拟对象之间的距离第1次小于预设距离阈值,根据该第1次小于预设距离阈值的持续时长,确定对第一虚拟对象的第一伤害值。
之后,玩家控制第一虚拟对象远离第三虚拟对象,并使得两者之间的距离 大于预设距离阈值,此时停止第三虚拟对象对第一虚拟对象造成伤害。
之后,若第三虚拟对象和第一虚拟对象之间的距离第2次小于预设距离阈值,根据第1次小于预设距离阈值的持续时长和该第2次小于预设距离阈值的持续时长相加,确定第一虚拟对象的第一伤害值。
在另一个实施例中,为了使玩家对游戏中的虚拟对象的状态有清晰的了解,第一目标数值、第二目标数值、以及第三目标数值可以以数字、或数值显示控件的形式展示在游戏操作界面中。示例性的,以数字的形式展示目标数值时,可以在游戏操作界面的预设位置展示,该目标数值例如可以是百分比数值,如“40%”、“60%”等,或者是数字值,如“50”、“60”等。
在以数值显示控件的形式展示目标数值时,数值显示控件例如可以包括:第一端、第二端、以及位于第一端和第二端之间的动态指示标识。该动态指示标识可以随着目标数值的更新,在第一端和第二端之间移动。该数值显示控件的特效素材可以根据实际的需要进行设计,例如第二目标数值每次增加,就会控制动态指示标识从未增加时对应的第一位置,移动至增加后的第二位置。另外,还可以在动态指示标识的两端设置不同的颜色,例如,从第一端到动态指示标识之间可以用红色或黄色等亮色系颜色表示、从动态指示标识到第二端之间可以使用灰色、黑色等颜色表示或者无颜色表示,即透明表示。
示例性的,当第一虚拟对象与第二虚拟对象战斗时,如图3所示,游戏操作界面上会显示表示第二虚拟对象当前状态的显示控件A、以及第一虚拟对象当前状态的显示控件B。其中,显示控件A显示第二虚拟对象和第三虚拟对象的第三目标数值,显示控件B包括:显示第一虚拟对象的第一目标数值的显示控件B1和显示第二目标数值的显示控件B2。
其中,显示控件B2的显示方式可以采用但不限于下述c1~c2任一种显示方式。
c1:在第一虚拟对象没有受到第三虚拟对象的伤害时,显示控件B2可以在游戏操作界面中隐藏,当第一虚拟对象受到第三虚拟对象的伤害时,显示控件B2才显示在游戏操作界面中。
示例性的,第一虚拟对象在受到第三虚拟对象造成的伤害时,显示控件B2在游戏操作界面中显示,直到第二目标数值恢复为初始数值后,显示控件B2在游戏操作界面中隐藏。
c2:显示控件B2一直显示在游戏操作界面中。
示例性的,当第一虚拟对象进入战斗状态后,显示控件B2与显示控件B1、以及显示控件A一起显示在游戏操作界面中,直到第一虚拟对象阵亡,或第二虚拟对象和第三虚拟对象阵亡时,显示控件B2和显示控件B1、以及显示控件A一起隐藏在游戏操作界面中。
在另一个实施例中,第一虚拟对象还可以穿戴用于抵御第三虚拟对象攻击的防御装备,根据第三虚拟对象的攻击命中第一虚拟对象时的攻击力与第一虚拟对象穿戴的防御装备的防御属性值进行计算,最终得到第三虚拟对象对第一虚拟对象的第一伤害值,根据第三虚拟对象对第一虚拟对象造成的伤害值对应的调整第一虚拟对象的第二目标数值。
针对上述S102:
在具体实施中,根据第三虚拟对象对第一虚拟对象造成的第一伤害值,在显示控件B2中实时显示第二目标数值对应的动态指示标识,并渲染显示控件B2的动画效果。
示例性的,当第三虚拟对象对第一虚拟对象造成第一伤害值时,显示控件B2根据第一伤害值显示第二目标数值的剩余状态,具体的,初始第二目标数值对应的显示控件B2可以用紫色填充,当第三虚拟对象对第一虚拟对象造成第一伤害值时,根据第一伤害值,减少显示控件B2的紫色填充范围,取而代之的可以是绿色,或其他区别于紫色的颜色;当第三虚拟对象的攻击命中第一虚拟对象造成的第一伤害值大于等于当前第二目标数值时,显示控件B2中的紫色填充范围全部被绿色取代,表示第一虚拟对象被击败。
针对上述S103:
响应于第一虚拟对象的第二目标数值符合第一预设条件,控制第一虚拟对象进入第一目标状态。
其中,该预设条件例如可以包括第二目标数值归0,或累计到预设数值。
示例性的,第一虚拟对象的初始第一目标数值可以是0值,当受到第三虚拟对象的第一伤害值时,将该第一伤害值累加到第二目标数值,直至第二目标数值达到预设数值。例如,若预设数值为100,参考上述根据第三虚拟对象与第一虚拟对象之间的距离小于预设距离阈值确定第三虚拟对象对第一虚拟对象造成的伤害值的A中的方式,如图2所示,当第一虚拟对象位于a2区域时,第一虚拟对象受到a2区域对应的第一伤害值为单位时间受到5点数值,单位时间可以设置为1s,则第一虚拟对象在第二区域经过20s就会累加100点数 值,此时第一虚拟对象进入第一目标状态,表示第一虚拟对象被击败。
该第一目标状态例如包括:第一虚拟对象进入死亡状态、待复活状态等中任一种。
在本公开另一实施例中,还包括:响应于第三虚拟对象与第一虚拟对象之间的距离,从小于预设距离阈值的第一状态,变化至大于或等于预设距离阈值的第二状态,基于第二状态的持续时长,确定对第二目标数值的第一恢复数值;基于第一恢复数值更新第二目标数值。
示例性的,可以根据第二目标数值的恢复状态,确定游戏操作界面的显示效果,例如,当第二目标数值达到预设数值100时,第一虚拟对象进入第一目标状态,此时,第一虚拟对象处于第二状态,第二目标数值为80,游戏操作界面可以快速地闪烁,经过一段时长后,第二目标数值恢复至20,游戏操作界面闪烁的频率会降低,当第二目标数值恢复至0时,游戏操作界面停止闪烁,用于提示玩家第一虚拟对象当前的状态。
其中,单位时间的第一恢复数值可以随第二状态的持续时长的增加而增加,也可以固定为某一恢复数值,不随持续时长的增加而增加,示例性的,单位时间为1s,持续时长每经过5s单位时间的第一恢复数值增加100%,例如,5s之前,每秒的第一恢复数值为2,5s之后每秒的第一恢复数值为4。
在一个实施例中,如图4和图5所示,游戏场景中,还包括第一目标道具;响应于第一虚拟对象触发第一目标道具,控制第三虚拟对象进入第二目标状态;第二目标状态包括下述至少一种:禁锢状态、致盲状态、以及变形状态。
第一目标道具可以设置在游戏场景中的各个位置,通过显示效果,提示玩家第一目标道具的所在位置,显示效果可以是发出带有颜色的光,或者在游戏操作界面上显示第一目标道具的提示图等。
其中,响应于第一虚拟对象触发第一目标道具,控制第三虚拟对象进入第二目标状态可以采用但不限于下述d1~d2中任一种触发方式:
d1:第一虚拟对象攻击命中第一目标道具。
示例性的,第一目标道具可以设计成铃铛的形状,当玩家控制第一虚拟对象对铃铛攻击时,铃铛会发生震动,则控制第三虚拟对象进入第二目标状态。
另外,还可以为铃铛设置声波的扩散范围;当铃铛被攻击后,向周围扩散声波,若第三虚拟对象位于声波的扩散范围内,则使第三目标状态进入第二目标状态,例如,禁锢状态,从而限制第三虚拟对象移动。
另一示例中,还可以设计声波的扩散特效,声波在扩散过程中会命中第三虚拟对象;根据声波命中第三虚拟对象的累计声波命中次数,确定是否控制第三虚拟对象进入第二目标状态。例如当声波第一次命中第三虚拟对象时,减少第三虚拟对象的移动速度,当声波第三次命中第三虚拟对象是,控制第三虚拟对象进入第二目标状态。
d2:第一虚拟对象拾取第一目标道具。
示例性的,第一目标道具可以设计成可拾取道具;例如为卷轴的形状,当玩家控制第一虚拟对象进入卷轴的范围时,游戏操作界面会显示操作按钮,玩家需要按下操作按钮经过一定的引导时间得到该卷轴,在引导期间,第一虚拟对象会被攻击打断引导状态,当玩家得到该卷轴时,可以对第三虚拟对象使用,使其进入第二目标状态,例如,变形状态。处于变形状态的第三虚拟对象无法攻击,且移动速度减慢。
在本公开另一实施例中,还包括:响应于第一虚拟对象的攻击命中第二虚拟对象,基于第一虚拟对象对第二虚拟对象造成的第二伤害值,更新第三目标数值;响应于第三目标数值符合第二预设条件,控制第二虚拟对象和第三虚拟对象进入第三目标状态。
其中,第二预设条件可以是第三目标数值归0。
示例性的,当第一虚拟对象的攻击命中第二虚拟对象造成第二伤害值时,显示控件A根据第二伤害值显示第三目标数值的剩余状态,具体的,初始第三目标数值对应的显示控件A可以用红色填充,当第一虚拟对象对第二虚拟对象造成第二伤害值时,根据第二伤害值,减少显示控件A的红色填充范围,取而代之的可以是透明色,或其他区别于红色的颜色;当第一虚拟对象的攻击命中第二虚拟对象造成的第二伤害值大于等于当前第三目标数值时,显示控件A中的红色填充范围全部被透明色取代,第三目标数值归0,表示第二虚拟对象和第三虚拟对象当前的生命值归0,第二虚拟对象和第三虚拟对象进入第三目标状态,表示第二虚拟对象和第三虚拟对象被击败。
一个具体实施例中,响应于第二虚拟对象的攻击命中第一虚拟对象,基于第二虚拟对象对第一虚拟对象造成的第三伤害值,更新第一目标数值;响应于第一目标数值符合第三预设条件,控制第一虚拟对象进入第一目标状态。
其中,第三预设条件可以是第一目标数值归0。
示例性的,当第二虚拟对象的攻击命中第一虚拟对象造成第三伤害值时, 显示控件B1根据第三伤害值显示第一目标数值的剩余状态,具体的,显示控件B1的显示方式可以与上述显示控件A的显示方式一致,在此不做赘述。当第二虚拟对象的攻击命中第一虚拟对象造成的第三伤害值大于等于当前第一目标数值时,表示第一虚拟对象当前的生命值归0,第一虚拟对象进入第一目标状态表示第一虚拟对象被击败。
示例性的,第一虚拟对象可以穿戴用于抵御第二虚拟对象攻击的防御装备,根据第二虚拟对象的攻击命中第一虚拟对象时的攻击力与第一虚拟对象穿戴的防御装备的防御属性值进行计算,最终得到对第一虚拟对象的伤害值,根据第二虚拟对象对第一虚拟对象造成的伤害值对应的减少第一虚拟对象的第一目标数值。
其中,第二虚拟对象对第一虚拟对象造成的伤害值的计算方式可以是,例如,减少第一虚拟对象承受伤害的百分比,在第一虚拟对象没有穿戴防御装备时,第二虚拟对象的一次攻击可以对第一虚拟对象造成100点伤害,若第一虚拟对象穿戴的防御装备的防御属性值是“第一虚拟对象受到的第三伤害值减少40%”,那么最终第一虚拟对象承受的伤害值为60点;防御装备的防御属性还可以是,减少第一虚拟承受伤害的数值,例如,在第一虚拟对象没有穿戴防御装备时,第二虚拟对象的一次攻击可以对第一虚拟对象造成100点伤害,若第一虚拟对象穿戴的防御装备的防御属性值是“第一虚拟对象受到的第三伤害值减少30点”,那么最终第一虚拟对象承受的伤害值为70点。
另一个实施例中,还包括:响应于第二虚拟对象对应的第三目标数值符合第三预设条件,控制第二虚拟对象进入第四目标状态。
第三预设条件可以是当第二虚拟对象的第三目标数值下降到预设阈值。
示例性的,当玩家控制的第一虚拟对象于第二虚拟对象战斗时,第一虚拟对象的一次攻击命中第二虚拟对象,使得第二虚拟对象的第三目标数值下降到预设阈值,第二虚拟对象进入第四目标状态。
第四目标状态例如包括:狂暴状态或者濒死状态。
在第二虚拟对象进入第四目标状态后,在游戏场景中确定第一区域以及第二区域。
响应于第一虚拟对象位于第一区域,确定对第一虚拟对象的第四伤害值;基于第四伤害值,更新第二目标数值;响应于第一虚拟对象位于第二区域,基于第一虚拟对象非连续进入第二区域的时长,确定对第二目标数值的第二恢复 数值;基于第二恢复数值更新第二目标数值。
其中,在游戏场景中第一区域例如为暗影区域,其可以填满整个地面,使整个地面处于暗影中,玩家控制的第一虚拟对象在暗影区域中会受到暗影伤害,并对第一虚拟对象造成第四伤害值,并根据第四伤害值更新第二目标数值;同时在游戏场景的空中生成多个第二区域,第二区域例如包括漂浮于地面上的浮空平台,第一虚拟对象处于浮空平台上时,不会受到暗影伤害。
示例性的,第一虚拟对象在浮空平台上的时长达到预设条件时,浮空平台会坍塌使第一虚拟对象掉落至地面,例如,浮空平台坍塌的预设条件为第一虚拟对象在浮空平台上的时长达到20s时,浮空平台坍塌。浮空平台坍塌前会在游戏操作界面中显示坍塌效果,提示玩家尽快离开该浮空平台,坍塌效果可以是浮空平台出现裂隙,裂隙逐渐增大,最终坍塌,浮空平台坍塌后经过预设时长,会重新生成浮空平台。
示例性的,当第一虚拟对象位于浮空平台上时,会根据第一虚拟对象在浮空平台上的持续时长,确定对第二目标数值的第二恢复数值,玩家控制第一虚拟对象在浮空平台之间跳跃时,不会中断持续时长。
在另一实施例中,还包括:响应于第二虚拟对象进入第四目标状态,在游戏场景内刷新第二目标道具;响应于第一虚拟对象对第二目标道具的触发达到预设条件,控制第二虚拟对象退出第四目标状态。
其中,第二目标道具可以有多个存在于不同的浮空平台上;也可以只有一个随机存在某一个浮空平台上。根据第二目标道具的刷新方式,可以采用但不限于下述e1~e2中任一种触发方式:
e1:游戏场景中刷新多个第二目标道具,玩家控制第一虚拟对象在浮空平台上,攻击第二目标道具,累计击破的第二目标道具数量,在累计击破的第二目标道具数量达到预设条件时,例如,预设条件是玩家控制第一虚拟对象累计击破第二目标道具5次,当第一虚拟对象第5次击破第二目标道具时,控制第二虚拟对象退出第四目标状态,暗影区域消失,第二虚拟对象进入虚弱状态,持续一定时间,在虚弱状态期间,第二虚拟对象不会攻击第一虚拟对象。
e2:游戏场景中随机刷新一个第二目标道具,玩家控制第一虚拟对象在浮空平台上,攻击第二目标道具,当第二目标道具被击破时,会随机刷新在其他浮空平台上,在累计击破第二目标道具数量达到预设条件时,控制第二虚拟对象退出第四目标状态。
示例性的,第四目标状态可以设定预设时长,在预设时长内,第一虚拟对象对第二目标道具的触发达到预设条件时,第二虚拟对象会退出第四目标状态,进入虚弱状态。若在预设时长内,第一虚拟对象对第二目标道具的触发没有达到预设条件时,当达到预设时长后,第二虚拟对象退出第四目标状态,但是不会进入虚弱状态。
例如,一个具体的游戏示例,在战斗场景中,当玩家控制第一虚拟对象与boss进行战斗时,当boss血量下降到预设阈值时,boss会进入狂暴状态,在游戏场景中生成一个大范围的暗影区域,第一虚拟对象在暗影区域中就会受到暗影伤害,进而增加暗影值,同时,会在游戏场景的空中生成浮空平台,玩家控制的第一虚拟对象在浮空平台上时不会受到暗影伤害,并且根据在浮空平台上持续时间的大小减少暗影值,在浮空平台上设置有铃铛形状的道具,玩家需要控制第一虚拟对象跳跃到浮空平台上攻击铃铛,当攻击足够多数量的铃铛时,就会控制boss进入虚弱状态,在一定时间内,boss不能移动与攻击,并且驱散暗影区域。
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控制方法对应的交互控制装置,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控制方法相似,因此装置的实施可以参见方法的实施,重复之处不再赘述。
参照图6所示,为本公开实施例提供的一种交互控制装置的示意图,该交互控制装置应用于终端设备包括:所述终端设备中显示游戏界面,所述游戏界面中展示至少部分游戏场景;所述游戏场景中包括多个虚拟对象;多个所述虚拟对象包括:第一虚拟对象、第二虚拟对象、以及第三虚拟对象;所述第一虚拟对象关联有第一目标数值、以及第二目标数值;所述第二虚拟对象和所述第三虚拟对象关联有第三目标数值;所述第一目标数值响应所述第二虚拟对象攻击、不响应所述第三虚拟对象攻击;所述第二目标数值不响应所述第二虚拟对象攻击、响应所述第三虚拟对象攻击;所述第三目标数值响应所述第二虚拟对象被攻击、不响应所述第三虚拟对象被攻击;
所述装置包括:显示模块601、第一更新模块602、第一控制模块603;其中,
显示模块601,用于响应于所述第三虚拟对象对所述第一虚拟对象造成伤害,触发显示所述第二目标数值;
第一更新模块602,用于基于所述第三虚拟对象对所述第一虚拟对象造成第一伤害值,更新所述第二目标数值;
第一控制模块603,用于响应于所述第二目标数值符合预设条件,控制所述第一虚拟对象进入目标状态。
一种可选的实施方式中,所述第三虚拟对象对所述第一虚拟对象造成伤害,包括下述至少一种:
所述第三虚拟对象攻击命中所述第一虚拟对象;
所述第三虚拟对象与所述第一虚拟对象之间的距离小于预设距离阈值。
一种可选的实施方式中,所述装置还包括第一确定模块604,所述第一确定模块604用于:
基于所述第三虚拟对象和所述第一虚拟对象之间的距离,确定与所述距离对应的第一伤害值。
一种可选的实施方式中,所述第一确定模块604还用于:
基于所述第三虚拟对象与所述第一虚拟对象之间的距离非连续小于预设距离阈值的持续时长,确定与所述持续时长对应的第一伤害值。
一种可选的实施方式中,所述装置还包括第二更新模块605,所述第二更新模块605用于:
响应于所述第三虚拟对象与所述第一虚拟对象之间的距离,从小于预设距离阈值的第一状态,变化至大于或等于所述预设距离阈值的第二状态,基于所述第二状态的持续时长,确定对所述第二目标数值的第一恢复数值;
基于所述第一恢复数值更新所述第二目标数值。
一种可选的实施方式中,所述第一控制模块603还用于:
响应于所述第一虚拟对象触发所述第一目标道具,控制所述第三虚拟对象进入第二目标状态;
所述第二目标状态包括下述至少一种:禁锢状态、致盲状态、以及变形状态。
一种可选的实施方式中,所述第一控制模块603还用于:
响应于所述第一虚拟对象的攻击命中所述第二虚拟对象,基于所述第一虚拟对象对所述第二虚拟对象造成的第二伤害值,更新所述第三目标数值;
响应于所述第三目标数值符合第二预设条件,控制所述第二虚拟对象和所述第三虚拟对象进入第三目标状态。
一种可选的实施方式中,所述第一控制模块603还用于:
响应于所述第二虚拟对象的攻击命中所述第一虚拟对象,基于所述第二对象对所述第一虚拟对象造成的第三伤害值,更新所述第一目标数值;
响应于所述第一目标数值符合第三预设条件,控制所述第一虚拟对象进入所述第一目标状态。
一种可选的实施方式中,所述第一更新模块602还用于:
响应于所述第一虚拟对象位于所述第一区域,确定对所述第一虚拟对象的第四伤害值;基于所述第四伤害值,更新所述第二目标数值;
所述第二更新模块605还用于:响应于所述第一虚拟对象位于所述第二区域,基于所述第一虚拟对象非连续进入所述第二区域的时长,确定对所述第二目标数值的第二恢复数值;基于所述第二恢复数值更新所述第二目标数值。
一种可选的实施方式中,所述第一控制模块603还用于:
响应于第一虚拟对象对所述第二目标道具的触发达到预设条件,控制所述第二虚拟对象退出所述第四目标状态。
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。
本公开实施例还提供了一种电子设备,如图7所示,为本公开实施例提供的电子设备结构示意图,包括:
处理器71和存储器72;所述存储器72存储有处理器71可执行的机器可读指令,处理器71用于执行存储器72中存储的机器可读指令,所述机器可读指令被处理器71执行时,处理器71执行下述步骤:
响应于所述第三虚拟对象对所述第一虚拟对象造成伤害,触发显示所述第二目标数值;
基于所述第三虚拟对象对所述第一虚拟对象造成第一伤害值,更新所述第二目标数值;
响应于所述第二目标数值符合第一预设条件,控制所述第一虚拟对象进入第一目标状态。
上述存储器72包括内存721和外部存储器722;这里的内存721也称内存储器,用于暂时存放处理器71中的运算数值,以及与硬盘等外部存储器722 交换的数值,处理器71通过内存721与外部存储器722进行数值交换。
上述指令的具体执行过程可以参考本公开实施例中所述的交互控制方法的步骤,此处不再赘述。
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控制方法的步骤。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控制方法的步骤,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上分开的,作为单元显示的部件可以是或者也可以不是单元,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电子设备(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 (15)

  1. 一种交互控制方法,其中,所述交互控制方法应用于终端设备;所述终端设备中显示游戏界面,所述游戏界面中展示至少部分游戏场景;所述游戏场景中包括多个虚拟对象;多个所述虚拟对象包括:第一虚拟对象、第二虚拟对象、以及第三虚拟对象;所述第一虚拟对象关联有第一目标数值、以及第二目标数值;所述第二虚拟对象和所述第三虚拟对象关联有第三目标数值;所述第一目标数值响应所述第二虚拟对象攻击、不响应所述第三虚拟对象攻击;所述第二目标数值不响应所述第二虚拟对象攻击、响应所述第三虚拟对象攻击;所述第三目标数值响应所述第二虚拟对象被攻击、不响应所述第三虚拟对象被攻击;所述方法包括:
    响应于所述第三虚拟对象对所述第一虚拟对象造成伤害,触发显示所述第二目标数值;
    基于所述第三虚拟对象对所述第一虚拟对象造成第一伤害值,更新所述第二目标数值;
    响应于所述第二目标数值符合第一预设条件,控制所述第一虚拟对象进入第一目标状态。
  2. 根据权利要求1所述的方法,其中,所述第三虚拟对象对所述第一虚拟对象造成伤害,包括下述至少一种:
    所述第三虚拟对象攻击命中所述第一虚拟对象;
    所述第三虚拟对象与所述第一虚拟对象之间的距离小于预设距离阈值。
  3. 根据权利要求2所述的方法,其中,响应于所述第三虚拟对象与所述第一虚拟对象之间的距离小于预设距离阈值,所述方法还包括:
    基于所述第三虚拟对象和所述第一虚拟对象之间的距离,确定与所述距离对应的第一伤害值。
  4. 根据权利要求2或3所述的方法,其中,响应于所述第三虚拟对象与所述第一虚拟对象之间的距离小于预设距离阈值,所述方法还包括:
    基于所述第三虚拟对象与所述第一虚拟对象之间的距离非连续小于所述预设距离阈值的持续时长,确定与所述持续时长对应的第一伤害值。
  5. 根据权利要求2~4任一项所述的方法,还包括:
    响应于所述第三虚拟对象与所述第一虚拟对象之间的距离,从小于预设距 离阈值的第一状态,变化至大于或等于所述预设距离阈值的第二状态,基于所述第二状态的持续时长,确定对所述第二目标数值的第一恢复数值;
    基于所述第一恢复数值更新所述第二目标数值。
  6. 根据权利要求1~5任一项所述的方法,其中,所述游戏场景中还包括:第一目标道具;所述方法还包括:
    响应于所述第一虚拟对象触发所述第一目标道具,控制所述第三虚拟对象进入第二目标状态;
    所述第二目标状态包括下述至少一种:禁锢状态、致盲状态、以及变形状态。
  7. 根据权利要求1所述的方法,还包括:
    响应于所述第一虚拟对象的攻击命中所述第二虚拟对象,基于所述第一虚拟对象对所述第二虚拟对象造成的第二伤害值,更新所述第三目标数值;
    响应于所述第三目标数值符合第二预设条件,控制所述第二虚拟对象和所述第三虚拟对象进入第三目标状态。
  8. 根据权利要求1所述的方法,还包括:
    响应于所述第二虚拟对象的攻击命中所述第一虚拟对象,基于所述第二对象对所述第一虚拟对象造成的第三伤害值,更新所述第一目标数值;
    响应于所述第一目标数值符合第三预设条件,控制所述第一虚拟对象进入所述第一目标状态。
  9. 根据权利要求1所述的方法,还包括:
    响应于所述第二虚拟对象进入第四目标状态,在所述游戏场景中确定第一区域以及第二区域;
    响应于所述第一虚拟对象位于所述第一区域,确定对所述第一虚拟对象的第四伤害值;基于所述第四伤害值,更新所述第二目标数值;
    响应于所述第一虚拟对象位于所述第二区域,基于所述第一虚拟对象非连续进入所述第二区域的时长,确定对所述第二目标数值的第二恢复数值;基于所述第二恢复数值更新所述第二目标数值。
  10. 根据权利要求9所述的方法,还包括:响应于所述第二虚拟对象对应的第三目标数值符合第三预设条件,控制所述第二虚拟对象进入所述第四目标状态。
  11. 根据权利要求9或10任一项所述的方法,还包括:响应于所述第二 虚拟对象进入第四目标状态,在所述游戏场景内刷新第二目标道具;
    响应于第一虚拟对象对所述第二目标道具的触发达到预设条件,控制所述第二虚拟对象退出所述第四目标状态。
  12. 一种交互控制装置,其中,所述交互控制装置应用于终端设备;所述终端设备中显示游戏界面,所述游戏界面中展示至少部分游戏场景;所述游戏场景中包括多个虚拟对象;多个所述虚拟对象包括:第一虚拟对象、第二虚拟对象、以及第三虚拟对象;所述第一虚拟对象关联有第一目标数值、以及第二目标数值;所述第二虚拟对象和所述第三虚拟对象关联有第三目标数值;所述第一目标数值响应所述第二虚拟对象攻击、不响应所述第三虚拟对象攻击;所述第二目标数值不响应所述第二虚拟对象攻击、响应所述第三虚拟对象攻击;所述第三目标数值响应所述第二虚拟对象被攻击、不响应所述第三虚拟对象被攻击;所述装置包括:
    显示模块,响应于所述第三虚拟对象对所述第一虚拟对象造成伤害,触发显示所述第二目标数值;
    第一更新模块,基于所述第三虚拟对象对所述第一虚拟对象造成第一伤害值,更新所述第二目标数值;
    第一控制模块,响应于所述第二目标数值符合预设条件,控制所述第一虚拟对象进入目标状态。
  13. 一种电子设备,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11任一项所述的交互控制方法的步骤。
  14. 一种计算机可读存储介质,其中,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被电子设备运行时,所述电子设备执行如权利要求1至11任一项所述的交互控制方法的步骤。
  15. 一种计算机程序产品,包括计算机程序,其中,所述计算机程序被处理器执行时实现如权利要求1至11任一项所述的交互控制方法的步骤。
PCT/CN2023/074267 2022-03-04 2023-02-02 一种交互控制方法、装置、电子设备及存储介质 WO2023165296A1 (zh)

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