WO2023284407A1 - 一种角色控制方法、终端、设备及存储介质 - Google Patents
一种角色控制方法、终端、设备及存储介质 Download PDFInfo
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- WO2023284407A1 WO2023284407A1 PCT/CN2022/093929 CN2022093929W WO2023284407A1 WO 2023284407 A1 WO2023284407 A1 WO 2023284407A1 CN 2022093929 W CN2022093929 W CN 2022093929W WO 2023284407 A1 WO2023284407 A1 WO 2023284407A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/63—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
Definitions
- the present disclosure relates to the technical field of games, and in particular, to a character control method, a terminal, a device, and a storage medium.
- the game has gradually developed from a stand-alone game to an interactive and social online game, such as the relatively mature Massive Multiplayer Online Role-Playing Game (MMORPG), Multiplayer Online Tactical Arena (Multiplayer Online Battle Arena, MOBA) and first-person shooting games (First-person shooting game, FPS) and third-person shooting games (Third-Personal Shooting, TPS) in action games (Action Game, ACT).
- MMORPG Massive Multiplayer Online Role-Playing Game
- MOBA Multiplayer Online Tactical Arena
- FPS First-person shooting game
- TPS Third-person shooting games
- TPS TPS
- Action Game ACT
- Embodiments of the present disclosure at least provide a character control method, a terminal, a device, and a storage medium.
- An embodiment of the present disclosure provides a character control method, which is applied to a terminal provided with a graphical user interface, and the method includes:
- controlling the first virtual character to enter a target fusion area In response to a user's first preset operation on the first virtual character, controlling the first virtual character to enter a target fusion area, wherein the target fusion area includes the first The fusion area and the second fusion area constructed by the characters in the game playing scene;
- the first virtual character When the first virtual character is located in the target fusion area, control the first virtual character to be in the first display state, and obtain a character gain matching the target fusion area, wherein the first virtual The character visibility when the character is in the first display state is lower than the character visibility when the first virtual character is in the second display state, and the second display state is that the first virtual character is in the game pair
- the display state of other areas in the local scene except the target fusion area, the role visibility of the first virtual character when it is in the first display state has a greater impact on the second virtual character in the target fusion area
- the character is the same as the second virtual character in the other area.
- An embodiment of the present disclosure also provides a terminal, the terminal is provided with a graphical user interface, and the terminal includes:
- a display module configured to display the game playing scene and the first virtual character and at least one second virtual character in the game playing scene in the graphical user interface
- the user controls the first virtual character to enter the target fusion area in response to the user's first preset operation on the first virtual character, wherein the target fusion area includes The first fusion area in the scene and the second fusion area built by the character in the game match scene;
- a state control module configured to control the first virtual character to be in a first display state when the first virtual character is located in the target fusion area, and obtain a character gain matching the target fusion area, wherein , the character visibility of the first virtual character in the first display state is lower than the character visibility of the first virtual character in the second display state, the second display state being the first virtual character
- the character is located in the display state of the game playing scene in areas other than the target fusion area, and the role visibility of the first virtual character when it is in the first display state is relatively large in the target fusion area
- the second virtual character in is the same as the second virtual character in the other area.
- An embodiment of the present disclosure also provides a computer device, including: a processor, a memory, and a bus, the memory stores machine-readable instructions executable by the processor, and when the computer device is running, the processor and the The memories communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the above character control method.
- An embodiment of the present disclosure also provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, the steps of the above character control method are executed.
- the role control method, terminal, device, and storage medium provided by the embodiments of the present disclosure, by displaying the game match scene and the first virtual character and at least one second virtual character in the game match scene in the graphical user interface Character; in response to the user's first preset operation on the first virtual character, control the first virtual character to enter the target fusion area, wherein the target fusion area includes the preset in the game match scene The first fusion area and the second fusion area built by the character in the game match scene; when the first virtual character is located in the target fusion area, control the first virtual character to be in the first display state , and obtain the character gain matching the target fusion area, wherein the character visibility of the first virtual character in the first display state is lower than that of the first virtual character in the second display state Visibility, the second display state is a display state in which the first virtual character is located in an area other than the target fusion area in the game match scene, and the first virtual character is in the second display state The visibility of the character in a display state is the same for the second virtual
- characters can enter to achieve low-visibility display and obtain corresponding gains, which can not only reduce the calculation of data and resources when the game content is presented. , reduce the workload and calculation pressure of the terminal, and can also increase the fun of the game, which is conducive to increasing the user's interest and enthusiasm in the game, and helps to improve the user experience.
- FIG. 1 is a flowchart of a character control method provided by an embodiment of the present disclosure
- Fig. 2 is one of the schematic diagrams of a game playing scene
- Fig. 3 is one of the schematic diagrams of a game playing scene
- FIG. 4 is a flow chart of another character control method provided by an embodiment of the present disclosure.
- Fig. 5 is one of the schematic diagrams of a game playing scene
- FIG. 6 is one of the schematic diagrams of a character control method provided by an embodiment of the present disclosure.
- FIG. 7 is the second schematic diagram of a character control method provided by an embodiment of the present disclosure.
- Fig. 8 shows a schematic diagram of a computer device provided by an embodiment of the present disclosure.
- this disclosure provides a character control method.
- the pre-set and fusion area of character construction in the game can be entered by the character to achieve low-visibility display and obtain corresponding gains.
- It can reduce the calculation amount of data and resources when the game content is presented, reduce the workload and calculation pressure of the terminal, and increase the fun of the game, which is conducive to increasing the user's interest and enthusiasm in the game, and helps to improve the user experience.
- the execution subject of the character control method provided in the embodiments of the present disclosure is generally a computer device with certain computing capabilities.
- the computer The equipment includes, for example: terminal equipment or server or other processing equipment, and the terminal equipment can be user equipment (User Equipment, UE), mobile equipment, user terminal, terminal, cellular phone, cordless phone, personal digital assistant (Personal Digital Assistant, PDA) , handheld devices, computing devices, vehicle-mounted devices, wearable devices, etc.
- the character control method may be implemented by a processor invoking computer-readable instructions stored in a memory.
- FIG. 1 is a flowchart of a character control method provided by an embodiment of the present disclosure. As shown in FIG. 1, the character control method provided by the embodiment of the present disclosure is applied to a terminal provided with a graphical user interface, and the method includes:
- S101 Displaying a game playing scene and a first virtual character and at least one second virtual character in the game playing scene in the graphical user interface.
- a graphical user interface can be displayed on the display screen of the terminal, and a game playing scene, and the first virtual character and at least one second virtual character in the game playing scene can be displayed in the graphical user interface .
- the first virtual character is a character controlled by a user
- the second virtual character may be a character controlled by a user or a character controlled by a system, such as a system character or an NPC in a game.
- the game to which the game match scene belongs can be an action game (Action Game, ACT), a role-playing game (Role-playing Game, RPG), a first-person shooter game (First Personal Shooting Game, FPS), Third-person shooting game (Third Personal Shooting Game, TPS), real-time strategy game (Real-Time Strategy Game, RTS), simulation strategy game (Simulation Game, SLG), multiplayer online battle arena (MOBA) And Massive Multiplayer Online Role-Playing Game (Massive Multiplayer Online Role-Playing Game, MMORPG), etc., are not listed here.
- FIG. 2 is one of the schematic diagrams of a game playing scene. As shown in FIG. 2, the game playing scene can be displayed through the terminal, and the first virtual A character 210 and at least one second virtual character 220 .
- S102 In response to the user's first preset operation on the first virtual character, control the first virtual character to enter a target fusion area, wherein the target fusion area includes The first fusion area and the second fusion area built by the characters in the game match scene.
- the user can control the first virtual character to act in the game match scene, and when the user applies a first preset operation to the first virtual character, the user can respond to the first preset operation. Assume that the operation is to control the first virtual character to enter the target fusion area.
- the first preset operation may be an operation to control the movement of the first virtual character, for example, in the game match scene, the user applies the first virtual operation to the first virtual character, To control the first virtual character to move in the game match scene, when the first virtual character moves to the target fusion area, continue to control the first virtual character through the first preset operation Entering the target fusion area may also be an operation only for controlling the first virtual character to enter the target fusion area, for example, the user applies an operation to the first virtual character to control the movement of the first virtual character , and then when moving to the vicinity of the target fusion area, the first preset operation needs to be applied to control the first virtual character to enter the target fusion area.
- the target fusion area includes a first fusion area preset in the game playing scene and a second fusion area built by characters in the game playing scene.
- the target fusion area may include a target fusion material, that is, the target fusion area may be at least partially formed by the target fusion material, thereby forming a functional area.
- the properties of the target fusion material are different, which can bring different effects to the target fusion area, that is, adding different gain effect buffs and/or negative effect debuffs to the character.
- a target fusion prop containing the target fusion material can be set for the character to pick up, so that according to the needs of the game, the target fusion prop can be used to build the second fusion area by itself.
- the method also includes:
- the target fusion item can be obtained under the control of the second preset operation imposed by the user, or the first virtual character can be obtained after corresponding conditions are met under the control of the second preset operation imposed by the user, For example, by completing corresponding tasks, etc., the target fusion item can be obtained.
- the material of the target fusion prop is the target fusion material.
- FIG. 3 is one of the schematic diagrams of a game playing scene.
- the target fusion material is formed.
- a target fusion prop 240 also formed by the target fusion material can also be set.
- the target fusion prop 240 is obtained by means of the method.
- the first virtual character when the first virtual character is controlled to enter the target fusion area and is located in the target fusion area, the first virtual character can be controlled from other areas in the game match scene.
- the second display state of the target is switched to the first display state in the target fusion area, and according to the properties and other characteristics of the target fusion material in the target fusion area, a matching character gain can be obtained, such as increasing movement buffs such as speed and rapid recovery of blood volume, and debuffs such as debuffs such as speed reduction caused by entering the target fusion area and changing the character to stealth mode.
- the character visibility of the first virtual character when it is in the first display state is lower than the character visibility when the first virtual character is in the second display state
- the second display state is the first
- the virtual character is located in the display state of the game playing scene in other areas except the target fusion area, and the role visibility of the first virtual character when it is in the first display state is relatively large for the target fusion area
- the second virtual character in is the same as the second virtual character in the other areas.
- the fact that the first virtual character is located in the target fusion area may mean that the first virtual character has completely entered the target fusion area, or that the first virtual character is fused with the target. There is partial contact in the area, for example, a foot steps into the target fusion area, or some objects in the target fusion area are touched.
- step S103 includes:
- the first virtual character When the first virtual character is controlled to move to the target fusion area in response to the first preset operation, and the first virtual character is in at least partial contact with the target fusion area, control the first virtual character The character is in the first display state, and obtains the character gain matching the target fusion area.
- control the first virtual character to move to the target fusion area after controlling the first virtual character to move to the target fusion area in response to the first preset operation, and after the first virtual character completely enters the target fusion area, control the first virtual character to move to the target fusion area.
- the character is in the first display state, and obtains the character gain matching the target fusion area.
- the character control method provided by the embodiment of the present disclosure provides a brand new way of playing. Through the pre-set and/or character-built fusion area in the game, the character can enter to achieve low-visibility display and obtain corresponding gains, which can reduce game play.
- the calculation of data and resources during content presentation reduces the workload and calculation pressure of the terminal, and can also increase the fun of the game, which is conducive to increasing the user's interest and enthusiasm in the game, and helps to improve the user experience.
- FIG. 4 is a flow chart of another character control method provided by an embodiment of the present disclosure. As shown in FIG. 4, the character control method provided by the embodiment of the present disclosure is applied to a terminal provided with a graphical user interface, and the method includes:
- S401 Display a game match scene and a first virtual character and at least one second virtual character in the game match scene in the graphical user interface.
- the first virtual character After the first virtual character acquires the target fusion item in the game match scene, the first virtual character possesses the target fusion item.
- the first A virtual character can use the target fusion props to build a fusion building in the game match scene under the control of the third preset operation applied by the user, and the area occupied by the built fusion building is A second fusion area built by the character in the game match scene, the second fusion area includes the area occupied by the fusion building.
- the fusion building constructed may be a path to a certain place, or may be used as a cover for the first virtual character to cover.
- S403 In response to the user's first preset operation on the first virtual character, control the first virtual character to enter a target fusion area, where the target fusion area includes The first fusion area and the second fusion area built by the characters in the game match scene.
- step S401, step S403 and step S404 can refer to the description of step S101 to step S103, and can achieve the same technical effect and solve the same technical problem, and will not be repeated here.
- step S404 includes:
- the first virtual character When the first virtual character is located in the target fusion area, detect whether the first virtual character satisfies the state transition condition matching the target fusion area; if the first virtual character satisfies the state transition condition, controlling the first virtual character to be in the first display state, and obtaining a character gain matching the target fusion area.
- a corresponding detection can be set for the first virtual character to Detecting whether the first virtual character satisfies the state transition condition matching the target fusion area, and if so, controlling the first virtual character to be in the first display state and obtaining character gains.
- the first virtual character satisfies the state transition condition through the following steps:
- the state transition condition If the first virtual character satisfies at least one of the following conditions, it is determined that the first virtual character satisfies the state transition condition:
- the first virtual character carries a target prop matching the target fusion area; the first virtual character completes the target task matching the target fusion area; the game progress of the first virtual character reaches the Target progress for target fusion zone matching.
- the target prop matching the target fusion area may refer to the target fusion prop, or other props including the target fusion material.
- the first virtual character enters the first display state when the display state of the character changes, that is, the visibility of the character decreases, it may be only for the hostile virtual character.
- the avatar for the friendly side may not change, or the avatar for the friendly avatar and the avatar of the hostile avatar are both less visible, but the avatar for the friendly avatar is visible sexuality is slightly higher than the role visibility for hostile virtual characters, so as to distinguish.
- step S404 includes:
- the first avatar When the first avatar is located in the target fusion area, determine a target avatar in the at least one second avatar that is in a hostile relationship with the first avatar;
- a target virtual character in a hostile relationship may be determined among the at least one second virtual character, and when the first virtual character is located in the target fusion area, control the first virtual character to be in the the first display state, and obtain a character gain matching the target fusion area, so that when the first virtual character is in the first display state, the visibility for the target virtual character is lower than that for the at least one first virtual character Visibility of other avatars in the two avatars except the target avatar.
- the other virtual character may be a virtual character in a friendly relationship with the first virtual character, such as teammates, friends, or a virtual character in a neutral state, such as a system character in a game, an NPC, and the like.
- the role visibility of the target virtual character may be zero, so that the first virtual character enters the target fusion After the area, you can achieve hidden effects such as invisibility.
- step S404 includes:
- the first virtual character owns the target fusion prop, responding to the user's application of the first virtual character to control the first virtual character to move to the target game scene A fourth preset operation at the target position, detecting whether the first virtual character can move to the target position;
- the first virtual character cannot move to the target position, in response to a third preset operation imposed by the user on the first virtual character, control the first virtual character to use the target fusion props to build a fusion building ;
- control the first virtual character When the first virtual character is located in the fusion building, control the first virtual character to be in the first display state, and control the first virtual character to move along the fusion building to the target Location.
- the first virtual character when the user applies a fourth preset operation to the first virtual character and wants to control the first virtual character to move to a target position in the game scene, the first virtual character can be detected. Whether the virtual character can move to the target position under the current scene content, if not, the user can apply the third preset operation to the first virtual character to control the first virtual character to use the
- the target fusion props are used to build a fusion building, such as building a wall, a ladder, etc., so that after the construction of the fusion building is completed, the first virtual character can be controlled to move along the fusion building to the corresponding
- the target position such as a wall
- the first virtual character can be controlled to climb the wall, and when the first virtual character is located in the fusion building, the first virtual character can be controlled In the first display state.
- the first virtual character is located in the fusion building, which is the same as the case where the first virtual character is located in the target fusion area, that is, it can be fully entered or partially touched, and will not be described here.
- FIG. 5 is one of the schematic diagrams of a game playing scene.
- the first virtual character 210 when the first virtual character 210 is controlled by the user and wants to go to the target position 250 , because the target position 250 is at the top of the pillar, and the height is higher than the jumping or climbing height of the first virtual character 210, the first virtual character 210 cannot reach the target position 250.
- the first virtual character 210 has the target fusion prop 240
- a wall ladder 260 in a step state can be built on the side of the wall under the target position 250, the first virtual character 210 can reach the target position 250 by climbing the wall ladder 260, and, when the first virtual character 210 touches When the wall ladder 260 is used, it can also enter the first display state.
- the character control method provided by the embodiments of the present disclosure provides a brand new way of playing. Through the fusion area preset in the game, or the character builds the fusion area by acquiring props in the game, the character can enter to achieve low-visibility display and Obtaining the corresponding gains can reduce the amount of data and resource calculations when the game content is presented, reduce the workload and calculation pressure of the terminal, and increase the fun of the game, which is conducive to increasing the user's interest and enthusiasm in the game and improving the user experience.
- 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 a terminal corresponding to the character control method. Since the problem-solving principle of the device in the embodiment of the present disclosure is similar to the above-mentioned character control method in the embodiment of the present disclosure, the implementation of the device can be found in The implementation of the method will not be described repeatedly.
- FIG. 6 is the first schematic diagram of a character control method provided by an embodiment of the present disclosure
- FIG. 7 is the second schematic diagram of a character control method provided by an embodiment of the present disclosure.
- the terminal 600 provided in the embodiment of the present disclosure is provided with a graphical user interface, and the terminal includes:
- a display module 610 configured to display a game playing scene and the first virtual character and at least one second virtual character in the game playing scene in the graphical user interface;
- Character control module 620 the user controls the first virtual character to enter the target fusion area in response to the user's first preset operation on the first virtual character, wherein the target fusion area includes The first fusion area in the game scene and the second fusion area built by the character in the game match scene;
- a state control module 630 configured to control the first virtual character to be in a first display state when the first virtual character is located in the target fusion area, and obtain a character gain matching the target fusion area, wherein, the character visibility of the first virtual character when it is in the first display state is lower than the character visibility when the first virtual character is in the second display state, and the second display state is the first
- the virtual character is located in the display state of the game playing scene in other areas except the target fusion area, and the role visibility of the first virtual character when it is in the first display state is relatively large for the target fusion area
- the second virtual character in is the same as the second virtual character in the other areas.
- the state control module 630 is specifically configured to:
- the state control module 630 is configured to determine that the first virtual character satisfies the state transition condition through the following steps:
- the state transition condition If the first virtual character satisfies at least one of the following conditions, it is determined that the first virtual character satisfies the state transition condition:
- the first virtual character carries a target prop matching the target fusion area; the first virtual character completes the target task matching the target fusion area; the game progress of the first virtual character reaches the Target progress for target fusion zone matching.
- the state control module 630 is used for:
- the first avatar When the first avatar is located in the target fusion area, determine a target avatar in the at least one second avatar that is in a hostile relationship with the first avatar;
- the state control module 630 is used for:
- the first virtual character When the first virtual character is controlled to move to the target fusion area in response to the first preset operation, and the first virtual character is in at least partial contact with the target fusion area, control the first virtual character The character is in the first display state, and obtains a character gain matching the target fusion area; or
- the target fusion area includes a target fusion material
- the terminal also includes an item acquisition module 640, and the item acquisition module 640 is used for:
- the terminal also has an area construction module 650, and the area construction module 650 is used for:
- the first virtual character owns the target fusion prop
- control the first virtual character in response to a third preset operation performed by the user on the first virtual character, control the first virtual character to use the target fusion prop to build fusion A building, wherein the second fusion area includes the area occupied by the fusion building.
- the area construction module 650 is specifically used for:
- the first virtual character owns the target fusion prop, responding to the user's application of the first virtual character to the first virtual character for controlling the first virtual character to move to the target game scene A fourth preset operation at the target position, detecting whether the first virtual character can move to the target position;
- the first virtual character cannot move to the target position, in response to a third preset operation imposed by the user on the first virtual character, control the first virtual character to use the target fusion props to build a fusion building ;
- control the first virtual character to be in the first display state obtain a character gain matching the target fusion area, and control the first virtual character to The character moves along the fused building to the target location.
- the terminal provided by the embodiments of the present disclosure provides a brand new way of playing.
- the character Through the fusion area preset in the game and/or built by the character, the character can enter to achieve low-visibility display and obtain corresponding gains, which can reduce the presentation of game content.
- the calculation amount of real-time data and resources can reduce the workload and calculation pressure of the terminal, and can also increase the fun of the game, which is conducive to increasing the user's interest and enthusiasm in the game, and helps to improve the user experience.
- the embodiment of the present disclosure also provides a computer device 800 , as shown in FIG. 8 , which is a schematic structural diagram of the computer device 800 provided by the embodiment of the present disclosure, including: a processor 810 , a memory 820 , and a bus 830 .
- the memory 820 stores machine-readable instructions executable by the processor 810.
- the processor 810 communicates with the memory 820 through a bus 830, and the machine-readable instructions are executed by When executed, the processor 810 executes the steps of the character control method as shown in FIG. 1 and FIG. 4 .
- 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 character control method described in the foregoing method embodiments are executed.
- the storage medium may be a volatile or non-volatile computer-readable storage medium.
- Embodiments of the present disclosure also provide 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 character 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.
- the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or may be distributed to multiple network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
- each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, each unit may exist separately physically, or two or more units may be integrated into one unit.
- the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor.
- the technical solution of the present disclosure is essentially or the part that contributes to the prior art or the part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including Several instructions are used to make a computer device (which may be a personal computer, a server, or a network device, etc.) execute all or part of the steps of the methods described in various embodiments of the present disclosure.
- the aforementioned storage media include: U disk, mobile hard disk, read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disc and other media that can store program codes. .
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Abstract
本公开提供了一种角色控制方法、终端、设备及存储介质,提供全新的玩法,通过在游戏中预先设置以及角色建造的融合区域,可以供角色进入,以实现低可见性的显示和获取相应增益,不仅可以减少游戏内容呈现时数据和资源的计算量,减轻终端的工作量和计算压力,还可以增加游戏乐趣,有利于增加用户的游戏兴趣和积极性,有助于提高用户体验。
Description
相关申请的交叉引用
本申请基于申请号为202110789745.0、申请日为2021年07月13日,名称为“一种角色控制方法、终端、设备及存储介质”的中国专利申请提出,并要求该中国专利申请的优先权,该中国专利申请的全部内容在此引入本申请作为参考。
本公开涉及游戏技术领域,具体而言,涉及一种角色控制方法、终端、设备及存储介质。
随着社会的发展和科技的进步,人们的物质生活得到了极大的满足,随之而来的是人们在精神生活的方面的需求日益提高,游戏成为了人们工作之余,休息娱乐的选择方式之一。游戏已经从单机游戏,逐渐发展可以互动和社交的网络游戏,例如现在发展已经比较成熟的大型多人在线角色扮演游戏(Massive Multiplayer Online Role-Playing Game,MMORPG)、多人在线战术竞技游戏(Multiplayer Online Battle Arena,MOBA)以及动作游戏(Action Game,ACT)中的第一人称射击类游戏(First-person shooting game,FPS)和第三人称射击游戏(Third-Personal Shooting,TPS)等。
但是,现有的玩法和方式等大致相同,用户的游戏积极性差,体验不佳,而且在游戏场景和游戏内容快速变化的游戏进程中,需要快速和大量的资源计算,游戏压力大。
发明内容
本公开实施例至少提供一种角色控制方法、终端、设备及存储介质。
本公开实施例提供了一种角色控制方法,应用于提供有图形用户界面的终端,所述方法包括:
在所述图形用户界面中显示游戏对局场景和处于所述游戏对局场景中的第一虚拟角色和至少一个第二虚拟角色;
响应于用户针对所述第一虚拟角色的第一预设操作,控制所述第一虚拟角色进入目 标融合区域,其中,所述目标融合区域包括预先设置于所述游戏对局场景中的第一融合区域以及角色在所述游戏对局场景中建造的第二融合区域;
在所述第一虚拟角色位于所述目标融合区域的情况下,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益,其中,所述第一虚拟角色处于所述第一显示状态时的角色可见性低于所述第一虚拟角色处于第二显示状态时的角色可见性,所述第二显示状态为所述第一虚拟角色位于所述游戏对局场景中除所述目标融合区域之外的其他区域中的显示状态,所述第一虚拟角色处于所述第一显示状态时的角色可见性对于所述目标融合区域中的所述第二虚拟角色和所述其他区域中的所述第二虚拟角色相同。
本公开实施例还提供一种终端,所述终端上提供有图形用户界面,所述终端包括:
显示模块,用于在所述图形用户界面中显示游戏对局场景和处于所述游戏对局场景中的第一虚拟角色和至少一个第二虚拟角色;
角色控制模块,用户响应于用户针对所述第一虚拟角色的第一预设操作,控制所述第一虚拟角色进入目标融合区域,其中,所述目标融合区域包括预先设置于所述游戏对局场景中的第一融合区域以及角色在所述游戏对局场景中建造的第二融合区域;
状态控制模块,用于在所述第一虚拟角色位于所述目标融合区域的情况下,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益,其中,所述第一虚拟角色处于所述第一显示状态时的角色可见性低于所述第一虚拟角色处于第二显示状态时的角色可见性,所述第二显示状态为所述第一虚拟角色位于所述游戏对局场景中除所述目标融合区域之外的其他区域中的显示状态,所述第一虚拟角色处于所述第一显示状态时的角色可见性对于所述目标融合区域中的所述第二虚拟角色和所述其他区域中的所述第二虚拟角色相同。
本公开实施例还提供一种计算机设备,包括:处理器、存储器和总线,所述存储器存储有所述处理器可执行的机器可读指令,当计算机设备运行时,所述处理器与所述存储器之间通过总线通信,所述机器可读指令被所述处理器执行时执行上述的角色控制方法的步骤。
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的角色控制方法的步骤。
本公开实施例提供的角色控制方法、终端、设备及存储介质,通过在所述图形用户界面中显示游戏对局场景和处于所述游戏对局场景中的第一虚拟角色和至少一个第二虚拟角色;响应于用户针对所述第一虚拟角色的第一预设操作,控制所述第一虚拟角色进入目标融合区域,其中,所述目标融合区域包括预先设置于所述游戏对局场景中的第一融合区域以及角色在所述游戏对局场景中建造的第二融合区域;在所述第一虚拟角色 位于所述目标融合区域的情况下,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益,其中,所述第一虚拟角色处于所述第一显示状态时的角色可见性低于所述第一虚拟角色处于第二显示状态时的角色可见性,所述第二显示状态为所述第一虚拟角色位于所述游戏对局场景中除所述目标融合区域之外的其他区域中的显示状态,所述第一虚拟角色处于所述第一显示状态时的角色可见性对于所述目标融合区域中的所述第二虚拟角色和所述其他区域中的所述第二虚拟角色相同。
这样,提供全新的玩法,通过在游戏中预先设置以及角色建造的融合区域,可以供角色进入,以实现低可见性的显示和获取相应增益,不仅可以减少游戏内容呈现时数据和资源的计算量,减轻终端的工作量和计算压力,还可以增加游戏乐趣,有利于增加用户的游戏兴趣和积极性,有助于提高用户体验。
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。
为了更清楚地说明本公开实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,此处的附图被并入说明书中并构成本说明书中的一部分,这些附图示出了符合本公开的实施例,并与说明书一起用于说明本公开的技术方案。应当理解,以下附图仅示出了本公开的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。
图1为本公开实施例提供的一种角色控制方法的流程图;
图2为一种游戏对局场景的示意图之一;
图3为一种游戏对局场景的示意图之一;
图4为本公开实施例提供的另一种角色控制方法的流程图;
图5为一种游戏对局场景的示意图之一;
图6为本公开实施例提供的一种角色控制方法的示意图之一;
图7为本公开实施例提供的一种角色控制方法的示意图之二;
图8示出了本公开实施例所提供的一种计算机设备的示意图。
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。通常在此处附图中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,以下对在附图中提供的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。
经研究发现,随着人们的物质生活的提高,人们在精神生活的方面的需求也日益提高,游戏成为了人们工作之余,休息娱乐的选择方式之一。但是,现有的玩法和方式等大致相同,用户的游戏积极性差,体验不佳,而且在游戏场景和游戏内容快速变化的游戏进程中,需要快速和大量的资源计算,游戏压力大。
基于上述研究,本公开提供了一种角色控制方法,通过提供全新的玩法,在游戏中预先设置以及角色建造的融合区域,可以供角色进入,以实现低可见性的显示和获取相应增益,不仅可以减少游戏内容呈现时数据和资源的计算量,减轻终端的工作量和计算压力,还可以增加游戏乐趣,有利于增加用户的游戏兴趣和积极性,有助于提高用户体验。
针对以上方案所存在的缺陷,均是发明人在经过实践并仔细研究后得出的结果,因此,上述问题的发现过程以及下文中本公开针对上述问题所提出的解决方案,都应该是发明人在本公开过程中对本公开做出的贡献。
应注意到:相似的标号和字母在下面的附图中表示类似项,因此,一旦某一项在一个附图中被定义,则在随后的附图中不需要对其进行进一步定义和解释。
为便于对本实施例进行理解,首先对本公开实施例所公开的一种角色控制方法进行详细介绍,本公开实施例所提供的角色控制方法的执行主体一般为具有一定计算能力的计算机设备,该计算机设备例如包括:终端设备或服务器或其它处理设备,终端设备可以为用户设备(User Equipment,UE)、移动设备、用户终端、终端、蜂窝电话、无绳电话、个人数字助理(Personal Digital Assistant,PDA)、手持设备、计算设备、车载设备、可穿戴设备等。在一些可能的实现方式中,该角色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。
下面以执行主体为终端为例对本公开实施例提供的角色控制方法加以说明。
请参阅图1,图1为本公开实施例提供的一种角色控制方法的流程图。如图1中所示,本公开实施例提供的角色控制方法应用于提供有图形用户界面的终端,所述方法包括:
S101:在所述图形用户界面中显示游戏对局场景和处于所述游戏对局场景中的第一虚拟角色和至少一个第二虚拟角色。
该步骤中,可以通过终端的显示屏显示图形用户界面,并在所述图形用户界面中展示游戏对局场景,以及处于所述游戏对局场景中的第一虚拟角色和至少一个第二虚拟角色。
其中,所述第一虚拟角色为用户操控的角色,所述第二虚拟角色可以为用户操控的角色,也可以是系统操控的角色,例如游戏中的系统角色或者NPC等。
其中,所述游戏对局场景所属的游戏,其类型可以为动作游戏(Action Game,ACT)、角色扮演游戏(Role-playing Game,RPG)、第一人称射击游戏(First Personal Shooting Game,FPS)、第三人称射击游戏(Third Personal Shooting Game,TPS)、即时战略游戏(Real-Time Strategy Game,RTS)、模拟策略游戏(Simulation Game,SLG)、多人在线战术竞技游戏(Multiplayer online battle arena,MOBA)以及大型多人在线角色扮演游戏(Massive Multiplayer Online Role-Playing Game,MMORPG)等,在此不一一列举。
示例性的,请参阅图2,图2为一种游戏对局场景的示意图之一,如图2中所示,可以通过终端展示游戏对局场景,并在游戏对局场景中显示第一虚拟角色210和至少一个第二虚拟角色220。
S102:响应于用户针对所述第一虚拟角色的第一预设操作,控制所述第一虚拟角色进入目标融合区域,其中,所述目标融合区域包括预先设置于所述游戏对局场景中的第一融合区域以及角色在所述游戏对局场景中建造的第二融合区域。
该步骤中,用户可以控制所述第一虚拟角色在所述游戏对局场景中行动,在用户针对所述第一虚拟角色施加第一预设操作的情况下,可以响应于所述第一预设操作,控制所述第一虚拟角色进入目标融合区域。
其中,所述第一预设操作,可以为控制所述第一虚拟角色移动的操作,例如在所述游戏对局场景中,用户通过针对所述第一虚拟角色施加所述第一虚拟操作,以控制所述第一虚拟角色在所述游戏对局场景中移动,在所述第一虚拟角色移动到所述目标融合区域处时,继续通过所述第一预设操作控制所述第一虚拟角色进入所述目标融合区域,也可以是仅针对控制所述第一虚拟角色进入所述目标融合区域的操作,例如用户针对所述第一虚拟角色施加用于控制所述第一虚拟角色移动的操作,然后在移动至所述目标融合区域附近时,需要施加所述第一预设操作,以控制所述第一虚拟角色进入所述目标融合区域。
其中,所述目标融合区域包括预先设置于所述游戏对局场景中的第一融合区域以及角色在所述游戏对局场景中建造的第二融合区域。
在所述游戏对局场景中,所述目标融合区域中可以包括目标融合材质,即所述目标融合区域可以至少部分由所述目标融合材质形成,以此形成具有功能性的区域。相应的,在实际应用中,所述目标融合材质的属性不同,可以为所述目标融合区域带来不同的效 果,即为角色增加不同的增益效果的buff和/或负面效果的debuff。
相应的,在所述游戏对局场景中,可以设置有包含所述目标融合材质的目标融合道具,以供角色可以拾取,从而根据游戏需要,使用所述目标融合道具自行建造第二融合区域。
具体的,在一种可能的实施方式中,所述方法还包括:
所述第一虚拟角色在所述目标游戏对局场景中移动的过程中,响应于用户针对所述第一虚拟角色的第二预设操作,控制所述第一虚拟角色获取所述目标游戏对局场景中的目标融合道具,其中,所述目标融合道具的材质为所述目标融合材质。
该步骤中,针对所述目标游戏对局场景中设置的所述目标融合道具,所述第一虚拟角色在所述目标游戏对局场景中移动的过程中,如果移动至所述目标融合道具的附近,可以在用户施加的第二预设操作的控制下,获取所述目标融合道具,或者所述第一虚拟角色可以在用户施加的所述第二预设操作的控制下,达成相应条件后,例如完成相应任务等,可以获取所述目标融合道具。
其中,所述目标融合道具的材质为所述目标融合材质。
示例性的,请同时参阅图3,图3为一种游戏对局场景的示意图之一,如图3中所示,在游戏对局场景中可以显示目标融合区域230,目标融合区域230是由目标融合材质形成的,相应的,在游戏对局场景中,还可以设置有同样由目标融合材质形成的目标融合道具240,第一虚拟角色210在游戏场景中行动的过程中,可以通过拾取等方式获取到目标融合道具240。
S103:在所述第一虚拟角色位于所述目标融合区域的情况下,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益,。
该步骤中,在所述第一虚拟角色被控制进入所述目标融合区域,位于所述目标融合区域的情况下,可以控制所述第一虚拟角色从所述游戏对局场景中的其他区域中的第二显示状态切换至在所述目标融合区域中的第一显示状态,并且可以根据所述目标融合区域中的所述目标融合材质的属性等特性,获取相匹配的角色增益,例如增加移动速度、快速回复血量等buff,再例如由于进入所述目标融合区域,角色变为潜行模式而导致的速度降低等debuff。
其中,所述第一虚拟角色处于所述第一显示状态时的角色可见性低于所述第一虚拟角色处于第二显示状态时的角色可见性,所述第二显示状态为所述第一虚拟角色位于所述游戏对局场景中除所述目标融合区域之外的其他区域中的显示状态,所述第一虚拟角色处于所述第一显示状态时的角色可见性对于所述目标融合区域中的所述第二虚拟角色和所述其他区域中的所述第二虚拟角色相同。
进一步的,所述第一虚拟角色位于所述目标融合区域,可以是指所述第一虚拟角色 完全进入到所述目标融合区域中,也可以是指所述第一虚拟角色与所述目标融合区域有部分的接触,例如一只脚踏进了目标融合区域中,或者收触摸到了目标融合区域中的某些物体等。
具体的,在一些可能的实施方式中,步骤S103包括:
在响应于所述第一预设操作控制所述第一虚拟角色移动至所述目标融合区域,并且所述第一虚拟角色与所述目标融合区域有至少部分接触时,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益。
或者,在响应于所述第一预设操作控制所述第一虚拟角色移动至所述目标融合区域,并且所述第一虚拟角色完全进入所述目标融合区域中之后,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益。
本公开实施例提供的角色控制方法,提供全新的玩法,通过在游戏中预先设置和/或角色建造的融合区域,可以供角色进入,以实现低可见性的显示和获取相应增益,可以减少游戏内容呈现时数据和资源的计算量,减轻终端的工作量和计算压力,还可以增加游戏乐趣,有利于增加用户的游戏兴趣和积极性,有助于提高用户体验。
请参阅图4,图4为本公开实施例提供的另一种角色控制方法的流程图。如图4中所示,本公开实施例提供的角色控制方法应用于提供有图形用户界面的终端,所述方法包括:
S401:在所述图形用户界面中显示游戏对局场景和处于所述游戏对局场景中的第一虚拟角色和至少一个第二虚拟角色。
S402:在所述第一虚拟角色拥有所述目标融合道具的情况下,响应于用户针对所述第一虚拟角色施加的第三预设操作,控制所述第一虚拟角色使用所述目标融合道具搭建融合建筑物,其中,所述第二融合区域包括所述融合建筑物所占的区域。
该步骤中,所述第一虚拟角色所述游戏对局场景中获取到所述目标融合道具后,所述第一虚拟角色即拥有了所述目标融合道具,在这种情况下,所述第一虚拟角色可以在用户施加的第三预设操作的控制下,在所述游戏对局场景中使用所述目标融合道具搭建融合建筑物,搭建的所述融合建筑物所占据的区域,即为角色在所述游戏对局场景中建造的第二融合区域,所述第二融合区域包括所述融合建筑物所占的区域。
其中,搭建的融合建筑物,可以是用来去往某个地方的路径,也可以是用来作为掩体,以供所述第一虚拟角色进行掩蔽。
S403:响应于用户针对所述第一虚拟角色的第一预设操作,控制所述第一虚拟角色进入目标融合区域,其中,所述目标融合区域包括预先设置于所述游戏对局场景中的第一融合区域以及角色在所述游戏对局场景中建造的第二融合区域。
S404:在所述第一虚拟角色位于所述目标融合区域的情况下,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益,。
其中,步骤S401、步骤S403和步骤S404的描述,可以参照步骤S101至步骤S103的描述,并且可以达到相同的技术效果和解决相同的技术问题,在此不做赘述。
在一种可能的实施方式中,步骤S404包括:
在所述第一虚拟角色位于所述目标融合区域的情况下,检测所述第一虚拟角色是否满足与所述目标融合区域匹配的状态变换条件;若所述第一虚拟角色满足所述状态变换条件,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益。
该步骤中,对于所述第一虚拟角色进入所述目标融合区域的情况下,是否可以进入所述第一显示状态,以及获取角色增益,可以针对所述第一虚拟角色设置相应的检测,以检测所述第一虚拟角色是否满足与所述目标融合区域匹配的状态变换条件,如果满足的话,可以控制所述第一虚拟角色处于第一显示状态,并获取角色增益。
具体的,在一些可能的实施方式中,可以通过以下步骤确定所述第一虚拟角色满足所述状态变换条件:
若所述第一虚拟角色满足以下条件中的至少一个,确定所述第一虚拟角色满足所述状态变换条件:
所述第一虚拟角色携带有与所述目标融合区域匹配的目标道具;所述第一虚角色完成与所述目标融合区域匹配的目标任务;所述第一虚拟角色的游戏进度达到与所述目标融合区域匹配的目标进度。
其中,与所述目标融合区域匹配的目标道具,可以是指所述目标融合道具,也可以是其他的包含有所述目标融合材质的道具。
相应的,在一些可能的实施方式中,对于所述第一虚拟角色进入所述第一显示状态,角色的显示状态发生变化时,即角色可见性降低,可以是只针对于敌对的虚拟角色,从而达到一定的伪装程度,而针对友方的虚拟角色可以不发生变化,也可以是针对友方的虚拟角色和敌对的虚拟角色的角色可见性均降低,但是针对友方的虚拟角色的角色可见性是比针对敌对的虚拟角色的角色可见性要略高一些的,以此进行区分。
具体的,步骤S404包括:
在所述第一虚拟角色位于所述目标融合区域的情况下,确定所述至少一个第二虚拟角色中与所述第一虚拟角色处于敌对关系的目标虚拟角色;
控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益,其中,所述第一虚拟角色处于所述第一显示状态时针对所述目标虚拟角色的可见 性低于针对所述至少一个第二虚拟角色中除所述目标虚拟角色之外的其他虚拟角色的可见性。
该步骤中,可以在所述至少一个第二虚拟角色中确定出处于敌对关系的目标虚拟角色,在所述第一虚拟角色位于所述目标融合区域的情况下,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益,使得所述第一虚拟角色处于所述第一显示状态时针对所述目标虚拟角色的可见性低于针对所述至少一个第二虚拟角色中除所述目标虚拟角色之外的其他虚拟角色的可见性。
其中,所述其他虚拟角色,可以为与所述第一虚拟角色处于友好关系的虚拟角色,例如队友、好友,或者是处于中立状态的虚拟角色,例如游戏中的系统角色、NPC等。
在一种具体的应用中,所述第一虚拟角色处于所述第一显示状态时针对所述目标虚拟角色的角色可见性可以为零,从而使得所述第一虚拟角色在进入所述目标融合区域后,可以实现隐身等隐匿效果。
在一些可能的实施方式中,步骤S404包括:
在所述第一虚拟角色拥有所述目标融合道具的情况下,响应于用户针对所述第一虚拟角色施加的、用于控制所述第一虚拟角色移动至所述标游戏对局场景中的目标位置处的第四预设操作,检测所述第一虚拟角色是否能够移动至所述目标位置;
若所述第一虚拟角色无法移动至所述目标位置,响应于用户针对所述第一虚拟角色施加的第三预设操作,控制所述第一虚拟角色使用所述目标融合道具搭建融合建筑物;
在所述第一虚拟角色位于所述融合建筑物的情况下,控制所述第一虚拟角色处于第一显示状态,并控制所述第一虚拟角色沿着所述融合建筑物移动至所述目标位置。
该步骤中,在用户针对所述第一虚拟角色施加第四预设操作,想要控制所述第一虚拟角色移动至所述游戏对局场景中的目标位置处时,可以检测所述第一虚拟角色在当前的场景内容下,是否能够移动至所述目标位置,如果不能的话,用户可以针对所述第一虚拟角色施加所述第三预设操作,来控制所述第一虚拟角色使用拥有的所述目标融合道具搭建融合建筑物,例如搭建墙体、阶梯等形式,从而在搭建所述融合建筑物完毕后,可以控制所述第一虚拟角色沿着所述融合建筑物,以对应的移动方式移动至所述目标位置,例如是墙体时,可以控制所述第一虚拟角色爬墙,并且在第一虚拟角色位于所述融合建筑物的情况下,可以控制所述第一虚拟角色处于第一显示状态。
其中,所述第一虚拟角色位于所述融合建筑物,与所述第一虚拟角色位于所述目标融合区域的情况相同,即完全进入或者部分接触均可,在此不做赘述。
示例性的,请同时参阅图5,图5为一种游戏对局场景的示意图之一,在游戏对局场景中,当第一虚拟角色210被用户控制,想要去往目标位置250处时,由于目标位置250处于柱子顶部位置,高度高于第一虚拟角色210的跳跃或者攀爬高度,第一虚拟角 色210无法到达目标位置250,此时,在第一虚拟角色210拥有目标融合道具240的情况下,可以在目标位置250下的墙体边搭建台阶状态的墙梯260,第一虚拟角色210可以通过攀爬墙梯260到达目标位置250处,并且,在第一虚拟角色210接触到墙梯260时,还可以进入第一显示状态。
本公开实施例提供的角色控制方法,提供全新的玩法,通过在游戏中预先设置的融合区域,或者角色通过在游戏中获取道具建造融合区域,可以供角色进入,以实现低可见性的显示和获取相应增益,可以减少游戏内容呈现时数据和资源的计算量,减轻终端的工作量和计算压力,还可以增加游戏乐趣,有利于增加用户的游戏兴趣和积极性,有助于提高用户体验。
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角色控制方法对应的终端,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角色控制方法相似,因此装置的实施可以参见方法的实施,重复之处不再赘述。
请参阅图6和图7,图6为本公开实施例提供的一种角色控制方法的示意图之一,图7为本公开实施例提供的一种角色控制方法的示意图之二。本公开实施例提供的终端600,提供有图形用户界面,所述终端包括:
显示模块610,用于在所述图形用户界面中显示游戏对局场景和处于所述游戏对局场景中的第一虚拟角色和至少一个第二虚拟角色;
角色控制模块620,用户响应于用户针对所述第一虚拟角色的第一预设操作,控制所述第一虚拟角色进入目标融合区域,其中,所述目标融合区域包括预先设置于所述游戏对局场景中的第一融合区域以及角色在所述游戏对局场景中建造的第二融合区域;
状态控制模块630,用于在所述第一虚拟角色位于所述目标融合区域的情况下,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益,其中,所述第一虚拟角色处于所述第一显示状态时的角色可见性低于所述第一虚拟角色处于第二显示状态时的角色可见性,所述第二显示状态为所述第一虚拟角色位于所述游戏对局场景中除所述目标融合区域之外的其他区域中的显示状态,所述第一虚拟角色处于所述第一显示状态时的角色可见性对于所述目标融合区域中的所述第二虚拟角色和所述其他区域中的所述第二虚拟角色相同。
一种可选的实施方式中,所述状态控制模块630具体用于:
在所述第一虚拟角色位于所述目标融合区域的情况下,检测所述第一虚拟角色是否满足与所述目标融合区域匹配的状态变换条件;
若所述第一虚拟角色满足所述状态变换条件,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益。
一种可选的实施方式中,所述状态控制模块630用于通过以下步骤确定所述第一虚拟角色满足所述状态变换条件:
若所述第一虚拟角色满足以下条件中的至少一个,确定所述第一虚拟角色满足所述状态变换条件:
所述第一虚拟角色携带有与所述目标融合区域匹配的目标道具;所述第一虚角色完成与所述目标融合区域匹配的目标任务;所述第一虚拟角色的游戏进度达到与所述目标融合区域匹配的目标进度。
一种可选的实施方式中,所述状态控制模块630用于:
在所述第一虚拟角色位于所述目标融合区域的情况下,确定所述至少一个第二虚拟角色中与所述第一虚拟角色处于敌对关系的目标虚拟角色;
控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益,其中,所述第一虚拟角色处于所述第一显示状态时针对所述目标虚拟角色的可见性低于针对所述至少一个第二虚拟角色中除所述目标虚拟角色之外的其他虚拟角色的可见性。
一种可选的实施方式中,所述状态控制模块630用于:
在响应于所述第一预设操作控制所述第一虚拟角色移动至所述目标融合区域,并且所述第一虚拟角色与所述目标融合区域有至少部分接触时,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益;或者
在响应于所述第一预设操作控制所述第一虚拟角色移动至所述目标融合区域,并且所述第一虚拟角色完全进入所述目标融合区域中之后,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益。
一种可选的实施方式中,如图7中所示,所述目标融合区域中包括目标融合材质,所述终端还道具获取模块640,所述道具获取模块640用于:
所述第一虚拟角色在所述目标游戏对局场景中移动的过程中,响应于用户针对所述第一虚拟角色的第二预设操作,控制所述第一虚拟角色获取所述目标游戏对局场景中的目标融合道具,其中,所述目标融合道具的材质为所述目标融合材质。
一种可选的实施方式中,如图7中所示,所述终端还区域建造模块650,所述区域建造模块650用于:
在所述第一虚拟角色拥有所述目标融合道具的情况下,响应于用户针对所述第一虚拟角色施加的第三预设操作,控制所述第一虚拟角色使用所述目标融合道具搭建融合建筑物,其中,所述第二融合区域包括所述融合建筑物所占的区域。
一种可选的实施方式中,所述区域建造模块650具体用于:
在所述第一虚拟角色拥有所述目标融合道具的情况下,响应于用户针对所述第一虚拟角色施加的、用于控制所述第一虚拟角色移动至所述标游戏对局场景中的目标位置处的第四预设操作,检测所述第一虚拟角色是否能够移动至所述目标位置;
若所述第一虚拟角色无法移动至所述目标位置,响应于用户针对所述第一虚拟角色施加的第三预设操作,控制所述第一虚拟角色使用所述目标融合道具搭建融合建筑物;
在所述第一虚拟角色位于所述融合建筑物的情况下,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益,并控制所述第一虚拟角色沿着所述融合建筑物移动至所述目标位置。
本公开实施例提供的终端,提供全新的玩法,通过在游戏中预先设置和/或角色建造的融合区域,可以供角色进入,以实现低可见性的显示和获取相应增益,可以减少游戏内容呈现时数据和资源的计算量,减轻终端的工作量和计算压力,还可以增加游戏乐趣,有利于增加用户的游戏兴趣和积极性,有助于提高用户体验。
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计算机设备800,如图8所示,为本公开实施例提供的计算机设备800结构示意图,包括:处理器810、存储器820、和总线830。所述存储器820存储有所述处理器810可执行的机器可读指令,当计算机设备800运行时,所述处理器810与所述存储器820之间通过总线830通信,所述机器可读指令被所述处理器810执行时执行如图1和图4中所示的角色控制方法的步骤。
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角色控制方法的步骤,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角色控制方法的步骤。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角色控制方法的步骤,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物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个处理器可执行的非易失的计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
最后应说明的是:以上所述实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应所述以权利要求的保护范围为准。
Claims (11)
- 一种角色控制方法,其特征在于,应用于提供有图形用户界面的终端,所述方法包括:在所述图形用户界面中显示游戏对局场景和处于所述游戏对局场景中的第一虚拟角色和至少一个第二虚拟角色;响应于用户针对所述第一虚拟角色的第一预设操作,控制所述第一虚拟角色进入目标融合区域,其中,所述目标融合区域包括预先设置于所述游戏对局场景中的第一融合区域以及角色在所述游戏对局场景中建造的第二融合区域;在所述第一虚拟角色位于所述目标融合区域的情况下,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益,其中,所述第一虚拟角色处于所述第一显示状态时的角色可见性低于所述第一虚拟角色处于第二显示状态时的角色可见性,所述第二显示状态为所述第一虚拟角色位于所述游戏对局场景中除所述目标融合区域之外的其他区域中的显示状态,所述第一虚拟角色处于所述第一显示状态时的角色可见性对于所述目标融合区域中的所述第二虚拟角色和所述其他区域中的所述第二虚拟角色相同。
- 根据权利要求1所述的方法,其特征在于,所述在所述第一虚拟角色位于所述目标融合区域的情况下,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益,包括:在所述第一虚拟角色位于所述目标融合区域的情况下,检测所述第一虚拟角色是否满足与所述目标融合区域匹配的状态变换条件;若所述第一虚拟角色满足所述状态变换条件,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益。
- 根据权利要求2所述的方法,其特征在于,确定所述第一虚拟角色满足所述状态变换条件的步骤,包括:若所述第一虚拟角色满足以下条件中的至少一个,确定所述第一虚拟角色满足所述状态变换条件:所述第一虚拟角色携带有与所述目标融合区域匹配的目标道具;所述第一虚角色完成与所述目标融合区域匹配的目标任务;所述第一虚拟角色的游戏进度达到与所述目标融合区域匹配的目标进度。
- 根据权利要求1所述的方法,其特征在于,所述在所述第一虚拟角色位于所述目标融合区域的情况下,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标 融合区域匹配的角色增益,包括:在所述第一虚拟角色位于所述目标融合区域的情况下,确定所述至少一个第二虚拟角色中与所述第一虚拟角色处于敌对关系的目标虚拟角色;控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益,其中,所述第一虚拟角色处于所述第一显示状态时针对所述目标虚拟角色的可见性低于针对所述至少一个第二虚拟角色中除所述目标虚拟角色之外的其他虚拟角色的可见性。
- 根据权利要求1所述的方法,其特征在于,所述在所述第一虚拟角色位于所述目标融合区域的情况下,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益,包括:在响应于所述第一预设操作控制所述第一虚拟角色移动至所述目标融合区域,并且所述第一虚拟角色与所述目标融合区域有至少部分接触时,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益;或者在响应于所述第一预设操作控制所述第一虚拟角色移动至所述目标融合区域,并且所述第一虚拟角色完全进入所述目标融合区域中之后,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益。
- 根据权利要求1所述的方法,其特征在于,所述目标融合区域中包括目标融合材质,所述在所述图形用户界面中显示目标游戏对局场景和处于所述目标游戏对局场景中的第一虚拟角色和至少一个第二虚拟角色之后,所述方法包括:所述第一虚拟角色在所述目标游戏对局场景中移动的过程中,响应于用户针对所述第一虚拟角色的第二预设操作,控制所述第一虚拟角色获取所述目标游戏对局场景中的目标融合道具,其中,所述目标融合道具的材质为所述目标融合材质。
- 根据权利要求6所述的方法,其特征在于,所述在所述图形用户界面中显示目标游戏对局场景和处于所述目标游戏对局场景中的第一虚拟角色和至少一个第二虚拟角色之后,所述方法包括:在所述第一虚拟角色拥有所述目标融合道具的情况下,响应于用户针对所述第一虚拟角色施加的第三预设操作,控制所述第一虚拟角色使用所述目标融合道具搭建融合建筑物,其中,所述第二融合区域包括所述融合建筑物所占的区域。
- 根据权利要求7所述的方法,其特征在于,所述在所述第一虚拟角色拥有所述目标融合道具的情况下,响应于用户针对所述第一虚拟角色施加的第三预设操作,控制所述第一虚拟角色使用所述目标融合道具搭建融合建筑物,包括:在所述第一虚拟角色拥有所述目标融合道具的情况下,响应于用户针对所述第一虚 拟角色施加的、用于控制所述第一虚拟角色移动至所述标游戏对局场景中的目标位置处的第四预设操作,检测所述第一虚拟角色是否能够移动至所述目标位置;若所述第一虚拟角色无法移动至所述目标位置,响应于用户针对所述第一虚拟角色施加的第三预设操作,控制所述第一虚拟角色使用所述目标融合道具搭建融合建筑物;在所述第一虚拟角色位于所述融合建筑物的情况下,控制所述第一虚拟角色处于第一显示状态,并控制所述第一虚拟角色沿着所述融合建筑物移动至所述目标位置。
- 一种终端,其特征在于,所述终端上提供有图形用户界面,所述终端包括:显示模块,用于在所述图形用户界面中显示游戏对局场景和处于所述游戏对局场景中的第一虚拟角色和至少一个第二虚拟角色;角色控制模块,用户响应于用户针对所述第一虚拟角色的第一预设操作,控制所述第一虚拟角色进入目标融合区域,其中,所述目标融合区域包括预先设置于所述游戏对局场景中的第一融合区域以及角色在所述游戏对局场景中建造的第二融合区域;状态控制模块,用于在所述第一虚拟角色位于所述目标融合区域的情况下,控制所述第一虚拟角色处于第一显示状态,并获取与所述目标融合区域匹配的角色增益,其中,所述第一虚拟角色处于所述第一显示状态时的角色可见性低于所述第一虚拟角色处于第二显示状态时的角色可见性,所述第二显示状态为所述第一虚拟角色位于所述游戏对局场景中除所述目标融合区域之外的其他区域中的显示状态,所述第一虚拟角色处于所述第一显示状态时的角色可见性对于所述目标融合区域中的所述第二虚拟角色和所述其他区域中的所述第二虚拟角色相同。
- 一种计算机设备,其特征在于,包括:处理器、存储器和总线,所述存储器存储有所述处理器可执行的机器可读指令,当计算机设备运行时,所述处理器与所述存储器之间通过总线通信,所述机器可读指令被所述处理器执行时执行如权利要求1至8中任一项所述的角色控制方法的步骤。
- 一种计算机可读存储介质,其特征在于,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如权利要求1至8中任一项所述的角色控制方法的步骤。
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