WO2024021845A1 - 虚拟角色的控制方法和装置、存储介质及电子设备 - Google Patents

虚拟角色的控制方法和装置、存储介质及电子设备 Download PDF

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Publication number
WO2024021845A1
WO2024021845A1 PCT/CN2023/097314 CN2023097314W WO2024021845A1 WO 2024021845 A1 WO2024021845 A1 WO 2024021845A1 CN 2023097314 W CN2023097314 W CN 2023097314W WO 2024021845 A1 WO2024021845 A1 WO 2024021845A1
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WO
WIPO (PCT)
Prior art keywords
virtual
character
virtual character
prop
props
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PCT/CN2023/097314
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English (en)
French (fr)
Inventor
朱盈婷
刘夫东
Original Assignee
腾讯科技(深圳)有限公司
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Publication of WO2024021845A1 publication Critical patent/WO2024021845A1/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
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • 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
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat

Definitions

  • the present application relates to the field of computers, specifically to control technology for virtual characters.
  • the interaction between players in the game is an important part of the game, and interaction can enhance the player's gaming experience.
  • the current interaction methods provided in the game include voice interaction or interaction on the chat page. This method is more suitable for interaction between friends or acquaintances. However, there is less interaction between unfamiliar players who participate in the same game for the first time, and the interaction performance is poor, which results in a poor game experience for the players. Therefore, it is particularly important to provide a method of interaction between unfamiliar players in the game.
  • Embodiments of the present application provide a virtual character control method and device, storage media and electronic equipment to at least solve the technical problem of lack of interaction between players in the game, especially the lack of interaction between unfamiliar players, and improve the interactive performance of the game. , improve the player’s gaming experience.
  • a method for controlling a virtual character is provided.
  • the method is executed by an electronic device.
  • the method includes: when the second virtual character is located in a first virtual area in a set of virtual areas, Displaying the first virtual prop in an open state, the first virtual character located on the first virtual prop, and a group of virtual props that the first virtual character has not passed through, wherein each virtual area in the group of virtual areas A virtual area is used to control one type of virtual props to be in the on state.
  • the first type of virtual props in the group of virtual props is in the on state.
  • the first remaining type of virtual props in the group of virtual props is in a closed state, and the first remaining type is a type other than the first type among the types to which the group of virtual props belongs; in the When the second virtual character moves from the first virtual area to the second virtual area in the set of virtual areas, it is displayed that the second type of virtual props in the set of virtual props is in the open state, and the The second remaining type of virtual props in the group of virtual props is in the closed state, wherein the second remaining type is a type other than the second type among the types to which the group of virtual props belongs,
  • the virtual props in the open state are allowed to be passed by the first virtual character, and the virtual props in the closed state are prohibited from being passed by the first virtual character.
  • a method for controlling a virtual character is also provided.
  • the method is executed by an electronic device.
  • the method includes: displaying a first virtual character located on a first virtual prop, and the A group of virtual props that neither the first virtual character nor the second virtual character has passed through; in response to a jump triggering operation on the first virtual character, controlling the jump target distance of the first virtual character; if the first virtual character After jumping the target distance, it is located on the second virtual prop in the group of virtual props and the first virtual skill is in a state that allows it to be released.
  • releasing the first virtual skill moves the second virtual character to be located on the second virtual prop.
  • a method for controlling a virtual character is also provided.
  • the method is executed by an electronic device.
  • the method includes: displaying a second virtual character located on a third virtual prop, and the A group of virtual props that neither the second virtual character nor the first virtual character has passed through; if the first virtual character is not located on a virtual prop in the group of virtual props after jumping the target distance, and the second virtual skill is allowed In a released state, in response to a release operation performed on the second virtual skill, releasing the second virtual skill moves the first virtual character to be located on the third virtual prop.
  • a device for controlling a virtual character is also provided.
  • the device is deployed on an electronic device.
  • the device includes: a first display module for displaying a second virtual character located in a group.
  • the first virtual prop in the open state, the first virtual character located on the first virtual prop, and a group of virtual props that the first virtual character has not passed through are displayed, wherein , each virtual area in the group of virtual areas is used to control one type of virtual props to be in the on state, and when the second virtual character is located in the first virtual area, the virtual props in the group of The first type of virtual props is in the open state, and the first remaining type of virtual props in the group of virtual props is in the closed state.
  • the first remaining type is the type to which the group of virtual props belongs, except for the above.
  • a type other than the first type a second display module configured to display the group of virtual areas when the second virtual character moves from the first virtual area to a second virtual area in the group of virtual areas.
  • a second type of virtual prop among the virtual props is in the open state, and a second remaining type of virtual prop among the group of virtual props is displayed in the closed state, wherein the second remaining type is the group of virtual props.
  • types of virtual props other than the second type virtual props in the open state are allowed to be passed by the first virtual character, and virtual props in the closed state are prohibited from being passed by the first virtual character. Characters pass by.
  • a virtual character control device is also provided.
  • the device is deployed on an electronic device.
  • the device includes: a third display module for displaying a virtual character located on the first virtual prop. A first virtual character, and a group of virtual props that neither the first virtual character nor the second virtual character has passed through; a control module configured to control the first virtual character in response to a jump triggering operation on the first virtual character.
  • the virtual character jumps the target distance; the first response module is used to if the first virtual character jumps the target distance and is located on the second virtual prop in the group of virtual props, and the first virtual skill is allowed to be released state, in response to the release operation performed on the first virtual skill, releasing the first virtual skill to move the second virtual character to be located on the second virtual prop.
  • a device for controlling a virtual character is also provided.
  • the device is deployed on an electronic device.
  • the device includes: a fourth display module for displaying a virtual character located on a third virtual prop. a second virtual character, and a set of virtual props that neither the second virtual character nor the first virtual character has passed through;
  • the second response module if the first virtual character is not located on a virtual prop in the set of virtual props after jumping the target distance, and the second virtual skill is in a state that is allowed to be released, responds to the second virtual character
  • the skill performs a release operation, releasing the second virtual skill to move the first virtual character to the third virtual prop.
  • a computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the above virtual character when running. Control Method.
  • a computer program product includes a computer program, and the computer program is stored in a computer-readable storage medium.
  • the processor of the electronic device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the electronic device performs the above virtual character control method.
  • an electronic device including a memory and a processor.
  • a computer program is stored in the memory, and the processor is configured to execute the control of the virtual character through the computer program. method.
  • the first virtual character and the second virtual character cooperate, and the second virtual character moves from a group of virtual areas to control the opening of the corresponding virtual props, and the first virtual character can jump to the open state. on virtual props.
  • the first type of virtual prop is turned on, and the first virtual character is located on the first type of first virtual prop.
  • the second type of virtual prop is turned on, so that the first virtual character can jump to the second type of virtual prop.
  • the tacit cooperation between the first virtual character and the second virtual character in the above process achieves the purpose of increasing the interaction between the first virtual character and the second virtual character, thus achieving the technical effect of increasing the interaction between players.
  • it provides a simple interaction that is conducive to social ice-breaking, thereby solving the technical problem of lack of interaction between players in the game, especially the lack of interaction between unfamiliar players, and improving the interactive performance of the game. , improve the player’s gaming experience.
  • Figure 1 is a schematic diagram of the application environment of an optional virtual character control method according to an embodiment of the present application
  • Figure 2 is a schematic flowchart of an optional virtual character control method according to an embodiment of the present application.
  • Figure 3 is a schematic diagram of an optional game screen according to an embodiment of the present application.
  • Figure 4 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 5 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 6 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 7 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 8 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 9 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 10 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 11 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 12 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 13 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 14 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 15 is a schematic flowchart of another optional virtual character control method according to an embodiment of the present application.
  • Figure 16 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 17 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 18 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 19 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 20 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 21 is a schematic flowchart of yet another optional virtual character control method according to an embodiment of the present application.
  • Figure 22 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 23 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 24 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 25 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 26 is an optional game description schematic diagram according to an embodiment of the present application.
  • Figure 27 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 28 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 29 is a schematic diagram of another optional game screen according to an embodiment of the present application.
  • Figure 30 is a schematic structural diagram of an optional virtual character control device according to an embodiment of the present application.
  • Figure 31 is a block diagram of a computer system structure of an optional electronic device according to an embodiment of the present application.
  • Figure 32 is a schematic structural diagram of an optional electronic device according to an embodiment of the present application.
  • Cross-server social map There are various check-in gameplay points on the map for players to play;
  • Carry The name of the game skill. Two virtual characters are connected by a line. Within a limited distance, they can pull their teammates to their sides after using them, which can be used to rescue teammates who have fallen into the water.
  • Length of clearance the total time spent from starting the gameplay to completing it
  • Points Card The object at the end of the scene. When you get close to it, you can view the information of the two players in this server who have the shortest clearance time for this gameplay.
  • a method for controlling a virtual character is provided.
  • the above method for controlling a virtual character can be, but is not limited to, applied in the environment as shown in Figure 1 . It may include, but is not limited to, a user device 102, a network 110 and a server 112.
  • the user device 102 may include, but is not limited to, a display 108, a processor 106 and a memory 104.
  • the above-mentioned server 112 includes: a database 114 and a processing engine 116.
  • the above-mentioned user equipment may be a terminal device configured with a client, which may include but is not limited to at least one of the following: mobile phones (such as Android mobile phones, iOS mobile phones, etc.), notebook computers, tablet computers, and handheld computers. , MID (Mobile Internet Devices, mobile Internet devices), PAD, desktop computers, smart TVs, etc.
  • the client can be a game client, a video client, an instant messaging client, a browser client, an education client, etc.
  • the above-mentioned memory 104 is used to store game data, including but not limited to first virtual character, second virtual character, virtual area, virtual props and other game data.
  • the above-mentioned processor 106 is used to process game data, including but not limited to responding to player operations in virtual games.
  • the above-mentioned display 108 is used to display the game screen, including but not limited to displaying the first virtual prop in an open state, the first virtual character located on the first virtual prop, and a group of virtual props that the first virtual character has not passed through. Displaying a second type of virtual props in a group of virtual props in an open state, displaying a second remaining type of virtual props in a group of virtual props in a closed state, etc.
  • the above-mentioned network 110 may include but is not limited to: a wired network, and a wireless network.
  • the wired network includes a local area network, a metropolitan area network, and a wide area network.
  • the wireless network includes Bluetooth, WIFI, and other networks that implement wireless communication.
  • the above-mentioned server 112 may be a single server, a server cluster composed of multiple servers, or a cloud server.
  • the above-mentioned database 114 is used to store game data, including but not limited to the above-mentioned first virtual character, second virtual character, virtual area, virtual props and other game data.
  • the processing engine 116 is used to process game data, including but not limited to controlling the opening and closing of virtual props.
  • control method of the above virtual character includes:
  • S202 When the second virtual character is located in the first virtual area in a group of virtual areas, display the first virtual prop in the open state, the first virtual character located on the first virtual prop, and the first virtual A set of virtual props that the character has not passed through, wherein each virtual area in the set of virtual areas is used to control one type of virtual props to be in the on state, and when the second virtual character is located in the first virtual area, the first type of virtual props in the group of virtual props is in the open state, the first remaining type of virtual props in the group of virtual props is in the closed state, and the first remaining type is the one A group of types other than the first type among the types to which the virtual props belong;
  • first virtual character and the second virtual character may be game characters controlled by different players.
  • the first virtual character and the second virtual character need to cooperate to complete game tasks.
  • the second virtual character 100 shown in the figure is located in the virtual area A.
  • the virtual area A can be used as the first virtual area.
  • the above group of virtual areas includes but is not limited to the virtual areas A, B, C, D, and E shown in the figure.
  • the first virtual character 101 shown in the figure is located on the virtual prop A1.
  • the virtual prop A1 can be used as The first virtual prop.
  • a group of virtual props that the above-mentioned first virtual character has not passed through includes A2, A3, B1, B2, C1, C2, and E1 shown in the figure (Fig. 3 is only used as an embodiment to illustrate the present application.
  • a specific group of virtual props is The quantity can be determined according to the actual situation).
  • the virtual areas A, B, C, D, and E shown in the figure are each used to control a type.
  • the virtual props are on.
  • A1, A2, and A3 are the same type of virtual props.
  • B1 and B2 are the same type of virtual props.
  • C1 and C2 are the same type of virtual props.
  • E1 is the same type.
  • Virtual props of the same type can have the same color, the same pattern, or the same number, etc. The specific type setting method can be determined according to the actual situation.
  • the color of the virtual area A shown in the figure can also be set to blue, and the virtual area A is used to control the same Types of virtual props A1, A2, and A3 are on.
  • the color of virtual area B shown in the figure can also be set to yellow.
  • Virtual area B is used to control the same type of virtual props B1 and B2 to be on, and so on. (Since only black and white colors are allowed in the illustration, blue and yellow are not reflected in Figure 3. However, in actual games, blue and yellow can be used to distinguish the types of virtual props and control the virtual areas of different types of virtual props) .
  • the virtual area A is used to control the same type of virtual props A1, A2, and A3 to be in an open state
  • the virtual props A1 and A2 shown in the figure , A3 i.e. the first type of virtual props
  • the virtual props B1, B2, C1, C2, and E1 of the first remaining type are in a closed state, and the first remaining type is a type other than the first type among the types to which a group of virtual props belong.
  • S204 When the second virtual character moves from the first virtual area to the second virtual area in the set of virtual areas, display that the second type of virtual prop in the set of virtual props is in the turned-on state. state, and display that the second remaining type of virtual props in the set of virtual props is in the closed state, wherein the second remaining type is one of the types to which the set of virtual props belongs, except the second type.
  • the virtual props in the open state are allowed to be passed by the first virtual character, and the virtual props in the closed state are prohibited from being passed by the first virtual character.
  • the second virtual character 100 moves from virtual area A to virtual area B.
  • virtual area B can serve as the second virtual area. Since the virtual area B is used to control the virtual props B1 and B2 of the same type (second type) to be in the open state, as shown in the figure, the virtual props B1 and B2 change to the open state, and the virtual props A2 and A3 change to the closed state. state, the virtual props passed by the first virtual character remain in the open state, such as the virtual prop A1 in the figure continues to remain in the open state.
  • the virtual props in the open state are allowed to be passed by the first virtual character, that is, B1 and B2 shown in the figure are allowed to be passed by the first virtual character, while the virtual props in the closed state are prohibited from being passed by the first virtual character, as shown in the figure.
  • the A2, A3, C1, C2 and E1 shown are prohibited from being passed by the first virtual character.
  • the virtual area in the above embodiment may be called a buff circle
  • the above virtual prop may be a virtual flower umbrella.
  • a virtual character (second virtual character) controlled by a player enters the buff circle and opens a virtual flower umbrella of a color corresponding to the buff circle.
  • the second virtual character enters a blue buff circle and opens a blue virtual flower umbrella.
  • the avatar controlled by another player (the first avatar) jumps on the opened virtual flower umbrella, and it is deemed to have passed when it reaches the final flower boat.
  • players on both sides can start team voice/team chat for effective communication and achieve social ice-breaking.
  • the method further includes: when the second virtual character moves from the first virtual area to the second virtual area, displaying the first virtual character on the first virtual prop that is in an open state, wherein: The type of a virtual prop is the first type, and the virtual props that the first virtual character has passed are all in an open state, or the virtual props that the first virtual character last passed are in an open state; or, when the second virtual character passes from the first virtual prop When the area moves to the second virtual area, the first virtual prop is controlled to switch from the open state to the closed state, wherein the type of the first virtual prop is the first type.
  • virtual props of the same type may have the same color, the same pattern, or the same number, etc.
  • the specific type setting method may be determined according to the actual situation. Taking virtual props of the same type as having the same color as an example, the first virtual props of the first type may be virtual props of the same color, such as blue virtual props.
  • the second virtual character moves from virtual area A (first virtual area) to virtual area B (second virtual area), and virtual prop A1 (first virtual prop) is still open.
  • the first virtual character is located on the virtual prop A1.
  • the virtual props passed by the first virtual character remain in the open state.
  • the virtual prop A1 shown in Figure 3 is a virtual prop that the first virtual character has passed by and remains in the open state.
  • the first virtual character will return to the starting position of the game and can start from the previous position.
  • Move on the virtual props that are turned on As shown in Figure 4, the first virtual character 101 lands from the virtual prop A1. Since the virtual prop A1 is the virtual prop that the first virtual character has passed, the virtual prop A1 remains open and the first virtual character returns to the starting position. Continue to move on the virtual props that are turned on. In this way, virtual props that have been opened before landing do not need to be opened again through the second virtual character, which simplifies the complexity of the game, improves game efficiency, and enhances the player's gaming experience.
  • the virtual prop that the first virtual character passed last remains open.
  • the virtual prop that the first virtual character passed last may be the virtual prop where the first virtual character was located before landing.
  • the first virtual character 101 lands from the virtual prop A1. Since the virtual prop A1 is the virtual prop where the first virtual character 101 is located before landing, the virtual prop A1 remains open.
  • the first virtual character returns to the virtual prop where it was before landing (the last virtual prop it passed). In this way, the game can be continued on the virtual prop where it was before landing (virtual prop A1), which simplifies the complexity of the game, improves the game efficiency, and enhances the player's gaming experience.
  • the second virtual character moves from virtual area A (first virtual area) to virtual area B (second virtual area), and the second virtual character is located in the second virtual area.
  • the first virtual character needs to move from the virtual prop A1 to the virtual prop B1 or B2 in time, otherwise the first virtual character will fall to the ground.
  • This requires strict cooperation between the first virtual character and the second virtual character. That is, while the second virtual character moves from virtual area A to virtual area B, the first virtual character needs to move from virtual prop A1 to virtual prop B1 or B2. superior. This method increases the complexity of the game and encourages players to challenge it.
  • the method further includes: during the process of switching the first virtual prop from the open state to the closed state, if it is detected that a jump trigger operation is performed on the first virtual character, in response to the jump trigger operation, control The first virtual character jumps away from the first virtual prop, wherein the jump triggering operation is used to control the first virtual character to jump away from the first virtual prop.
  • the second virtual character moves from virtual area A to virtual area B, and virtual prop A1 switches from the open state to the closed state.
  • virtual prop A1 switches from the open state to the closed state.
  • the method further includes: during the process of switching the first virtual prop from the open state to the closed state, if it is not detected that a jump trigger operation is performed on the first virtual character, displaying the first virtual prop from the open state to the closed state. Dropped from the first virtual prop.
  • the first virtual character 101 does not perform a jumping action after the first virtual prop A1 is switched to the closed state, the first virtual character 101 falls from the first virtual prop A1 (for example, lands on the ground or falls into the sea). It is necessary to Return to the starting position and restart the game.
  • the method further includes: allowing the first virtual character to pass after the second virtual character is located in the second virtual area, the first virtual character is currently located on the first virtual prop, and the first virtual prop is passed.
  • the type of the second virtual prop is the second type, in response to a jump triggering operation performed on the first virtual character, the first virtual character is controlled to jump from the first virtual prop to the second virtual prop that is in an open state.
  • virtual props whose distance from the first virtual character is less than or equal to the preset distance threshold are allowed to pass by the first virtual character.
  • the number of virtual props that allow the first virtual character to pass may be one or multiple. In the case where the number of virtual props that allow the first virtual character to pass is multiple, multiple virtual props that allow the first virtual character to pass It can be the same type of virtual props, or it can be different types of virtual props.
  • the first virtual character 101 is located on the virtual prop A1 (the first virtual prop), At this time, it is assumed that the virtual props whose distance from the first virtual character 101 is less than or equal to the preset distance threshold include virtual props A2, B1, and D1 (the virtual props that the first virtual character is allowed to pass include virtual props A2, B1, and D1) .
  • the second virtual character moves from virtual area A to virtual area B (second virtual prop), virtual props A2 and A3 are closed, and B1 and B2 are opened. Since the second type of virtual prop B1 (second virtual prop) is a virtual prop that allows the first virtual character to pass by, the player can perform a jumping action by touching the first virtual character to jump from the virtual prop A1 to the virtual prop B1.
  • the method further includes: When the second virtual character is located in the first virtual area, the first virtual character is currently located on the first virtual prop, and the type of the third virtual prop that the first virtual character is allowed to pass behind the first virtual prop is the first type, in response to The jump triggering operation performed on the first virtual character controls the first virtual character to jump from the first virtual prop to the third virtual prop in an open state.
  • the second virtual character is located in the virtual area A (the first virtual area), the virtual props A1, A2, and A3 are in the open state, and the first virtual character is located on the virtual prop A1.
  • the virtual props whose distance from the first virtual character 101 is less than or equal to the preset distance threshold include virtual props A2, B1, and D1 (the virtual props that the first virtual character is allowed to pass include virtual props A2, B1, and D1) .
  • the first type of virtual prop A2 (the third virtual prop) is a virtual prop that allows the first virtual character to pass by, the player can perform a jumping action by touching the first virtual character to jump from the virtual prop A1 to the virtual prop A2.
  • two players can form a team to participate in the game, support team participation between cross-server players, and enter the game through non-player character (NPC) dialogue items.
  • NPC non-player character
  • the second virtual character when the first virtual character is located on the first virtual prop in the open state, the second virtual character is displayed in the first virtual area of a group of virtual areas, and when the second virtual character is located in the first In the virtual area, the first type of virtual props that the first virtual character has not passed through are in an open state, and the first remaining type of virtual props in a group of virtual props are in a closed state; in response to the movement triggering operation performed on the second virtual character, Controlling the second virtual character to move from the first virtual area to the second virtual area, wherein when the second virtual character is located in the second virtual area, the second type of virtual prop is in an open state, and the second remaining type of virtual prop is in In the closed state, the virtual props in the open state are allowed to be passed by the first virtual character, and the virtual props in the closed state are prohibited from being passed by the first virtual character.
  • a game screen as shown in Figure 11 is displayed on the game screen of the player controlling the second virtual character.
  • the game screen displays a set of virtual areas A, B, C, and D.
  • the first When the virtual character is located on the open virtual prop A1 (the first virtual prop), the second virtual character is located in the virtual area A (the first virtual area).
  • the player who controls the second virtual character can trigger an operation through touch movement to trigger the second virtual character to move from the first virtual area to other virtual areas in a group of virtual areas, such as moving from virtual area A to virtual area B (second virtual area). virtual area).
  • the second virtual area controls the second type of virtual props to be turned on, such as B1 and B2 as shown in the figure, so that the first virtual character can move from the virtual area A to the virtual area B.
  • a virtual prop moves from A1 to B1 or B2.
  • virtual props of the same type have the same color.
  • virtual props of multiple colors for example, five colors
  • the colors can be set randomly, such as blue, red, purple, pink, yellow, etc.
  • the virtual area that controls a type of virtual prop and the color of that type of virtual prop can be the same, for example, a blue virtual area is used to control a blue virtual prop.
  • the colors of virtual props and virtual areas will change randomly in each game, and their positions can remain unchanged. After entering the game, you can block other skills of the virtual character and retain the jumping skill.
  • moving the second virtual character from the first virtual area to a second virtual area in a group of virtual areas includes: if the second virtual character receives a notification message sent by the first virtual character, The two virtual characters move from the first virtual area to the second virtual area according to the instructions in the notification message, where the notification message is a voice message or a text message, and the notification message is used to instruct the second virtual character to move from the first virtual area to a group The second virtual area within the virtual area.
  • the second virtual character steps on each virtual area in a set of virtual areas to open a corresponding type of virtual prop.
  • the first virtual character jumps on the opened virtual props.
  • the virtual props that the first virtual character has stepped on remain open.
  • the virtual props that have not been stepped on can be controlled by the player 2 who controls the first virtual character through voice or typing notifications.
  • the second virtual character Player 1 of the character so that Player 1 can control the second virtual character to move to the corresponding virtual area.
  • Voice communication is faster, and the speed of the first virtual character jumping virtual props is increased.
  • the first virtual character is currently on the virtual prop A1 (the first virtual prop), and the second virtual character is in the virtual area A (the first virtual area) at this time.
  • the virtual props that the first virtual character is allowed to pass through include: virtual props B1 and C1.
  • the player 1 who controls the first virtual character can notify the player 2 who controls the second virtual character through voice or text that the next virtual prop he wants to pass is B1 or C1.
  • the virtual prop to be passed is B1
  • the player 2 who controls the second virtual character can control the second virtual character to move from the virtual area A to the virtual area B1 (the second virtual area) after receiving the notification message.
  • the first virtual character falls from the virtual prop for a certain period of time (for example, 5 seconds)
  • the first virtual character is transferred to the starting position and starts again.
  • the second virtual character falls from a set of virtual areas (for example, falls into the sea).
  • the second virtual character will be transported to the starting position and the game will restart.
  • the virtual character shown in the figure can be a first virtual character or a second virtual character.
  • the game screen shown in the figure is displayed. To prompt the player to return to the starting position.
  • the first virtual character and the second virtual character complete the game.
  • a timing function is also provided to time the time it takes for the first virtual character and the second virtual character to complete the game, and the timing will be displayed on the game screen. The group of virtual characters with the least time to complete the game wins.
  • Figure 14 is a schematic diagram of the game screen entering the second stage.
  • a method for controlling a virtual character is also provided, as shown in Figure 15, including the following steps:
  • the jump triggering operation can be performed through the jump button. Normally, the player charges the force by long-pressing the touch jump button to achieve the charge jump. The longer the player touches the jump button. ,jump The longer the charging time for triggering the operation is, the greater the charging time is and the farther the jump distance is, that is, the farther the target distance is. In other words, the target distance is positively related to the charging time of the jump trigger operation.
  • the first virtual character and the second virtual character can be connected through a connection, and the connected first virtual character and the second virtual character have portability skills.
  • the player can connect the first virtual character and the second virtual character by clicking on the connection, and click on the carry skill to lift up a teammate who has fallen into the water.
  • the game screen as shown in FIG. 17 may be a game screen of a player controlling the first virtual character.
  • the first virtual character 200 is displayed on the game screen, as well as the first virtual character and the second virtual character. Virtual props that the avatar has not passed through.
  • the player who controls the first virtual character can perform a touch operation on the jump button on the game screen.
  • the jump button can be a virtual button or a physical button (such as a joystick).
  • the figure takes a virtual button as an example. Through the virtual button Can achieve charged jump.
  • the longer the player touches the jump button the greater the power is accumulated, and the farther the first virtual character jumps.
  • there is a charging bar As shown in the picture, there is a charging bar.
  • the progress of the charging bar is proportional to the duration of touching the jump button. The longer the time of touching the jump button, the longer the progress of the charging bar, the farther the first virtual character jumps. the further away.
  • the difference in jump distance can be set for several steps (can be determined according to the actual situation, such as 9 steps).
  • the charge bar needs to be designed with three segments of color to help players confirm the jumping distance (one segment is approximately the distance between one virtual prop). Each segment contains three small intervals with actual jumping distances, and small scales can be made.
  • the distance moved by the first virtual character is the target distance, and the first virtual character just jumps to the second virtual prop.
  • the above-mentioned first virtual skill is a portable skill. If the portable skill between the first virtual character and the second virtual character is allowed to be released at this time, a portable button will be displayed on the game screen as shown in Figure 17, and the player will touch the button to carry. The skill is released, and the second virtual character 201 moves to the second virtual prop.
  • both the first virtual character and the second virtual character learn the carrying and charging jumping skills, and they need to cooperate with each other to jump on virtual props to reach the end point together.
  • This stage requires both parties to jump together, and one party can use the carrying skill within the limited time of 5 seconds to rescue the errant party, increasing the interaction between the two parties.
  • the method further includes: before controlling the first virtual character to jump the target distance, displaying a connection between the first virtual character and the second virtual character, wherein the connection is used to indicate that the connection is allowed to pass through the release
  • the first virtual skill moves the second virtual character to the virtual prop where the first virtual character is currently located; if the first virtual character is located on the second virtual prop after jumping the target distance, and between the first virtual character and the second virtual character The distance is less than or equal to the preset distance threshold, the first virtual character located on the second virtual prop is displayed, and the connection between the first virtual character and the second virtual character is displayed.
  • the virtual prop can accommodate two virtual characters.
  • the virtual prop can be located on the sea.
  • the height of the virtual prop from the screen can be set higher than the jumping height.
  • the height of the virtual prop can be the same as that of the first virtual character.
  • the connection distances between the second virtual characters are the same.
  • the first avatar or the second avatar reaches the first
  • the virtual prop enters the game, and the connection between the first virtual character and the second virtual character indicates that the first virtual character and the second virtual character have portable skills (first virtual skills).
  • the second virtual character can directly move to the second virtual prop through the carrying skill. You can also use the carrying skill to pull up the fallen avatar. Players can obtain carrying skills by clicking on the connection.
  • the method further includes: if the first virtual character is located on the second virtual prop after jumping the target distance, and the distance between the first virtual character and the second virtual character is greater than a preset distance threshold, display The first virtual character is located on the second virtual prop, and the connection between the first virtual character and the second virtual character is canceled and displayed, wherein the connection is canceled and displayed to indicate that the third virtual character is not allowed to be released by releasing the first virtual skill.
  • the second virtual character moves to the virtual prop where the first virtual character is currently located.
  • the carrying skill can be used within a specified distance (less than or equal to the preset distance threshold, which can be determined according to the actual situation, such as 5 meters, 10 meters, etc.). Skills will not be available.
  • the first virtual character 108 jumps to the second virtual prop. If the distance between the first virtual character and the second virtual character is greater than the above-mentioned preset distance threshold at this time, the connection line will be canceled on the game screen, indicating that the first virtual character and the second virtual character are not allowed to use portable skills, that is, At this time, the first virtual character cannot use the carrying skill to move the second virtual character to the second virtual prop.
  • the method further includes: starting a countdown of the first virtual skill, wherein before the countdown ends, the first Virtual skills are prohibited from being released.
  • the above-mentioned portable skills have a cooling time, which can be set according to the actual situation, such as 5 seconds, 10 seconds, etc.
  • a cooling time which can be set according to the actual situation, such as 5 seconds, 10 seconds, etc.
  • the first avatar and the second avatar cannot use the carrying skills.
  • a countdown (10 seconds) is displayed on the game interface. The countdown starts from 10 seconds. Within the 10 seconds of the countdown, the first virtual character and the second virtual character Cannot use portable skills.
  • a portable virtual button is displayed on the game interface, and the first avatar and the second avatar can continue to use the portable skills.
  • the method further includes: if the first virtual character is not located on a virtual prop in a group of virtual props after jumping the target distance, and the second virtual skill is released, displaying that the first virtual character is moved to The second virtual character is currently on the third virtual prop, where the second virtual skill is a virtual skill that is allowed to be released by the second virtual character.
  • the above-mentioned second virtual skill is a portable skill between the first virtual character and the second virtual character.
  • the first virtual character 200 is not located on the virtual prop after jumping the target distance (the first virtual character falls, for example, to the ground or the sea).
  • the carrying skill between the first virtual character and the second virtual character is allowed to be released at this time, the first virtual character can be dragged to the virtual prop where the second virtual character is located through the carrying skill.
  • the first virtual character can use the carrying skill to drag itself to the prop where the second virtual character is, or the second virtual character can use the carrying skill to drag the first virtual character to the prop where the second virtual character is. empty On the pseudo-props.
  • the second virtual skill also has a cooling time, and the cooling time can be set according to the actual situation. During this cooling period, the first virtual character and the second virtual character cannot use the second virtual skill.
  • the gameplay description of the second stage is shown in Figure 20. Through the gameplay description shown in the figure, players can understand the specific gameplay of the second stage of Tongxinxiang.
  • a method for controlling a virtual character is also provided, as shown in Figure 21, including the following steps:
  • the above-mentioned second virtual skill is a portable skill between the first virtual character and the second virtual character.
  • the first virtual character is not located on the virtual prop after jumping the target distance (the first virtual character falls, such as landing or falling into the sea).
  • the second virtual skill is allowed to be released at this time (the second virtual skill has a cooling time and is not allowed to be released during the cooling time), as shown in Figure 22, the player controlling the second virtual character can click the portable virtual button to pull up the The first avatar goes to the side of the second avatar, pulls the first avatar up to the third avatar, and at the same time carries the skill into the cooling time and starts the countdown.
  • the method further includes: if the first virtual character is not located on a virtual prop in a group of virtual props after jumping the target distance, displaying a connection between the first virtual character and the second virtual character, Wherein, the connection is used to indicate that the first virtual character is allowed to move to the virtual prop where the second virtual character is currently located by releasing the second virtual skill.
  • connection line is displayed between the first virtual character and the second virtual character.
  • the connection line is used to indicate that there is a portable connection between the first virtual character and the second virtual character.
  • Skills, the first avatar and the second avatar can use portable skills.
  • the method further includes: before the first virtual character jumps the target distance, displaying a connection line between the first virtual character and the second virtual character, wherein the connection line is used to indicate that the first virtual character is allowed to jump by releasing the first virtual character.
  • a virtual skill moves the second virtual character to the virtual prop where the first virtual character is currently located; if the first virtual character jumps the target distance and is located on the second virtual prop in a group of virtual props, and the first virtual character is with the third virtual prop.
  • the distance between the two virtual characters is less than or equal to the preset distance threshold, and the first virtual character located on the second virtual prop, the second virtual character located on the third virtual prop, and the first virtual character and the second virtual character are displayed.
  • first virtual character is located on the second virtual prop after jumping the target distance, and the distance between the first virtual character and the second virtual character is greater than the preset distance threshold, display the first virtual character located on the second virtual prop.
  • the first virtual character, the second virtual character located on the third virtual prop, and the connection between the first virtual character and the second virtual character are canceled and displayed, wherein the connection is canceled and displayed to indicate that it is not allowed to release the third virtual character.
  • a virtual skill moves the second virtual character to the virtual prop where the first virtual character is currently located.
  • the jump target distance falls on the second virtual prop.
  • the preset distance threshold can be based on the actual Depending on the situation (for example, 5 meters, 10 meters)
  • the game interface displays that the second virtual character is located on the third virtual prop, the first virtual character is located on the second virtual prop, and the first virtual character and the second virtual character are The connection between the first virtual character and the second virtual character is used to indicate that the first virtual character and the second virtual character have portability skills.
  • the jump target distance falls on the second virtual prop. At this time, if the distance between the first virtual character and the second virtual character is greater than The above-mentioned preset distance threshold cancels the connection between the displays on the game interface, as shown in Figure 24, indicating that the first virtual character and the second virtual character do not have the portability skill.
  • the method further includes: in response to a jump trigger operation performed on the second virtual character, controlling the second virtual character Jump the current distance; if the second virtual character is located on the fourth virtual prop in a group of virtual props after jumping the current distance, and the distance between the first virtual character and the second virtual character is less than or equal to the preset distance threshold, the display is located at The first virtual character on the second virtual prop, the second virtual character on the fourth virtual prop, and the connection between the first virtual character and the second virtual character.
  • connection between the first virtual character and the second virtual character it means that the first virtual character and the second virtual character do not have portability skills.
  • the first virtual character and the second virtual character The virtual characters need to perform charging jump actions individually. If the distance between the first virtual character and the second virtual character is restored to within the preset distance threshold, the connection between the first virtual character and the second virtual character is restored, indicating that the connection between the first virtual character and the second virtual character is Time to restore carrying skills.
  • the current distance is positively related to the charging time of the jump trigger operation.
  • the player who controls the second virtual character can trigger the second virtual character to perform a power-charging jump action by touching the jump button.
  • the power-charging jump in this embodiment is the same as the above implementation. The example is the same. The longer the triggering time, the greater the energy accumulated and the further the jump. Assume that the second virtual character moves the current distance after performing a charged jump action and lands on the fourth virtual prop as shown in Figure 25.
  • the distance between the first virtual character and the second virtual character is less than or equal to the above predetermined If the distance threshold is set, the displayed connection between the first virtual character and the second virtual character is restored, indicating that the carrying skills between the first virtual character and the second virtual character are restored.
  • the method further includes: starting a countdown of the second virtual skill, wherein before the countdown ends, the second Virtual skills are prohibited from being released.
  • the carrying skill between the first virtual character and the second virtual character has a cooling time, which can be determined according to the actual situation, such as 10 seconds.
  • a countdown is displayed on the game screen. This countdown is used to indicate the countdown of the portable skill. Before the countdown ends, the portable skill is prohibited from being used. After the countdown ends, the portable skill can be used.
  • the duration of the first virtual character or the second virtual character dropping virtual props exceeds the preset duration threshold (which can be determined according to the actual situation, such as 5 seconds), then return to the second stage of the game. initial position.
  • the preset duration threshold which can be determined according to the actual situation, such as 5 seconds
  • the two-stage game can be used as a clearance game
  • FIG 26 is an illustration of the two-stage game
  • virtual props can accommodate a virtual character.
  • the virtual props have multiple colors and open and closed states. Enter the game play page, block other skills of the virtual character, and give single-stage jumping skills.
  • the second virtual character moves in a set of virtual areas and opens the corresponding virtual props.
  • the first virtual character jumps on the virtual props and steps on them.
  • the virtual props remain open.
  • the player controlling the first virtual character needs to notify the player controlling the second virtual character through voice or text to open the corresponding virtual prop.
  • the second virtual character The virtual character can leave the virtual area,
  • the virtual props can accommodate two virtual characters (the first virtual character and the second virtual character).
  • the virtual props can move left and right at a uniform rate.
  • the distance between the virtual props and the sea surface is higher than the jumping height, which is similar to the first virtual character and the second virtual character.
  • the maximum distance of the connection between virtual characters is the same.
  • the first virtual character and the second virtual character are connected (connected).
  • the first virtual character and the second virtual character have the ability to press and hold to charge and jump. skills and carrying skills. For the long-press charged jump skill, it depends on the duration of the player's long-pressed jump case. The longer the time, the greater the charge and the further the jump.
  • the carrying skill when a virtual character between the first virtual character and the second virtual character falls from the virtual prop, the falling virtual character can be pulled back to the other virtual character through the carrying skill.
  • the carrying skill has Cooldown duration.
  • the challenge fails. If the first virtual character and the second virtual character reach the end point from the starting point, the challenge is successful. After the first virtual character and the second virtual character clear the level, the game screen shown in Figure 27 is displayed. The first virtual character and the second virtual character displayed on the game screen, as well as the clearance time of the first virtual character and the second virtual character. .
  • the game screen as shown in Figure 28 is displayed, and special game scenes can also be displayed on the game screen, such as falling rainbow (rainbow + petal rain). Special weather drops can be collected: Rainbow fragments. Collect 20 of them to synthesize weather boxes and trigger the weather in your home.
  • the interface can be opened by interaction, and the two players with the shortest time in this server or across servers can be viewed. (If the time is the same, the latest refresher information will be taken) (only the first one will be displayed). Displays common character avatars, and can be clicked to pop up a list of common functions. Displays the completion time for both players, as well as the completion date. As shown in Figure 29. If the record is refreshed, the new record stamp will be displayed on the record settlement page.
  • the server initiates a two-person teleportation and enters the gameplay plane.
  • the server detects whether the player talks to the NPC and selects the start timer option.
  • the client displays a countdown of 10 seconds. After the countdown ends, the timer component is displayed, and the server starts officially counting.
  • the server detects whether the second virtual character enters the virtual area, and after entering, opens the virtual prop corresponding to the virtual area.
  • the server detects whether the virtual prop has been stepped on by the first virtual character, and the client of the virtual prop that has been stepped on remains open. The server detects whether any virtual character falls from the virtual prop. If so, the client prompts to enter the game. After 5 seconds, it will be teleported back to the starting point. Then the teleportation interface is called to teleport the virtual character back to the initial point of the level.
  • the server detects whether the virtual character has entered the end point of stage one. If the client displays a prompt for completing stage one, it expands the full-screen mask panel that enters stage two. The server transmits both the first virtual character and the second virtual character to the starting point of stage two. , the client expands the Phase 2 timer panel and displays the Phase 2 skill usage tips.
  • the server continues to detect whether a virtual character falls from the virtual prop. If so, it will be teleported back to the starting point after 5 seconds, and then the teleportation interface will be called to teleport the fallen virtual character back to the initial point of the level in stage two.
  • the client calls the corresponding jump action based on the charging time, and the server calculates the virtual character's real server location based on the distance corresponding to the charging time and the direction of the virtual character.
  • the server transmits the position of another virtual character to the position of the user of the skill, and the client plays the pulling process action.
  • the server When the server detects that the first avatar and the second avatar have reached the end point, it is deemed that the level is completed and the clearance time of the two players is uploaded.
  • the client pops up the settlement interface and switches the weather atmosphere and time for customs clearance; the server brushes out the collected objects at the designated configuration location; the server determines whether the customs clearance time is the fastest in the server, and if so, triggers a server-wide announcement to notify the entire server of the two characters.
  • the rankings have been refreshed, and the client's information about the two players is refreshed and displayed on the rankings interactive interface.
  • the fun gameplay carrying the social ice-breaking function is low in difficulty, high in fun and randomness, and has the fun of repeated experiences.
  • Players across servers can also form teams together to participate in the game.
  • the point card object set up at the end point can show other players the information of the person who clears the level fastest in this server, achieving asynchronous socialization and satisfying the psychology of showing off. It plays an important role in cross-server social gameplay.
  • a virtual character control device for implementing the above virtual character control method.
  • the device includes: a first display module 3002, configured to display the first virtual prop in an open state and the first virtual prop located in the first virtual area of a group of virtual areas when the second virtual character is located in the first virtual area.
  • the virtual props are in a closed state, and the first remaining type is a type other than the first type among the types to which the group of virtual props belongs; the second display module 3002 is used to display the second virtual props from the When the first virtual area moves to a second virtual area in the set of virtual areas, displaying that the second type of virtual props in the set of virtual props is in the on state, and displaying the set of virtual props
  • the second remaining type of virtual props is in the closed state, wherein the second remaining type is a type other than the second type among the types to which the group of virtual props belongs, and the virtual props in the open state are
  • the virtual prop is allowed to be passed by the first virtual character, and the virtual prop in the closed state is prohibited from being passed by the first virtual character.
  • the above device is further configured to display the first virtual character in the turned-on state when the second virtual character moves from the first virtual area to the second virtual area.
  • the first virtual character on the prop wherein the type of the first virtual prop is the first type, the virtual props that the first virtual character has passed are all in the on state, or the third
  • the virtual prop that a virtual character last passed is in the open state; or, when the second virtual character moves from the first virtual area to the second virtual area, control the first virtual prop to move from the first virtual area to the second virtual area.
  • the open state is switched to the closed state, wherein the type of the first virtual prop is the first type.
  • the above device is also configured to detect that a jump trigger is performed on the first virtual character during the switching of the first virtual prop from the open state to the closed state. Operation, in response to the jump trigger operation, control the first virtual character to jump away from the first virtual prop, wherein the jump trigger operation is used to control the first virtual character to jump away from the first virtual prop .
  • the above device is further configured to not detect that the jump is performed on the first virtual character during the switching of the first virtual prop from the open state to the closed state.
  • the operation is triggered, it is displayed that the first virtual character falls from the first virtual prop.
  • the above device is further configured to operate when the second virtual character is located in the second virtual area, the first virtual character is currently located on the first virtual prop, and the first When the type of the second virtual prop that the first virtual character is allowed to pass after the virtual prop is the second type, in response to the jump triggering operation performed on the first virtual character, the first virtual character is controlled from the The first virtual prop jumps to the second virtual prop in the open state.
  • the above device is also used to display the first virtual prop in the turned-on state, the first virtual character located on the first virtual prop, and the first virtual character that has not passed by.
  • the second virtual character is located in the first virtual area, the first virtual character is currently located on the first virtual prop, and the first virtual prop is allowed to
  • the type of the third virtual prop passed by a virtual character is the first type, in response to a jump triggering operation performed on the first virtual character, the first virtual character is controlled to jump from the first virtual prop to The third virtual prop in the open state.
  • the above device is also used to display that the second virtual character is located in the first virtual area of a group of virtual areas when the first virtual character is located on the first virtual prop in the open state.
  • the first type of virtual props that the first virtual character has not passed through are in the open state, and the first remaining type of virtual props in the group of virtual props
  • the virtual prop is in a closed state; in response to a movement triggering operation performed on the second virtual character, the second virtual character is controlled to move from the first virtual area to the second virtual area, wherein in the When two virtual characters are located in the second virtual area, the second type of virtual prop is in the open state, and the second remaining type of virtual prop is in the closed state, wherein the virtual prop in the open state
  • the virtual prop is allowed to be passed by the first virtual character, and the virtual prop in the closed state is prohibited from being passed by the first virtual character.
  • a virtual character control device includes: a third display module for displaying the first virtual character located on the first virtual prop, and the first virtual character. A set of virtual props that neither the virtual character nor the second virtual character has passed through; a control module for responding to the first virtual character A jump trigger operation is used to control the jump target distance of the first virtual character, wherein the target distance is positively related to the charging duration of the jump trigger operation; a first response module is used if the first virtual character jumps The target distance is then located on a second virtual prop in the group of virtual props, and the first virtual skill is in a state that is allowed to be released. In response to the release operation performed on the first virtual skill, the first virtual skill is released. The virtual skill moves the second virtual character to be located on the second virtual prop.
  • the above device is further configured to display a connection between the first virtual character and the second virtual character before controlling the first virtual character to jump the target distance, wherein , the connection is used to indicate that the second virtual character is allowed to move to the virtual prop where the first virtual character is currently located by releasing the first virtual skill; if the first virtual character jumps the target After the distance is located on the second virtual prop, and the distance between the first virtual character and the second virtual character is less than or equal to a preset distance threshold, the third virtual character located on the second virtual prop is displayed. a virtual character, and display the connection between the first virtual character and the second virtual character.
  • the above-mentioned device is further configured to: if the first virtual character is located on the second virtual prop after jumping the target distance, and the first virtual character and the second virtual character The distance between them is greater than the preset distance threshold, the first virtual character located on the second virtual prop is displayed, and the display between the first virtual character and the second virtual character is cancelled. Connection, wherein the canceled display of the connection is used to indicate that the second virtual character is not allowed to move to the virtual prop where the first virtual character is currently located by releasing the first virtual skill.
  • the above device is further configured to activate the first virtual skill after the first virtual skill is released to move the second virtual character to the second virtual prop.
  • a countdown wherein the first virtual skill is in a state that is prohibited from being released before the end of the countdown.
  • the above device is also used to display the display if the first virtual character is not located on a virtual prop in the group of virtual props after jumping the target distance and the second virtual skill is released.
  • the first virtual character is moved to the third virtual prop where the second virtual character is currently located, wherein the second virtual skill is a virtual skill that is allowed to be released by the second virtual character.
  • a control device for a virtual character including: a fourth display module for displaying a second virtual character located on a third virtual prop, and the second virtual character A group of virtual props that neither the first virtual character nor the first virtual character has passed through; a second response module for if the first virtual character is not located on a virtual prop in the group of virtual props after jumping the target distance, and the second virtual character
  • the skill is in a state that is allowed to be released, and in response to a release operation performed on the second virtual skill, releasing the second virtual skill moves the first virtual character to be located on the third virtual prop.
  • the above device is further configured to display the relationship between the first virtual character and the virtual prop in the group of virtual props if the first virtual character does not locate on the virtual prop in the set of virtual props after jumping the target distance.
  • the connection between the second virtual characters, wherein the connection is used to indicate that the first virtual character is allowed to move to the virtual prop where the second virtual character is currently located by releasing the second virtual skill. .
  • the above device is further configured to display a connection between the first virtual character and the second virtual character before the first virtual character jumps the target distance, wherein, The connection is used to indicate permission
  • the second virtual character may be moved to the virtual prop where the first virtual character is currently located by releasing the first virtual skill; if the first virtual character is located in the group of virtual props after jumping the target distance On the second virtual prop, and the distance between the first virtual character and the second virtual character is less than or equal to the preset distance threshold, display the first virtual character located on the second virtual prop, The second virtual character located on the third virtual prop, and the connection line between the first virtual character and the second virtual character; if the first virtual character jumps the target distance Then, the first virtual character located on the second virtual prop is displayed, and the distance between the first virtual character and the second virtual character is greater than the preset distance threshold.
  • the above-mentioned device is further configured to, after canceling the display of the connection between the first virtual character and the second virtual character, in response to performing an operation on the second virtual character.
  • a jump trigger operation controls the second virtual character to jump the current distance; if the second virtual character is located on the fourth virtual prop in the group of virtual props after jumping the current distance, and the first virtual character The distance between the second virtual character and the second virtual character is less than or equal to the preset distance threshold, and the first virtual character located on the second virtual prop and the third virtual character located on the fourth virtual prop are displayed. Two virtual characters, and the connection between the first virtual character and the second virtual character.
  • the above device is further configured to activate the second virtual skill after the second virtual skill is released to move the first virtual character to the third virtual prop.
  • Countdown wherein the second virtual skill is in a state that is prohibited from being released before the end of the countdown.
  • a computer program product includes a computer program containing program code for executing the method shown in the flowchart.
  • the computer program may be downloaded and installed from the network via communications portion 3109, and/or installed from removable media 3111.
  • the central processor 3101 When the computer program is executed by the central processor 3101, various functions provided by the embodiments of the present application are executed.
  • Figure 31 schematically shows a block diagram of a computer system used to implement an electronic device according to an embodiment of the present application.
  • the computer system 3100 includes a central processing unit 3101 (Central Processing Unit, CPU), which can be loaded into a random computer according to a program stored in a read-only memory 3102 (Read-Only Memory, ROM) or from a storage part 3108. Access the program in the memory 3103 (Random Access Memory, RAM) to perform various appropriate actions and processes. In the random access memory 3103, various programs and data required for system operation are also stored.
  • the central processing unit 3101, the read-only memory 3102 and the random access memory 3103 are connected to each other through a bus 3104.
  • the input/output interface 3105 Input/Output interface, ie I/O interface
  • Ie I/O interface is also connected to the bus 3104.
  • the following components are connected to the input/output interface 3105: an input part 3106 including a keyboard, a mouse, etc.; an output part 3107 including a cathode ray tube (Cathode Ray Tube, CRT), a liquid crystal display (LCD), etc., and a speaker, etc. ;Storage part 3108 including hard disk, etc.; and including LAN card, modulation
  • the communication part 3109 of the network interface card such as a demodulator.
  • the communication section 3109 performs communication processing via a network such as the Internet.
  • Driver 3110 is also connected to input/output interface 3105 as needed.
  • Removable media 3111 such as magnetic disks, optical disks, magneto-optical disks, semiconductor memories, etc., are installed on the drive 3110 as needed, so that a computer program read therefrom is installed into the storage portion 3108 as needed.
  • the processes described in the respective method flow charts may be implemented as computer software programs.
  • embodiments of the present application include a computer program product including a computer program carried on a computer-readable medium, the computer program containing program code for performing the method illustrated in the flowchart.
  • the computer program may be downloaded and installed from the network via communications portion 3109, and/or installed from removable media 3111.
  • the central processor 3101 When the computer program is executed by the central processor 3101, various functions defined in the system of the present application are executed.
  • an electronic device for implementing the above-mentioned control method of a virtual character.
  • the electronic device may be a terminal device or a server shown in FIG. 1 .
  • This embodiment is explained by taking the electronic device as a terminal device as an example.
  • the electronic device includes a memory 3202 and a processor 3204.
  • the memory 3202 stores a computer program.
  • the processor 3204 is configured to execute the steps in any of the above method embodiments through the computer program.
  • the above-mentioned electronic device may be located in at least one network device among multiple network devices of the computer network.
  • the structure shown in Figure 32 is only illustrative, and the electronic device may also be a smart phone (such as an Android phone, iOS phone, etc.), a tablet computer, a handheld device, etc. Computers and mobile Internet devices (Mobile Internet Devices, MID), PAD and other terminal equipment.
  • FIG. 32 does not limit the structure of the above-mentioned electronic device.
  • the electronic device may also include more or fewer components (such as network interfaces, etc.) than shown in FIG. 32 , or have a different configuration than shown in FIG. 32 .
  • the memory 3202 can be used to store software programs and modules, such as the program instructions/modules corresponding to the virtual character control method and device in the embodiment of the present application.
  • the processor 3204 runs the software programs and modules stored in the memory 3202, thereby Execute various functional applications and data processing, that is, implement the above-mentioned virtual character control method.
  • Memory 3202 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
  • the memory 3202 may further include memory located remotely relative to the processor 3204, and these remote memories may be connected to the terminal through a network.
  • the memory 3202 may be specifically, but not limited to, used to store game data, such as first virtual character, second virtual character, virtual area, virtual props and other information.
  • the memory 3202 may include, but is not limited to, the first display module 3002 and the second display module 3004 in the control device of the virtual character.
  • it may also include but is not limited to other module units in the control device of the avatar mentioned above, which will not be described again in this example.
  • the above-mentioned transmission device 3206 is used to receive or send data via a network.
  • Specific examples of the above-mentioned network may include wired networks and wireless networks.
  • the transmission device 3206 includes a network adapter (Network Interface Controller, NIC), which can communicate with other network devices and routers through network cables. Connected to communicate with the Internet or LAN.
  • the transmission device 3206 is a radio frequency (Radio Frequency, RF) module, which is used to communicate with the Internet wirelessly.
  • RF Radio Frequency
  • the above-mentioned electronic device also includes: a display 3208, used to display the above-mentioned game screen; and a connection bus 3210, used to connect various module components in the above-mentioned electronic device.
  • the above-mentioned terminal device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be composed of multiple nodes communicating through a network.
  • a distributed system formed by formal connections.
  • nodes can form a point-to-point (P2P, Peer To Peer) network, and any form of computing equipment, such as servers, terminals and other electronic equipment, can become a node in the blockchain system by joining the point-to-point network.
  • P2P point-to-point
  • computing equipment such as servers, terminals and other electronic equipment
  • a computer-readable storage medium is provided.
  • a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, causing the computer device to perform the above various tasks. Select the virtual character control method provided in the implementation.
  • the program can be stored in a computer-readable storage medium.
  • the storage medium can include: flash disk, read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk, etc.
  • the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage medium.
  • the technical solution of the present application is essentially or contributes to the existing technology, or all or 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, It includes several instructions to cause one or more computer devices (which can be personal computers, servers or network devices, etc.) to execute all or part of the steps of the methods described in various embodiments of this application.
  • the disclosed client can be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of the units is only a logical function division.
  • multiple units or components may be combined or may be Integrated into another system, or some features can be ignored, or not implemented.
  • the coupling or direct coupling or communication connection between each other shown or discussed may be through some interfaces, and the indirect coupling or communication connection of the units or modules may be in electrical or other forms.
  • 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 they may be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in each embodiment of the present application can be integrated into one processing unit, each unit can exist physically alone, or two or more units can be integrated into one unit.
  • the above integrated units can be implemented in the form of hardware or software functional units.

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Abstract

本申请公开了一种虚拟角色的控制方法和装置、存储介质及电子设备。其中,该方法包括:在第二虚拟角色位于一组虚拟区域中的第一虚拟区域时,显示处于开启状态的第一虚拟道具、位于所述第一虚拟道具上的第一虚拟角色、以及第一虚拟角色尚未经过的一组虚拟道具;在第二虚拟角色从第一虚拟区域移动到一组虚拟区域中的第二虚拟区域时,显示一组虚拟道具中第二类型的虚拟道具处于开启状态,以及一组虚拟道具中第二剩余类型的虚拟道具处于闭合状态,第二剩余类型为一组虚拟道具所属的类型中除第二类型之外的类型。本申请解决了游戏中玩家之间缺少互动的技术问题。

Description

虚拟角色的控制方法和装置、存储介质及电子设备
本申请要求于2022年7月28日提交中国专利局、申请号202210904336.5、申请名称为“虚拟角色的控制方法和装置、存储介质及电子设备”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及计算机领域,具体而言,涉及虚拟角色的控制技术。
背景技术
相关领域中,在游戏中玩家之间的互动是游戏中的重要环节,互动可以提升玩家的游戏体验。
目前游戏中提供的互动方式包括语音互动或者在聊天页面中互动,此种方式更适合好友或熟人之间的互动。而对于初次参与同一局游戏的陌生玩家之间互动较少,互动性能差,这样导致玩家的游戏体验较差。因此,在游戏中提供一种适用于陌生玩家之间的互动方式尤为重要。
发明内容
本申请实施例提供了一种虚拟角色的控制方法和装置、存储介质及电子设备,以至少解决游戏中玩家之间缺少互动、尤其是陌生玩家之间缺少互动的技术问题,提高游戏的互动性能,提高玩家的游戏体验。
根据本申请实施例的一个方面,提供了一种虚拟角色的控制方法,所述方法由电子设备执行,所述方法包括:在第二虚拟角色位于一组虚拟区域中的第一虚拟区域时,显示处于开启状态的第一虚拟道具、位于所述第一虚拟道具上的第一虚拟角色、以及所述第一虚拟角色尚未经过的一组虚拟道具,其中,所述一组虚拟区域中的每个虚拟区域用于控制一个类型的虚拟道具处于所述开启状态,在所述第二虚拟角色位于所述第一虚拟区域时,所述一组虚拟道具中第一类型的虚拟道具处于所述开启状态,所述一组虚拟道具中第一剩余类型的虚拟道具处于闭合状态,所述第一剩余类型为所述一组虚拟道具所属的类型中除所述第一类型之外的类型;在所述第二虚拟角色从所述第一虚拟区域移动到所述一组虚拟区域中的第二虚拟区域时,显示所述一组虚拟道具中第二类型的虚拟道具处于所述开启状态,以及显示所述一组虚拟道具中第二剩余类型的虚拟道具处于所述闭合状态,其中,所述第二剩余类型为所述一组虚拟道具所属的类型中除所述第二类型之外的类型,处于所述开启状态的虚拟道具允许被所述第一虚拟角色经过,处于所述闭合状态的虚拟道具禁止被所述第一虚拟角色经过。
根据本申请实施例的另一方面,还提供了一种虚拟角色的控制方法,所述方法由电子设备执行,所述方法包括:显示位于第一虚拟道具上的第一虚拟角色、以及所述第一虚拟角色和第二虚拟角色均尚未经过的一组虚拟道具;响应于对所述第一虚拟角色的跳跃触发操作,控制所述第一虚拟角色跳跃目标距离;若所述第一虚拟角色跳跃所述目标距离之后位于所述一组虚拟道具中的第二虚拟道具上、且第一虚拟技能处于允许被释放的状态,响 应于对所述第一虚拟技能执行的释放操作,释放所述第一虚拟技能将所述第二虚拟角色移动到位于所述第二虚拟道具上。
根据本申请实施例的另一方面,还提供了一种虚拟角色的控制方法,所述方法由电子设备执行,所述方法包括:显示位于第三虚拟道具上的第二虚拟角色,以及所述第二虚拟角色和第一虚拟角色均尚未经过的一组虚拟道具;若所述第一虚拟角色跳跃目标距离之后未位于所述一组虚拟道具中的虚拟道具上、且第二虚拟技能处于允许被释放的状态,响应于对所述第二虚拟技能执行的释放操作,释放所述第二虚拟技能将所述第一虚拟角色移动到位于所述第三虚拟道具上。
根据本申请实施例的另一方面,还提供了一种虚拟角色的控制装置,所述装置部署在电子设备上,所述装置包括:第一显示模块,用于在第二虚拟角色位于一组虚拟区域中的第一虚拟区域时,显示处于开启状态的第一虚拟道具、位于所述第一虚拟道具上的第一虚拟角色、以及所述第一虚拟角色尚未经过的一组虚拟道具,其中,所述一组虚拟区域中的每个虚拟区域用于控制一个类型的虚拟道具处于所述开启状态,在所述第二虚拟角色位于所述第一虚拟区域时,所述一组虚拟道具中第一类型的虚拟道具处于所述开启状态,所述一组虚拟道具中第一剩余类型的虚拟道具处于闭合状态,所述第一剩余类型为所述一组虚拟道具所属的类型中除所述第一类型之外的类型;第二显示模块,用于在所述第二虚拟角色从所述第一虚拟区域移动到所述一组虚拟区域中的第二虚拟区域时,显示所述一组虚拟道具中第二类型的虚拟道具处于所述开启状态,以及显示所述一组虚拟道具中第二剩余类型的虚拟道具处于所述闭合状态,其中,所述第二剩余类型为所述一组虚拟道具所属的类型中除所述第二类型之外的类型,处于所述开启状态的虚拟道具允许被所述第一虚拟角色经过,处于所述闭合状态的虚拟道具禁止被所述第一虚拟角色经过。
根据本申请实施例的另一方面,还提供了一种虚拟角色的控制装置,所述装置部署在电子设备上,所述装置包括:第三显示模块,用于显示位于第一虚拟道具上的第一虚拟角色、以及所述第一虚拟角色和第二虚拟角色均尚未经过的一组虚拟道具;控制模块,用于响应于对所述第一虚拟角色的跳跃触发操作,控制所述第一虚拟角色跳跃目标距离;第一响应模块,用于若所述第一虚拟角色跳跃所述目标距离之后位于所述一组虚拟道具中的第二虚拟道具上、且第一虚拟技能处于允许被释放的状态,响应于对所述第一虚拟技能执行的释放操作,释放所述第一虚拟技能将所述第二虚拟角色移动到位于所述第二虚拟道具上。
根据本申请实施例的另一方面,还提供了一种虚拟角色的控制装置,所述装置部署在电子设备上,所述装置包括:第四显示模块,用于显示位于第三虚拟道具上的第二虚拟角色,以及所述第二虚拟角色和第一虚拟角色均尚未经过的一组虚拟道具;
第二响应模块,若所述第一虚拟角色跳跃目标距离之后未位于所述一组虚拟道具中的虚拟道具上、且第二虚拟技能处于允许被释放的状态,响应于对所述第二虚拟技能执行的释放操作,释放所述第二虚拟技能将所述第一虚拟角色移动到位于所述第三虚拟道具上。
根据本申请实施例的又一方面,还提供了一种计算机可读的存储介质,该计算机可读的存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述虚拟角色的控制方法。
根据本申请实施例的又一方面,提供一种计算机程序产品,该计算机程序产品包括计算机程序,该计算机程序存储在计算机可读存储介质中。电子设备的处理器从计算机可读存储介质读取该计算机程序,处理器执行该计算机程序,使得该电子设备执行如以上虚拟角色的控制方法。
根据本申请实施例的又一方面,还提供了一种电子设备,包括存储器和处理器,上述存储器中存储有计算机程序,上述处理器被设置为通过所述计算机程序执行上述的虚拟角色的控制方法。
在本申请实施例中,采用第一虚拟角色和第二虚拟角色合作的方式,通过第二虚拟角色从一组虚拟区域中移动,控制相应的虚拟道具开启,第一虚拟角色可以跳跃至开启状态的虚拟道具上。具体的,第二虚拟角色位于第一虚拟区域时,第一类型的虚拟道具开启,第一虚拟角色位于第一类型的第一虚拟道具上。当第二虚拟角色从第一虚拟区域移动到第二虚拟区域时,第二类型的虚拟道具开启,这样第一虚拟角色可以跳跃至第二类型的虚拟道具上。上述过程虚拟第一虚拟角色和第二虚拟角色的默契合作,达到了增加了第一虚拟角色和第二虚拟角色之间的互动的目的,从而实现了增加了玩家之间的互动的技术效果,尤其对于陌生玩家来说,提供了一种简单的、有利于实现社交破冰的互动,进而解决了游戏中玩家之间缺少互动、尤其是陌生玩家之间缺少互动的技术问题,提高游戏的互动性能,提高玩家的游戏体验。
附图说明
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1是根据本申请实施例的一种可选的虚拟角色的控制方法的应用环境的示意图;
图2是根据本申请实施例的一种可选的虚拟角色的控制方法的流程示意图;
图3是根据本申请实施例的一种可选的游戏画面示意图;
图4是根据本申请实施例的另一种可选的游戏画面示意图;
图5是根据本申请实施例的又一种可选的游戏画面示意图;
图6是根据本申请实施例的又一种可选的游戏画面示意图;
图7是根据本申请实施例的又一种可选的游戏画面示意图;
图8是根据本申请实施例的又一种可选的游戏画面示意图;
图9是根据本申请实施例的又一种可选的游戏画面示意图;
图10是根据本申请实施例的又一种可选的游戏画面示意图;
图11是根据本申请实施例的又一种可选的游戏画面示意图;
图12是根据本申请实施例的又一种可选的游戏画面示意图;
图13是根据本申请实施例的又一种可选的游戏画面示意图;
图14是根据本申请实施例的又一种可选的游戏画面示意图;
图15是根据本申请实施例的另一种可选的虚拟角色的控制方法的流程示意图;
图16是根据本申请实施例的又一种可选的游戏画面示意图;
图17是根据本申请实施例的又一种可选的游戏画面示意图;
图18是根据本申请实施例的又一种可选的游戏画面示意图;
图19是根据本申请实施例的又一种可选的游戏画面示意图;
图20是根据本申请实施例的又一种可选的游戏画面示意图;
图21是根据本申请实施例的又一种可选的虚拟角色的控制方法的流程示意图;
图22是根据本申请实施例的又一种可选的游戏画面示意图;
图23是根据本申请实施例的又一种可选的游戏画面示意图;
图24是根据本申请实施例的又一种可选的游戏画面示意图;
图25是根据本申请实施例的又一种可选的游戏画面示意图;
图26是根据本申请实施例的一种可选的游戏说明示意图;
图27是根据本申请实施例的又一种可选的游戏画面示意图;
图28是根据本申请实施例的又一种可选的游戏画面示意图;
图29是根据本申请实施例的又一种可选的游戏画面示意图;
图30是根据本申请实施例的一种可选的虚拟角色的控制装置的结构示意图;
图31是根据本申请实施例的一种可选的电子设备的计算机系统结构框图;
图32是根据本申请实施例的一种可选的电子设备的结构示意图。
具体实施方式
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请保护的范围。
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
首先,在对本申请实施例进行描述的过程中出现的部分名词或者术语适用于如下解释:
跨服社交地图:地图中有各个打卡玩法点可供玩家游玩;
蓄力跳:跳跃技能名称,长按蓄力后,可根据蓄力时长进行远距离跳跃,蓄力越久,跳跃距离越远。
携行:游戏技能名称,两名虚拟角色被牵上一根连线,在限定距离范围内,使用后可拉拽队友至身边,可用于救起落水队友。
落水状态:当虚拟角色处于水中超过一定时长(例如:5秒或6秒,可根据实际情况设置),将会被传送回当前阶段的起点。
通关时长:从开启玩法到完成的总花费时长;
积分牌:场景终点处的物件,靠近后可查看本服务器内该玩法通关时长最短的两位玩家信息。
下面结合实施例对本申请进行说明:
根据本发明实施例的一个方面,提供了一种虚拟角色的控制方法,作为一种可选的实施方式,上述虚拟角色的控制方法可以但不限于应用于如图1所示的环境中。其中,可以但不限于包括用户设备102、网络110及服务器112,其中,该用户设备102上可以但不限于包括显示器108、处理器106及存储器104。上述服务器112包括:数据库114和处理引擎116。
在一种可能的实现方式中,上述用户设备可以是配置有客户端的终端设备,可以包括但不限于以下至少之一:手机(如Android手机、iOS手机等)、笔记本电脑、平板电脑、掌上电脑、MID(Mobile Internet Devices,移动互联网设备)、PAD、台式电脑、智能电视等。客户端可以是游戏客户端、视频客户端、即时通信客户端、浏览器客户端、教育客户端等。上述存储器104用于对游戏数据进行存储,包括但不限于第一虚拟角色、第二虚拟角色、虚拟区域、虚拟道具等游戏数据。上述处理器106用于对游戏数据进行处理,包括但不限于响应玩家在虚拟游戏中的操作等。上述显示器108用于对游戏画面进行显示,包括但不限于显示处于开启状态的第一虚拟道具、位于第一虚拟道具上的第一虚拟角色、以及第一虚拟角色尚未经过的一组虚拟道具、显示一组虚拟道具中第二类型的虚拟道具处于开启状态,以及显示一组虚拟道具中第二剩余类型的虚拟道具处于闭合状态等。
上述网络110可以包括但不限于:有线网络,无线网络,其中,该有线网络包括:局域网、城域网和广域网,该无线网络包括:蓝牙、WIFI及其他实现无线通信的网络。
上述服务器112可以是单一服务器,也可以是由多个服务器组成的服务器集群,或者是云服务器。上述数据库114用于存储游戏数据,包括但不限于上述第一虚拟角色、第二虚拟角色、虚拟区域、虚拟道具等游戏数据。处理引擎116用于对游戏数据进行处理,包括但不限于可以用于控制虚拟道具的开启和闭合等。
作为一种可选的实施方式,如图2所示,上述虚拟角色的控制方法包括:
S202,在第二虚拟角色位于一组虚拟区域中的第一虚拟区域时,显示处于开启状态的第一虚拟道具、位于所述第一虚拟道具上的第一虚拟角色、以及所述第一虚拟角色尚未经过的一组虚拟道具,其中,所述一组虚拟区域中的每个虚拟区域用于控制一个类型的虚拟道具处于所述开启状态,在所述第二虚拟角色位于所述第一虚拟区域时,所述一组虚拟道具中第一类型的虚拟道具处于所述开启状态,所述一组虚拟道具中第一剩余类型的虚拟道具处于闭合状态,所述第一剩余类型为所述一组虚拟道具所属的类型中除所述第一类型之外的类型;
其中,上述第一虚拟角色和第二虚拟角色可以是不同玩家操控的游戏角色。第一虚拟角色和第二虚拟角色需要协作共同完成游戏任务。
如图3所示的游戏画面图,图中所示的第二虚拟角色100位于虚拟区域A,此时虚拟区域A可以作为第一虚拟区域。上述一组虚拟区域包括但不限于图中所示的虚拟区域A、B、C、D、E,图中所示的第一虚拟角色101位于虚拟道具A1上,此时,虚拟道具A1可以作为第一虚拟道具。上述第一虚拟角色尚未经过的一组虚拟道具包括图中所示的A2、A3、B1、B2、C1、C2、E1(图3仅作为一个实施例说明本申请,具体的一组虚拟道具的数量可以根据实际情况而定)。图中所示的虚拟区域A、B、C、D、E分别用于控制一个类型 的虚拟道具处于开启状态,如图中所示的A1、A2、A3为同一类型的虚拟道具,B1和B2为同一类型的虚拟道具,C1和C2为同一类型的虚拟道具,E1为一个类型的虚拟道具。同一类型的虚拟道具可以是颜色相同、或者图案相同、或者标号相同等等,具体的类型设置方式可以根据实际情况而定。
以同一类型的虚拟道具为颜色相同为例,假设上述A1、A2、A3为蓝色的虚拟道具,图中所示的虚拟区域A的颜色也可以设置为蓝色,虚拟区域A用于控制同一类型的虚拟道具A1、A2、A3处于开启状态。同理,假设B1和B2为黄色的虚拟道具,图中所示的虚拟区域B的颜色也可以设置为黄色,虚拟区域B用于控制同一类型的虚拟道具B1和B2处于开启状态,以此类推(由于图示中仅允许出现黑白颜色,故在图3中并未体现蓝色、黄色,但在实际游戏中可以用蓝色和黄色区分虚拟道具的类型以及控制不同类型虚拟道具的虚拟区域)。
如图3中所示,由于虚拟区域A用于控制同一类型的虚拟道具A1、A2、A3处于开启状态,当第二虚拟角色100位于虚拟区域A时,图中所示的虚拟道具A1、A2、A3(即第一类型的虚拟道具)处于开启状态。第一剩余类型的虚拟道具B1、B2、C1、C2、E1处于闭合状态,第一剩余类型为一组虚拟道具所属的类型中除第一类型之外的类型。
S204,在所述第二虚拟角色从所述第一虚拟区域移动到所述一组虚拟区域中的第二虚拟区域时,显示所述一组虚拟道具中第二类型的虚拟道具处于所述开启状态,以及显示所述一组虚拟道具中第二剩余类型的虚拟道具处于所述闭合状态,其中,所述第二剩余类型为所述一组虚拟道具所属的类型中除所述第二类型之外的类型,处于所述开启状态的虚拟道具允许被所述第一虚拟角色经过,处于所述闭合状态的虚拟道具禁止被所述第一虚拟角色经过。
其中,如图3中所示第二虚拟角色100从虚拟区域A移动到虚拟区域B,此时虚拟区域B可以作为第二虚拟区域。由于虚拟区域B用于控制同一类型(第二类型)的虚拟道具B1和B2处于开启状态,如图中所示虚拟道具,虚拟道具B1和B2变化为开启状态,虚拟道具A2和A3变化为闭合状态,第一虚拟角色所经过的虚拟道具保持开启状态,如图中虚拟道具A1继续保持开启状态。处于开启状态的虚拟道具允许被第一虚拟角色经过,也就是图中所示的B1和B2允许被第一虚拟角色经过,而闭合状态的虚拟道具禁止被第一虚拟角色经过,如图中所示的A2、A3、C1、C2、E1禁止被第一虚拟角色经过。
作为一个可选的实施方式,在上述实施例中的虚拟区域可以称为buff圈,上述虚拟道具可以是虚拟花伞。一位玩家控制的虚拟角色(第二虚拟角色)进入buff圈,开启与buff圈对应颜色的虚拟花伞,例如,第二虚拟角色进入蓝色的buff圈,开启蓝色的虚拟花伞。由另一位玩家控制的虚拟角色(第一虚拟角色)在开启的虚拟花伞上进行跳跃,到达终点花船处视为通过。该阶段可以双方玩家开启组队语音/队伍聊天进行有效的沟通,实现社交破冰。
在上述实施例中,可以应用在跨服社交页面中,承载着社交破冰功能的趣味玩法,难度较低,趣味性和随机性较高,具有重复体验的乐趣。虚拟角色的控制方法与场景物件融合,漫天的虚拟花伞点缀于游戏画面上,充满了乐趣和情趣。且每局的虚拟花伞的颜色将 进行随机,且场景终点处设有积分牌物件,靠近后可查看本服务器内该玩法通关时长最短的两位玩家信息,提升了重复体验的目标感。
在一种可能的实现方式中,方法还包括:在第二虚拟角色从第一虚拟区域移动到第二虚拟区域时,显示处于开启状态的第一虚拟道具上的第一虚拟角色,其中,第一虚拟道具的类型为第一类型,第一虚拟角色已经过的虚拟道具均处于开启状态,或者,第一虚拟角色最后经过的虚拟道具处于开启状态;或者,在第二虚拟角色从第一虚拟区域移动到第二虚拟区域时,控制第一虚拟道具从开启状态切换为闭合状态,其中,第一虚拟道具的类型为第一类型。
作为一个可选的实施方式,同一类型的虚拟道具可以是颜色相同、或者图案相同、或者标号相同等等,具体的类型设置方式可以根据实际情况而定。以同一类型的虚拟道具可以颜色相同为例,上述第一类型的第一虚拟道具可以是同一种颜色的虚拟道具,例如蓝色的虚拟道具。
以图3所示的游戏画面为例,第二虚拟角色从虚拟区域A(第一虚拟区域)移动到虚拟区域B(第二虚拟区域),虚拟道具A1(第一虚拟道具)仍为开启状态,第一虚拟角色位于虚拟道具A1上。
在一个可选的实施方式中,第一虚拟角色经过的虚拟道具保持开启状态,例如图3中所示的虚拟道具A1是第一虚拟角色已经过的虚拟道具,保持开启状态。这样若第一虚拟角色在虚拟道具之间移动的过程中,若未移动至任意虚拟道具(例如,掉入海中,或者落地),则第一虚拟角色返回到游戏的起始位置,可以从已开启的虚拟道具上进行移动。如图4所示第一虚拟角色101从虚拟道具A1上落地,由于虚拟道具A1是第一虚拟角色已经过的虚拟道具,虚拟道具A1保持开启状态,第一虚拟角色回到起始位置,可以继续在已开启的虚拟道具上进行移动。这样在落地之前已开启的虚拟道具就不用再重新再通过第二虚拟角色进行开启了,简化了游戏的复杂性,提高了游戏效率,提升了玩家的游戏体验。
在另一个可选的实施方式中,第一虚拟角色最后经过的虚拟道具保持开启状态,上述最后经过的虚拟道具可以是第一虚拟角色在落地之前所位于的虚拟道具。第一虚拟角色101从虚拟道具A1上落地,由于虚拟道具A1是第一虚拟角色在落地之前所位于的虚拟道具,虚拟道具A1保持开启状态。与上述实施例不同的是,第一虚拟角色回到落地之前所位于的虚拟道具上(最后经过的虚拟道具)。这样在落地之前所位于的虚拟道具上(虚拟道具A1上)继续进行游戏,简化了游戏的复杂性,提高了游戏效率,提升了玩家的游戏体验。
在又一个可选的实施方式中,以图5为例,第二虚拟角色从虚拟区域A(第一虚拟区域)移动到虚拟区域B(第二虚拟区域),第二虚拟角色位于第二虚拟区域时,开启虚拟道具B1和B2,同时闭合虚拟道具A1。此种情况下需要第一虚拟角色及时从虚拟道具A1上移动至虚拟道具B1或B2上,否则第一虚拟角色会落地。这需要第一虚拟角色和第二虚拟角色严谨的配合,也就是第二虚拟角色从虚拟区域A移动到虚拟区域B的同时,第一虚拟角色需要从虚拟道具A1上移动至虚拟道具B1或B2上。此种方式增加了游戏的复杂度,激励了玩家的挑战性。
在一种可能的实现方式中,方法还包括:在第一虚拟道具从开启状态切换为闭合状态的过程中,若检测到对第一虚拟角色执行了跳跃触发操作,响应于跳跃触发操作,控制第一虚拟角色跳跃离开第一虚拟道具,其中,跳跃触发操作用于控制第一虚拟角色跳跃离开第一虚拟道具。
作为一个可选的实施方式,如图5所示,第二虚拟角色从虚拟区域A移动到虚拟区域B,虚拟道具A1从开启状态切换为闭合状态,在虚拟道具A1切换为闭合状态的过程中,检测操控第一虚拟角色的玩家是否对第一虚拟角色101执行了跳跃触发操作,若是,则响应于跳跃触发操作,控制第一虚拟角色执行跳跃动作离开虚拟道具A1。
在一种可能的实现方式中,方法还包括:在第一虚拟道具从开启状态切换为闭合状态的过程中,若未检测到对第一虚拟角色执行了跳跃触发操作,显示第一虚拟角色从第一虚拟道具上掉落。
例如,若第一虚拟道具A1切换为闭合状态后,第一虚拟角色101仍未执行跳跃动作,则第一虚拟角色101从第一虚拟道具上掉落(例如,落地或者落入海中),需要重新回到初始位置重新开始游戏。
在一种可能的实现方式中,方法还包括:在第二虚拟角色位于第二虚拟区域、第一虚拟角色当前位于第一虚拟道具上、且第一虚拟道具之后允许第一虚拟角色经过的第二虚拟道具的类型为第二类型时,响应于对第一虚拟角色执行的跳跃触发操作,控制第一虚拟角色从第一虚拟道具跳跃到处于开启状态的第二虚拟道具。
作为一个可选的实施方式,与第一虚拟角色之间的距离小于或等于预设距离阈值(可以根据实际情况设置,例如0.5米、1米等)的虚拟道具为允许第一虚拟角色经过的虚拟道具。允许第一虚拟角色经过的虚拟道具的数量可以是一个也可以是多个,在允许第一虚拟角色经过的虚拟道具的数量为多个的情况下,多个允许第一虚拟角色经过的虚拟道具可以是同一类型的虚拟道具,也可以是不同类型的虚拟道具。
在一个可选的实施方式中,如图6所示,在第二虚拟角色100位于虚拟区域A(第一虚拟区域)时,第一虚拟角色101位于虚拟道具A1(第一虚拟道具)上,此时假设与第一虚拟角色101之间的距离小于或等于预设距离阈值的虚拟道具包括虚拟道具A2、B1、D1(允许第一虚拟角色经过的虚拟道具包括虚拟道具A2、B1、D1)。第二虚拟角色从虚拟区域A移动到虚拟区域B(第二虚拟道具),虚拟道具A2、A3闭合,B1和B2开启。由于第二类型的虚拟道具B1(第二虚拟道具)是允许第一虚拟角色经过的虚拟道具,则玩家可以通过触控第一虚拟角色执行跳跃动作,从虚拟道具A1跳跃至虚拟道具B1。
在一种可能的实现方式中,在显示处于开启状态的第一虚拟道具、位于第一虚拟道具上的第一虚拟角色、以及第一虚拟角色尚未经过的一组虚拟道具之后,方法还包括:在第二虚拟角色位于第一虚拟区域、第一虚拟角色当前位于第一虚拟道具上、且第一虚拟道具之后允许第一虚拟角色经过的第三虚拟道具的类型为第一类型时,响应于对第一虚拟角色执行的跳跃触发操作,控制第一虚拟角色从第一虚拟道具跳跃到处于开启状态的第三虚拟道具。
作为一个可选的实施方式,如图7所示第二虚拟角色位于虚拟区域A(第一虚拟区域)中,虚拟道具A1、A2、A3处于开启状态,第一虚拟角色位于虚拟道具A1上,此时假设与第一虚拟角色101之间的距离小于或等于预设距离阈值的虚拟道具包括虚拟道具A2、B1、D1(允许第一虚拟角色经过的虚拟道具包括虚拟道具A2、B1、D1)。由于第一类型的虚拟道具A2(第三虚拟道具)是允许第一虚拟角色经过的虚拟道具,则玩家可以通过触控第一虚拟角色执行跳跃动作,从虚拟道具A1跳跃至虚拟道具A2。
作为一个可选的实施方式,可以由两名玩家组队参与游戏,支持跨服玩家之间组队参与,通过非玩家虚拟角色(non-player character,NPC)对话项进入游戏。如图8所示,玩家可以通过此游戏界面进入游戏。
当选择图8中所示的进入游戏后,进入双方弹脸准备界面,双方确认准备后,双人进入位面开启玩法。如图9所示玩家可以在该游戏界面中选择同意与对方组队进入游戏,也可以拒绝。
对于首次进入玩法,弹脸玩法说明界面,可切页查看玩法简介。后续可跟NPC对话,再次打开查看玩法简介。如图10所示在该界面中玩家可以了解游戏玩法。
在一种可能的实现方式中,在第一虚拟角色位于开启状态的第一虚拟道具上时,显示第二虚拟角色位于一组虚拟区域中的第一虚拟区域,在第二虚拟角色位于第一虚拟区域时,第一虚拟角色尚未经过的第一类型的虚拟道具处于开启状态,一组虚拟道具中第一剩余类型的虚拟道具处于闭合状态;响应于对第二虚拟角色执行的移动触发操作,控制第二虚拟角色从第一虚拟区域移动到第二虚拟区域,其中,在第二虚拟角色位于第二虚拟区域时,第二类型的虚拟道具处于开启状态,以及第二剩余类型的虚拟道具处于闭合状态,其中,处于开启状态的虚拟道具允许被第一虚拟角色经过,处于闭合状态的虚拟道具禁止被第一虚拟角色经过。
作为一个可选的实施方式,在操控第二虚拟角色的玩家的游戏画面中显示如图11所示的游戏画面,该游戏画面中显示了一组虚拟区域A、B、C、D,第一虚拟角色位于开启状态的虚拟道具A1(第一虚拟道具)上时,第二虚拟角色位于虚拟区域A(第一虚拟区域)。操控第二虚拟角色的玩家可以通过触控移动触发操作,触发第二虚拟角色从第一虚拟区域移动到一组虚拟区域中的其他虚拟区域,例如从虚拟区域A移动到虚拟区域B(第二虚拟区域)。当第二虚拟角色从虚拟区域A移动到虚拟区域B之后,第二虚拟区域控制第二类型的虚拟道具处于开启状态,如图中所示的B1和B2开启,这样第一虚拟角色可以从第一虚拟道具A1上移动到B1或B2上。
作为一个可选的实施方式,上述实施例中,同一类型的虚拟道具的颜色相同,在本实施例中可以设置多种颜色的虚拟道具(例如五种颜色,颜色可以随机设置,例如蓝色、红色、紫色、粉色、黄色等),控制一种类型的虚拟道具的虚拟区域与该类型的虚拟道具的颜色可以相同,例如,蓝色的虚拟区域用于控制蓝色的虚拟道具。每局游戏虚拟道具和虚拟区域的颜色会随机改变,位置可以不变。进入该游戏后可以屏蔽虚拟角色的其他技能,保留跳跃技能。
在一种可能的实现方式中,第二虚拟角色从第一虚拟区域移动到一组虚拟区域中的第二虚拟区域,包括:若第二虚拟角色接收到第一虚拟角色发送的通知消息,第二虚拟角色按照通知消息中的指示从第一虚拟区域移动到第二虚拟区域,其中,通知消息为语音消息或文本消息,通知消息用于指示第二虚拟角色从第一虚拟区域移动到一组虚拟区域中的第二虚拟区域。
作为一个可选的实施方式,第二虚拟角色在一组虚拟区域中踩每个虚拟区域,开启对应类型的虚拟道具。第一虚拟角色在开启的虚拟道具上跳跃,第一虚拟角色已踩过的虚拟道具保持开启状态,未踩过的虚拟道具可以通过操控第一虚拟角色的玩家2语音或者打字通知操控第二虚拟角色的玩家1,这样玩家1可以操控第二虚拟角色移动至相应的虚拟区域。语音沟通更快,提升第一虚拟角色跳跃虚拟道具的速度。第一虚拟角色当前所在的虚拟道具A1(第一虚拟道具)上,此时第二虚拟角色在虚拟区域A(第一虚拟区域)中。第一虚拟角色尚未经过的一组虚拟道具中允许第一虚拟角色经过的虚拟道具包括:虚拟道具B1和C1。此时,操控第一虚拟角色的玩家1可以通过语音或者文字的方式通知操控第二虚拟角色的玩家2,其下一个想要经过的虚拟道具是B1或C1,假设第一虚拟角色下一个想要经过的虚拟道具是B1,则操控第二虚拟角色的玩家2在接收到通知消息后,可以控制第二虚拟角色从虚拟区域A移动到虚拟区域B1(第二虚拟区域)。
作为一个可选的实施方式,第一虚拟角色从虚拟道具上掉落一定时长(例如5秒)后,则将第一虚拟角色传送至起始位置,重新开始。第二虚拟角色从一组虚拟区域中掉落(例如掉入海里)第二虚拟角色将被传送至起始位置,游戏重新开始。如图12所示,图中所示的虚拟角色可以是第一虚拟角色或者是第二虚拟角色,在第一虚拟角色或第二虚拟角色掉入海里后,显示图中所示的游戏画面,以提示玩家将回到起始位置。
作为一个可选的实施方式,当第一虚拟角色从起始虚拟道具移动到终点虚拟道具时,第一虚拟角色和第二虚拟角色完成该局游戏。在本实施例中,还设置有计时功能,对第一虚拟角色和第二虚拟角色完成该局游戏的时长进行计时,在游戏画面上会显示计时。完成该局游戏计时最少的一组虚拟角色获胜。
作为一个可选的实施方式,当第一虚拟角色和第二虚拟角色完成一局游戏后,完成第一阶段游戏,可以显示如图13所示的游戏画面,开始下一阶段(第二阶段)的游戏。如图14是进入第二阶段游戏画面示意图。
根据本申请实施例的另一方面,还提供了一种虚拟角色的控制方法,如图15所示,包括以下步骤:
S1502,显示位于第一虚拟道具上的第一虚拟角色、以及所述第一虚拟角色和第二虚拟角色均尚未经过的一组虚拟道具;
S1504,响应于对所述第一虚拟角色的跳跃触发操作,控制所述第一虚拟角色跳跃目标距离;
在一种可能的实现方式中,跳跃触发操作可以是通过跳跃按键执行的,通常情况下,玩家通过长按触控跳跃按键进行蓄力,实现蓄力跳,玩家触控跳跃按键的时间越长,跳跃 触发操作的蓄力时长越大,此时蓄力越大,跳跃的距离越远,即目标距离越远。也就是说,目标距离与跳跃触发操作的蓄力时长正相关。
S1506,若所述第一虚拟角色跳跃所述目标距离之后位于所述一组虚拟道具中的第二虚拟道具上、且第一虚拟技能处于允许被释放的状态,响应于对所述第一虚拟技能执行的释放操作,释放所述第一虚拟技能将所述第二虚拟角色移动到位于所述第二虚拟道具上。
作为一个可选的实施方式,在第二阶段的的游戏中,第一虚拟角色和第二虚拟角色可以通过连线进行连接,连线后的第一虚拟角色和第二虚拟角色具有携行技能。如图16所示的游戏界面中,玩家可以通过点击连接使得第一虚拟角色和第二虚拟角色系上连线,点击携行技能可以拉起落水的队友。
作为一个可选的实施方式,如图17所示的游戏画面可以是操控第一虚拟角色的玩家的游戏画面,在该游戏画面上显示有第一虚拟角色200,以及第一虚拟角色和第二虚拟角色未经过的虚拟道具。
操控第一虚拟角色的玩家可以在该游戏画面上对跳跃按键执行触控操作,该跳跃按键可以是虚拟按键,也可是物理按键(例如遥杆),图中以虚拟按键为例,通过虚拟按键可以实现蓄力跳跃。玩家触控跳跃按键的时间越长,蓄力越大,第一虚拟角色跳跃的距离越远。如图中所示显示有蓄力条,蓄力条的进度与触控跳跃按键的时长成正比,触控跳跃按键的时间约长,蓄力条的进度越长,第一虚拟角色跳跃的距离越远。根据玩家长按时长,可以设置有几段(可以根据实际情况而定,例如9段)跳跃距离的区别。蓄力条需要设计为三段颜色,帮助玩家确认跳跃距离(一段大约为一个虚拟道具之间的距离)。每段含有三个实际跳跃距离的小区间,可以做小刻度。
假设在执行上述蓄力跳跃后,第一虚拟角色移动的距离为目标距离,第一虚拟角色正好跳跃至第二虚拟道具。上述第一虚拟技能是携行技能,如果此时第一虚拟角色与第二虚拟角色之间的携行技能允许被释放,在图17所示的游戏画面上显示携行按键,玩家触控该按键,携行技能被释放,第二虚拟角色201移动到第二虚拟道具上。
作为一个可选的实施方式,在第二阶段的同心携行游戏中,第一虚拟角色和第二虚拟角色双方习得携行和蓄力跳技能,需要二人配合一路跳跃虚拟道具,共同到达终点,完成全部挑战。该阶段需要双方一同跳跃,且一方可以在限定时间5秒内使用携行技能救起失误一方,增加双方互动。
在一种可能的实现方式中,方法还包括:在控制第一虚拟角色跳跃目标距离之前,显示第一虚拟角色与第二虚拟角色之间的连线,其中,连线用于表示允许通过释放第一虚拟技能将第二虚拟角色移动到第一虚拟角色当前所在的虚拟道具上;若第一虚拟角色跳跃目标距离之后位于第二虚拟道具上、且第一虚拟角色与第二虚拟角色之间的距离小于或等于预设距离阈值,显示位于第二虚拟道具上的第一虚拟角色、并显示第一虚拟角色与第二虚拟角色之间的连线。
作为一个可选的实施方式,虚拟道具上可以容纳两个虚拟角色,虚拟道具可以位于海上,虚拟道具距离画面的高度可以设置为高于跳跃高度,虚拟道具距离的高度可以与第一虚拟角色与第二虚拟角色之间的连线距离相同。第一虚拟角色或第二虚拟角色到达第一个 虚拟道具进入游戏,第一虚拟角色与第二虚拟角色之间连线表示第一虚拟角色与第二虚拟角色之间具有携行技能(第一虚拟技能)。当第一虚拟角色移动到第二虚拟道具上时,通过携行技能使得第二虚拟角色可以直接移动到第二虚拟道具。还可以使用携行技能将掉落的虚拟角色拉起。玩家可以通过点击连线,获得携行技能,在指定的距离(可以根据实际情况设置,例如3米、5米等)内可以使用携行技能,通过携行技能可以将队友拉拽至身边位置。如图17中所示,在游戏画面中显示第一虚拟角色与第二虚拟角色之间的连线。
在一种可能的实现方式中,方法还包括:若第一虚拟角色跳跃目标距离之后位于第二虚拟道具上、且第一虚拟角色与第二虚拟角色之间的距离大于预设距离阈值,显示位于第二虚拟道具上的第一虚拟角色、并取消显示第一虚拟角色与第二虚拟角色之间的连线,其中,连线被取消显示用于表示不允许通过释放第一虚拟技能将第二虚拟角色移动到第一虚拟角色当前所在的虚拟道具上。
作为一个可选的实施方式,携行技能在指定距离内可以使用(小于或等于预设距离阈值,预设距离阈值可以根据实际情况而定,例如5米、10米等),超过该距离,携行技能将无法使用。如图18中所示,第一虚拟角色108跳跃目标距离后,跳跃至第二虚拟道具上。如果此时第一虚拟角色与第二虚拟角色之间的距离大于上述预设距离阈值,则游戏画面上取消显示连线,表示第一虚拟角色和第二虚拟角色不允许使用携行技能,也就是此时第一虚拟角色无法使用携行技能将第二虚拟角色移动到第二虚拟道具上。
在一种可能的实现方式中,在释放第一虚拟技能将第二虚拟角色移动到位于第二虚拟道具上之后,方法还包括:启动第一虚拟技能的倒计时,其中,在倒计时结束之前第一虚拟技能处于禁止被释放的状态。
作为一个可选的实时方式,上述携行技能具有冷却时长,该冷却时长可以根据实际情况设置,例如5秒、10秒等。在冷却时长内,第一虚拟角色和第二虚拟角色无法使用携行技能。如图17中所示,在第一虚拟角色使用携行技能后,在游戏界面上显示倒计时(10秒),从10秒开始倒计时,在倒计时的10秒内,第一虚拟角色和第二虚拟角色无法使用携行技能。在倒计时结束后,在游戏界面上显示携行虚拟按键,第一虚拟角色和第二虚拟角色可以继续使用携行技能。
在一种可能的实现方式中,方法还包括:若第一虚拟角色跳跃目标距离之后未位于一组虚拟道具中的虚拟道具上,且第二虚拟技能被释放,显示第一虚拟角色被移动到第二虚拟角色当前所在的第三虚拟道具上,其中,第二虚拟技能是允许被第二虚拟角色释放的虚拟技能。
作为一个可选的实施方式,上述第二虚拟技能是第一虚拟角色和第二虚拟角色之间的携行技能。如图19所示,第一虚拟角色200跳跃目标距离后未位于虚拟道具上(第一虚拟角色掉落,例如掉落到地面或者海里)。如果此时第一虚拟角色和第二虚拟角色之间的携行技能允许被释放,则可以通过携行技能将第一虚拟角色拖拽到第二虚拟角色所在的虚拟道具上。具体地,可以是第一虚拟角色使用携行技能将自身拖拽到第二虚拟角色所在的道具上,也可以是第二虚拟角色使用携行技能将第一虚拟角色拖拽到第二虚拟角色所在的虚 拟道具上。在本实施例中,第二虚拟技能也具有冷却时长,该冷却时长可以根据实际情况设置。在该冷却时长内,第一虚拟角色和第二虚拟角色无法使用第二虚拟技能。
作为一个可选的实施方式,第二阶段的玩法说明如图20所示,通过图中所示的玩法说明,玩家可以了解第二阶段同心携行的具体玩法。
根据本申请实施例的另一方面,还提供了一种虚拟角色的控制方法,如图21所示,包括以下步骤:
S2102,显示位于第三虚拟道具上的第二虚拟角色,以及所述第二虚拟角色和第一虚拟角色均尚未经过的一组虚拟道具;
S2104,若所述第一虚拟角色跳跃目标距离之后未位于所述一组虚拟道具中的虚拟道具上、且第二虚拟技能处于允许被释放的状态,响应于对所述第二虚拟技能执行的释放操作,释放所述第二虚拟技能将所述第一虚拟角色移动到位于所述第三虚拟道具上。
作为一个可选的实施方式,上述第二虚拟技能是第一虚拟角色与第二虚拟角色之间的携行技能。当第二虚拟角色位于第三虚拟道具上,而第一虚拟角色跳跃目标距离后未位于虚拟道具上(第一虚拟角色掉落,如落地或掉入海里)。若此时第二虚拟技能允许被释放(第二虚拟技能具有冷却时长,在冷却时长内不允许被释放)如图22所示,操控第二虚拟角色的玩家可以通过点击携行虚拟按键,拉起第一虚拟角色至第二虚拟角色身边,将第一虚拟角色拉起至第三虚拟角色,同时携行技能进入冷却时间,开始倒计时。
在一种可能的实现方式中,方法还包括:若第一虚拟角色跳跃目标距离之后未位于一组虚拟道具中的虚拟道具上,显示第一虚拟角色与第二虚拟角色之间的连线,其中,连线用于表示允许通过释放第二虚拟技能将第一虚拟角色移动到第二虚拟角色当前所在的虚拟道具上。
作为一个可选的实施方式,如图22中所示,在第一虚拟角色和第二虚拟角色之间显示连线,该连线用于表示第一虚拟角色和第二虚拟角色之间具有携行技能,第一虚拟角色和第二虚拟角色可以使用携行技能。
在一种可能的实现方式中,方法还包括:在第一虚拟角色跳跃目标距离之前,显示第一虚拟角色与第二虚拟角色之间的连线,其中,连线用于表示允许通过释放第一虚拟技能将第二虚拟角色移动到第一虚拟角色当前所在的虚拟道具上;若第一虚拟角色跳跃目标距离之后位于一组虚拟道具中的第二虚拟道具上、且第一虚拟角色与第二虚拟角色之间的距离小于或等于预设距离阈值,显示位于第二虚拟道具上的第一虚拟角色、位于第三虚拟道具上的第二虚拟角色、以及第一虚拟角色与第二虚拟角色之间的连线;若第一虚拟角色跳跃目标距离之后位于第二虚拟道具上、且第一虚拟角色与第二虚拟角色之间的距离大于预设距离阈值,显示位于第二虚拟道具上的第一虚拟角色、位于第三虚拟道具上的第二虚拟角色、并取消显示第一虚拟角色与第二虚拟角色之间的连线,其中,连线被取消显示用于表示不允许通过释放第一虚拟技能将第二虚拟角色移动到第一虚拟角色当前所在的虚拟道具上。
作为一个可选的实施方式,如图23所示,在第一虚拟角色和第二虚拟角色位于同一虚拟道具上的情况下(假设均位于第三虚拟道具上),在操控第二虚拟角色的玩家的游戏画 面上显示第一虚拟角色和第二虚拟角色位于同一虚拟道具上,以及第一虚拟角色和第二虚拟角色之间的连线,该连线表示第一虚拟角色和第二虚拟角色之间具有携行技能。
第一虚拟角色执行蓄力跳动作后,跳跃目标距离后落在第二虚拟道具上,此时如果第一虚拟角色与第二虚拟角色之间的距离小于或等于预设距离阈值(可以根据实际情况而定,例如5米、10米),则在游戏界面上显示第二虚拟角色位于第三虚拟道具上,第一虚拟角色位于第二虚拟道具上,以及第一虚拟角色和第二虚拟角色之间的连线,该连线用于表示第一虚拟角色与第二虚拟角色之间具有携行技能。
在另一个可选的实施方式中,第一虚拟角色执行蓄力跳动作后,跳跃目标距离后落在第二虚拟道具上,此时如果第一虚拟角色与第二虚拟角色之间的距离大于上述预设距离阈值,则在游戏界面上取消显示之间的连线,如图24所示,表示第一虚拟角色与第二虚拟角色之间不具有携行技能。
在一种可能的实现方式中,在取消显示第一虚拟角色与第二虚拟角色之间的连线之后,方法还包括:响应于对第二虚拟角色执行的跳跃触发操作,控制第二虚拟角色跳跃当前距离;若第二虚拟角色跳跃当前距离之后位于一组虚拟道具中的第四虚拟道具上、且第一虚拟角色与第二虚拟角色之间的距离小于或等于预设距离阈值,显示位于第二虚拟道具上的第一虚拟角色、位于第四虚拟道具上的第二虚拟角色、以及第一虚拟角色与第二虚拟角色之间的连线。
作为一个可选的实施方式,若第一虚拟角色和第二虚拟角色之间没有连线,表示第一虚拟角色和第二虚拟角色之间不具有携行技能,此时第一虚拟角色和第二虚拟角色需要各自执行蓄力跳动作。如果第一虚拟角色与第二虚拟角色之间的距离恢复到预设距离阈值之内,则第一虚拟角色和第二虚拟角色之间恢复连线,表示第一虚拟角色和第二虚拟角色之间恢复携行技能。
在一种可能的实现方式中,当前距离与跳跃触发操作的蓄力时长正相关。作为一个可选的实施方式,如图25所示,操控第二虚拟角色的玩家可以通过触控跳跃按键,触发第二虚拟角色执行蓄力跳动作,该实施例中的蓄力跳与上述实施例相同,触发的时间越长蓄力越大跳的越远。假设如图25中所示第二虚拟角色执行蓄力跳动作后移动当前距离,落在第四虚拟道具上,此时如果第一虚拟角色与第二虚拟角色之间的距离小于或等于上述预设距离阈值,则在第一虚拟角色和第二虚拟角色之间恢复显示连线,表示第一虚拟角色和第二虚拟角色之间恢复携行技能。
在一种可能的实现方式中,在释放第二虚拟技能将第一虚拟角色移动到位于第三虚拟道具上之后,方法还包括:启动第二虚拟技能的倒计时,其中,在倒计时结束之前第二虚拟技能处于禁止被释放的状态。
作为一个可选的实施方式,第一虚拟角色与第二虚拟角色之间的携行技能具有冷却时长,可根据实际情况而定,例如10秒。如图22中所示,当使用携行技能之后,在游戏画面上显示倒计时,该倒计时用于表示携行技能的倒计时,在倒计时结束前,携行技能被禁止使用,倒计时结束后,可以使用携行技能。
作为一个可选的实施方式,若第一虚拟角色或第二虚拟角色掉落虚拟道具的时长超过预设时长阈值(可根据实际情况而定,例如5秒),则返回到第二阶段游戏的初始位置。
作为一个可选的实施方式,上述实施例中的阶段一:你踩我跳,阶段二:同心携行,两个阶段的游戏可以作为一个通关游戏,如图26所示是两个阶段游戏的说明,在阶段一虚拟道具可容纳一个虚拟角色,虚拟道具有多种颜色,有开启和闭合状态。进入该游戏玩法页面,屏蔽虚拟角色的其他技能,赋予单段跳跃技能,第二虚拟角色在一组虚拟区域中移动,开启相应的虚拟道具,第一虚拟角色在虚拟道具上跳跃,已踩过的虚拟道具保持开启状态,未踩过的虚拟道具需要操控第一虚拟角色的玩家通过语音或者文字通知操控第二虚拟角色的玩家,以开启相应的虚拟道具,第一虚拟角色到达终点后,第二虚拟角色可以离开虚拟区域,
在阶段二中,虚拟道具可容纳两个虚拟角色(第一虚拟角色和第二虚拟角色),虚拟道具可以均匀速率左右移动,虚拟道具距离海面高于跳跃高度,与第一虚拟角色和第二虚拟角色之间的连线的最长距离相同。到达阶段二中的第一个虚拟道具,开启阶段二的游戏,第一虚拟角色和第二虚拟角色之间连线(结同心),第一虚拟角色和第二虚拟角色具备长按蓄力跳跃技能和携行技能。对于长按蓄力跳跃技能,根据玩家长按跳跃案件的时长相关,时间越长蓄力越大,跳跃的越远。对于携行技能,当第一虚拟角色和第二虚拟角色之间的某个虚拟角色从虚拟道具上掉落时,可以通过携行技能将掉落的虚拟角色拉回另一个虚拟角色身边,携行技能具有冷却时长。当第一虚拟角色和第二虚拟角色均从虚拟道具上掉落,挑战失败。若第一虚拟角色和第二虚拟角色从起点到达终点,挑战成功。第一虚拟角色和第二虚拟角色通关后,显示图27所示的游戏画面,该游戏画面上显示的第一虚拟角色和第二虚拟角色,以及第一虚拟角色和第二虚拟角色的通关时长。此外,在第一虚拟角色和第二虚拟角色通关后,显示如图28所示的游戏画面,在该游戏画面上还可以显示特殊的游戏场景,例如,落虹(彩虹+花瓣雨)。可采集特殊天气掉落物:落虹碎片,集齐20个可以合成天气盒,在家园内触发该天气。
终点区域设有排行榜物件,交互可打开界面,可查看本服或者跨服用时最短的二个玩家。(如用时一致,则取最新刷新人信息)(只显示第一)。显示通用角色头像,可点击弹出通用功能列表。显示二个玩家的完成时长,以及完成的日期。如图29所示。如刷新记录,则在战绩结算页面显示新纪录图章。
本方案为游戏内如何实现双人社交向跳跃关卡玩法,具体实现流程如下:
玩家A和玩家B组队通过NPC对话项,触发服务器开启双人玩法,客户端向双方弹出确认准备界面。客户端检测双方都确认准备后,服务器发起双人传送,进入玩法位面。进入玩法位面后,服务器检测玩家是否与NPC对话并选择了开始计时选项,检测到消息后客户端显示倒计时10秒,倒计时结束后显示计时器组件,服务器开始正式计时。服务器检测第二虚拟角色是否进入虚拟区域,进入后开启与该虚拟区域对应的虚拟道具。
服务器检测虚拟道具是否被第一虚拟角色踩过,已踩过的虚拟道具客户端保持开启状态。服务器检测是否有虚拟角色从虚拟道具上掉落,有的话后客户端提示进入游戏,5秒后传送回起点,之后调用传送接口将虚拟角色传送回关卡初始点。
服务器检测虚拟角色是否进入阶段一的终点,若是客户端显示完成阶段一的提示,展开进入阶段二的全屏遮罩面板,服务器将第一虚拟角色和第二虚拟角色全部传送至阶段二的起点位置,客户端展开阶段二计时器面板,并显示阶段二的技能使用方式提示信息。
服务器继续保持检测是否有虚拟角色从虚拟道具上掉落,若有计时5秒后传送回起点,之后调用传送接口将掉落的虚拟角色传送回阶段二的关卡初始点。
当虚拟角色使用蓄力跳技能时,客户端根据蓄力时长,调用相应的跳跃动作,服务器根据蓄力时长对应的距离和虚拟角色朝向计算出虚拟角色真实服务器位置落点。
当虚拟角色使用携行技能时,服务器将另一位虚拟角色的位置传送至使用技能者的位置,客户端播放拉拽过程动作。
服务器检测第一虚拟角色和第二虚拟角色到达终点范围内,视为通关结束,上传两位玩家的通关时长。客户端弹出结算界面,并切换通关的天气氛围和时间;服务器在指定配置位置刷出采集物;服务器判定通关时长是否为本服最快,是则触发全服通告,通知全服该两名角色已刷新排行榜,客户端讲二人信息刷新显示在积分榜交互界面上。
在上述实施里中,承载着社交破冰功能的趣味玩法,难度较低,趣味性和随机性较高,具有重复体验的乐趣。跨服的玩家也可共同组队参与游玩。且终点处设置的积分牌物件,可向其他玩家展示本服通关速度最快者的信息,达到异步社交和满足炫耀心理。在跨服社交玩法中承载着重要的作用。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请所必须的。
根据本申请实施例的另一个方面,还提供了一种用于实施上述虚拟角色的控制方法的虚拟角色的控制装置。如图30所示,该装置包括:第一显示模块3002,用于在第二虚拟角色位于一组虚拟区域中的第一虚拟区域时,显示处于开启状态的第一虚拟道具、位于所述第一虚拟道具上的第一虚拟角色、以及所述第一虚拟角色尚未经过的一组虚拟道具,其中,所述一组虚拟区域中的每个虚拟区域用于控制一个类型的虚拟道具处于所述开启状态,在所述第二虚拟角色位于所述第一虚拟区域时,所述一组虚拟道具中第一类型的虚拟道具处于所述开启状态,所述一组虚拟道具中第一剩余类型的虚拟道具处于闭合状态,所述第一剩余类型为所述一组虚拟道具所属的类型中除所述第一类型之外的类型;第二显示模块3002,用于在所述第二虚拟角色从所述第一虚拟区域移动到所述一组虚拟区域中的第二虚拟区域时,显示所述一组虚拟道具中第二类型的虚拟道具处于所述开启状态,以及显示所述一组虚拟道具中第二剩余类型的虚拟道具处于所述闭合状态,其中,所述第二剩余类型为所述一组虚拟道具所属的类型中除所述第二类型之外的类型,处于所述开启状态的虚拟道具允许被所述第一虚拟角色经过,处于所述闭合状态的虚拟道具禁止被所述第一虚拟角色经过。
在一种可能的实现方式中,上述装置还用于在所述第二虚拟角色从所述第一虚拟区域移动到所述第二虚拟区域时,显示处于所述开启状态的所述第一虚拟道具上的所述第一虚拟角色,其中,所述第一虚拟道具的类型为所述第一类型,所述第一虚拟角色已经过的虚拟道具均处于所述开启状态,或者,所述第一虚拟角色最后经过的虚拟道具处于所述开启状态;或者,在所述第二虚拟角色从所述第一虚拟区域移动到所述第二虚拟区域时,控制所述第一虚拟道具从所述开启状态切换为所述闭合状态,其中,所述第一虚拟道具的类型为所述第一类型。
在一种可能的实现方式中,上述装置还用于在所述第一虚拟道具从所述开启状态切换为所述闭合状态的过程中,若检测到对所述第一虚拟角色执行了跳跃触发操作,响应于所述跳跃触发操作,控制所述第一虚拟角色跳跃离开所述第一虚拟道具,其中,所述跳跃触发操作用于控制所述第一虚拟角色跳跃离开所述第一虚拟道具。
在一种可能的实现方式中,上述装置还用于在所述第一虚拟道具从所述开启状态切换为所述闭合状态的过程中未检测到对所述第一虚拟角色执行了所述跳跃触发操作的情况下,显示所述第一虚拟角色从所述第一虚拟道具上掉落。
在一种可能的实现方式中,上述装置还用于在所述第二虚拟角色位于所述第二虚拟区域、所述第一虚拟角色当前位于所述第一虚拟道具上、且所述第一虚拟道具之后允许所述第一虚拟角色经过的第二虚拟道具的类型为所述第二类型时,响应于对所述第一虚拟角色执行的跳跃触发操作,控制所述第一虚拟角色从所述第一虚拟道具跳跃到处于所述开启状态的所述第二虚拟道具。
在一种可能的实现方式中,上述装置还用于在所述显示处于开启状态的第一虚拟道具、位于所述第一虚拟道具上的第一虚拟角色、以及所述第一虚拟角色尚未经过的一组虚拟道具之后,在所述第二虚拟角色位于所述第一虚拟区域、所述第一虚拟角色当前位于所述第一虚拟道具上、且所述第一虚拟道具之后允许所述第一虚拟角色经过的第三虚拟道具的类型为所述第一类型时,响应于对所述第一虚拟角色执行的跳跃触发操作,控制所述第一虚拟角色从所述第一虚拟道具跳跃到处于所述开启状态的所述第三虚拟道具。
在一种可能的实现方式中,上述装置还用于在第一虚拟角色位于开启状态的第一虚拟道具上时,显示第二虚拟角色位于一组虚拟区域中的第一虚拟区域,在所述第二虚拟角色位于所述第一虚拟区域时,所述第一虚拟角色尚未经过的所述第一类型的虚拟道具处于所述开启状态,所述一组虚拟道具中所述第一剩余类型的虚拟道具处于闭合状态;响应于对所述第二虚拟角色执行的移动触发操作,控制所述第二虚拟角色从所述第一虚拟区域移动到所述第二虚拟区域,其中,在所述第二虚拟角色位于所述第二虚拟区域时,所述第二类型的虚拟道具处于所述开启状态,以及所述第二剩余类型的虚拟道具处于所述闭合状态,其中,处于所述开启状态的虚拟道具允许被所述第一虚拟角色经过,处于所述闭合状态的虚拟道具禁止被所述第一虚拟角色经过。
根据本申请实施例的另一个方面,还提供了一种虚拟角色的控制装置,该装置包括:第三显示模块,用于显示位于第一虚拟道具上的第一虚拟角色、以及所述第一虚拟角色和第二虚拟角色均尚未经过的一组虚拟道具;控制模块,用于响应于对所述第一虚拟角色的 跳跃触发操作,控制所述第一虚拟角色跳跃目标距离,其中,所述目标距离与所述跳跃触发操作的蓄力时长正相关;第一响应模块,用于若所述第一虚拟角色跳跃所述目标距离之后位于所述一组虚拟道具中的第二虚拟道具上、且第一虚拟技能处于允许被释放的状态,响应于对所述第一虚拟技能执行的释放操作,释放所述第一虚拟技能将所述第二虚拟角色移动到位于所述第二虚拟道具上。
在一种可能的实现方式中,上述装置还用于在控制所述第一虚拟角色跳跃所述目标距离之前,显示所述第一虚拟角色与所述第二虚拟角色之间的连线,其中,所述连线用于表示允许通过释放所述第一虚拟技能将所述第二虚拟角色移动到所述第一虚拟角色当前所在的虚拟道具上;若所述第一虚拟角色跳跃所述目标距离之后位于所述第二虚拟道具上、且所述第一虚拟角色与所述第二虚拟角色之间的距离小于或等于预设距离阈值,显示位于所述第二虚拟道具上的所述第一虚拟角色、并显示所述第一虚拟角色与所述第二虚拟角色之间的所述连线。
在一种可能的实现方式中,上述装置还用于若所述第一虚拟角色跳跃所述目标距离之后位于所述第二虚拟道具上、且所述第一虚拟角色与所述第二虚拟角色之间的距离大于所述预设距离阈值,显示位于所述第二虚拟道具上的所述第一虚拟角色、并取消显示所述第一虚拟角色与所述第二虚拟角色之间的所述连线,其中,所述连线被取消显示用于表示不允许通过释放所述第一虚拟技能将所述第二虚拟角色移动到所述第一虚拟角色当前所在的虚拟道具上。
在一种可能的实现方式中,上述装置还用于在所述释放所述第一虚拟技能将所述第二虚拟角色移动到位于所述第二虚拟道具上之后,启动所述第一虚拟技能的倒计时,其中,在所述倒计时结束之前所述第一虚拟技能处于禁止被释放的状态。
在一种可能的实现方式中,上述装置还用于若所述第一虚拟角色跳跃所述目标距离之后未位于所述一组虚拟道具中的虚拟道具上,且第二虚拟技能被释放,显示所述第一虚拟角色被移动到所述第二虚拟角色当前所在的第三虚拟道具上,其中,所述第二虚拟技能是允许被所述第二虚拟角色释放的虚拟技能。
根据本申请实施例的另一方面,还提供了一种虚拟角色的控制装置,包括:第四显示模块,用于显示位于第三虚拟道具上的第二虚拟角色,以及所述第二虚拟角色和第一虚拟角色均尚未经过的一组虚拟道具;第二响应模块,用于若所述第一虚拟角色跳跃目标距离之后未位于所述一组虚拟道具中的虚拟道具上、且第二虚拟技能处于允许被释放的状态,响应于对所述第二虚拟技能执行的释放操作,释放所述第二虚拟技能将所述第一虚拟角色移动到位于所述第三虚拟道具上。
在一种可能的实现方式中,上述装置还用于若所述第一虚拟角色跳跃所述目标距离之后未位于所述一组虚拟道具中的虚拟道具上,显示所述第一虚拟角色与所述第二虚拟角色之间的连线,其中,所述连线用于表示允许通过释放所述第二虚拟技能将所述第一虚拟角色移动到所述第二虚拟角色当前所在的虚拟道具上。
在一种可能的实现方式中,上述装置还用于在所述第一虚拟角色跳跃所述目标距离之前,显示所述第一虚拟角色与所述第二虚拟角色之间的连线,其中,所述连线用于表示允 许通过释放第一虚拟技能将所述第二虚拟角色移动到所述第一虚拟角色当前所在的虚拟道具上;若所述第一虚拟角色跳跃所述目标距离之后位于所述一组虚拟道具中的第二虚拟道具上、且所述第一虚拟角色与所述第二虚拟角色之间的距离小于或等于预设距离阈值,显示位于所述第二虚拟道具上的所述第一虚拟角色、位于所述第三虚拟道具上的所述第二虚拟角色、以及所述第一虚拟角色与所述第二虚拟角色之间的所述连线;若所述第一虚拟角色跳跃所述目标距离之后位于所述第二虚拟道具上、且所述第一虚拟角色与所述第二虚拟角色之间的距离大于所述预设距离阈值,显示位于所述第二虚拟道具上的所述第一虚拟角色、位于所述第三虚拟道具上的所述第二虚拟角色、并取消显示所述第一虚拟角色与所述第二虚拟角色之间的所述连线,其中,所述连线被取消显示用于表示不允许通过释放所述第一虚拟技能将所述第二虚拟角色移动到所述第一虚拟角色当前所在的虚拟道具上。
在一种可能的实现方式中,上述装置还用于在取消显示所述第一虚拟角色与所述第二虚拟角色之间的所述连线之后,响应于对所述第二虚拟角色执行的跳跃触发操作,控制所述第二虚拟角色跳跃当前距离;若所述第二虚拟角色跳跃所述当前距离之后位于所述一组虚拟道具中的第四虚拟道具上、且所述第一虚拟角色与所述第二虚拟角色之间的距离小于或等于所述预设距离阈值,显示位于所述第二虚拟道具上的所述第一虚拟角色、位于所述第四虚拟道具上的所述第二虚拟角色、以及所述第一虚拟角色与所述第二虚拟角色之间的所述连线。
在一种可能的实现方式中上述装置还用于在所述释放所述第二虚拟技能将所述第一虚拟角色移动到位于所述第三虚拟道具上之后,启动所述第二虚拟技能的倒计时,其中,在所述倒计时结束之前所述第二虚拟技能处于禁止被释放的状态。
根据本申请的一个方面,提供了一种计算机程序产品,该计算机程序产品包括计算机程序,该计算机程序包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信部分3109从网络上被下载和安装,和/或从可拆卸介质3111被安装。在该计算机程序被中央处理器3101执行时,执行本申请实施例提供的各种功能。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
图31示意性地示出了用于实现本申请实施例的电子设备的计算机系统结构框图。
需要说明的是,图31示出的电子设备的计算机系统3100仅是一个示例,不应对本申请实施例的功能和使用范围带来任何限制。
如图31所示,计算机系统3100包括中央处理器3101(Central Processing Unit,CPU),其可以根据存储在只读存储器3102(Read-Only Memory,ROM)中的程序或者从存储部分3108加载到随机访问存储器3103(Random Access Memory,RAM)中的程序而执行各种适当的动作和处理。在随机访问存储器3103中,还存储有系统操作所需的各种程序和数据。中央处理器3101、在只读存储器3102以及随机访问存储器3103通过总线3104彼此相连。输入/输出接口3105(Input/Output接口,即I/O接口)也连接至总线3104。
以下部件连接至输入/输出接口3105:包括键盘、鼠标等的输入部分3106;包括诸如阴极射线管(Cathode Ray Tube,CRT)、液晶显示器(Liquid Crystal Display,LCD)等以及扬声器等的输出部分3107;包括硬盘等的存储部分3108;以及包括诸如局域网卡、调制 解调器等的网络接口卡的通信部分3109。通信部分3109经由诸如因特网的网络执行通信处理。驱动器3110也根据需要连接至输入/输出接口3105。可拆卸介质3111,诸如磁盘、光盘、磁光盘、半导体存储器等等,根据需要安装在驱动器3110上,以便于从其上读出的计算机程序根据需要被安装入存储部分3108。
特别地,根据本申请的实施例,各个方法流程图中所描述的过程可以被实现为计算机软件程序。例如,本申请的实施例包括一种计算机程序产品,其包括承载在计算机可读介质上的计算机程序,该计算机程序包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信部分3109从网络上被下载和安装,和/或从可拆卸介质3111被安装。在该计算机程序被中央处理器3101执行时,执行本申请的系统中限定的各种功能。
根据本申请实施例的又一个方面,还提供了一种用于实施上述虚拟角色的控制方法的电子设备,该电子设备可以是图1所示的终端设备或服务器。本实施例以该电子设备为终端设备为例来说明。如图32所示,该电子设备包括存储器3202和处理器3204,该存储器3202中存储有计算机程序,该处理器3204被设置为通过计算机程序执行上述任一项方法实施例中的步骤。
在一种可能的实现方式中,在本实施例中,上述电子设备可以位于计算机网络的多个网络设备中的至少一个网络设备。
在一种可能的实现方式中,本领域普通技术人员可以理解,图32所示的结构仅为示意,电子装置电子设备也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图32其并不对上述电子装置电子设备的结构造成限定。例如,电子装置电子设备还可包括比图32中所示更多或者更少的组件(如网络接口等),或者具有与图32所示不同的配置。
其中,存储器3202可用于存储软件程序以及模块,如本申请实施例中的虚拟角色的控制方法和装置对应的程序指令/模块,处理器3204通过运行存储在存储器3202内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的虚拟角色的控制方法。存储器3202可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器3202可进一步包括相对于处理器3204远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。其中,存储器3202具体可以但不限于用于存储游戏数据,例如第一虚拟角色、第二虚拟角色、虚拟区域、虚拟道具等信息。作为一种示例,如图32所示,上述存储器3202中可以但不限于包括上述虚拟角色的控制装置中的第一显示模块3002、第二显示模块3004。此外,还可以包括但不限于上述虚拟角色的控制装置中的其他模块单元,本示例中不再赘述。
在一种可能的实现方式中,上述的传输装置3206用于经由一个网络接收或者发送数据。上述的网络具体实例可包括有线网络及无线网络。在一个实例中,传输装置3206包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器 相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置3206为射频(Radio Frequency,RF)模块,其用于通过无线方式与互联网进行通讯。
此外,上述电子设备还包括:显示器3208,用于显示上述游戏画面;和连接总线3210,用于连接上述电子设备中的各个模块部件。
在其他实施例中,上述终端设备或者服务器可以是一个分布式系统中的一个节点,其中,该分布式系统可以为区块链系统,该区块链系统可以是由该多个节点通过网络通信的形式连接形成的分布式系统。其中,节点之间可以组成点对点(P2P,Peer To Peer)网络,任意形式的计算设备,比如服务器、终端等电子设备都可以通过加入该点对点网络而成为该区块链系统中的一个节点。
根据本申请的一个方面,提供了一种计算机可读存储介质,计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述各种可选实现方式中提供的虚拟角色的控制方法。
在一种可能的实现方式中,在本实施例中,本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
上述实施例中的集成的单元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,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请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全部或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存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,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,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
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,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上所述仅是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。

Claims (22)

  1. 一种虚拟角色的控制方法,所述方法由电子设备执行,所述方法包括:
    在第二虚拟角色位于一组虚拟区域中的第一虚拟区域时,显示处于开启状态的第一虚拟道具、位于所述第一虚拟道具上的第一虚拟角色、以及所述第一虚拟角色尚未经过的一组虚拟道具,其中,所述一组虚拟区域中的每个虚拟区域用于控制一个类型的虚拟道具处于所述开启状态,在所述第二虚拟角色位于所述第一虚拟区域时,所述一组虚拟道具中第一类型的虚拟道具处于所述开启状态,所述一组虚拟道具中第一剩余类型的虚拟道具处于闭合状态,所述第一剩余类型为所述一组虚拟道具所属的类型中除所述第一类型之外的类型;
    在所述第二虚拟角色从所述第一虚拟区域移动到所述一组虚拟区域中的第二虚拟区域时,显示所述一组虚拟道具中第二类型的虚拟道具处于所述开启状态,以及显示所述一组虚拟道具中第二剩余类型的虚拟道具处于所述闭合状态,其中,所述第二剩余类型为所述一组虚拟道具所属的类型中除所述第二类型之外的类型,处于所述开启状态的虚拟道具允许被所述第一虚拟角色经过,处于所述闭合状态的虚拟道具禁止被所述第一虚拟角色经过。
  2. 根据权利要求1所述的方法,所述方法还包括:
    在所述第二虚拟角色从所述第一虚拟区域移动到所述第二虚拟区域时,显示处于所述开启状态的所述第一虚拟道具上的所述第一虚拟角色,其中,所述第一虚拟道具的类型为所述第一类型,所述第一虚拟角色已经过的虚拟道具均处于所述开启状态,或者,所述第一虚拟角色最后经过的虚拟道具处于所述开启状态;或者,
    在所述第二虚拟角色从所述第一虚拟区域移动到所述第二虚拟区域时,控制所述第一虚拟道具从所述开启状态切换为所述闭合状态,其中,所述第一虚拟道具的类型为所述第一类型。
  3. 根据权利要求2所述的方法,所述方法还包括:
    在所述第一虚拟道具从所述开启状态切换为所述闭合状态的过程中,若检测到对所述第一虚拟角色执行了跳跃触发操作,响应于所述跳跃触发操作,控制所述第一虚拟角色跳跃离开所述第一虚拟道具,其中,所述跳跃触发操作用于控制所述第一虚拟角色跳跃离开所述第一虚拟道具。
  4. 根据权利要求1-3任一项所述的方法,所述方法还包括:
    在所述第二虚拟角色位于所述第二虚拟区域、所述第一虚拟角色当前位于所述第一虚拟道具上、且所述第一虚拟道具之后允许所述第一虚拟角色经过的第二虚拟道具的类型为所述第二类型时,响应于对所述第一虚拟角色执行的跳跃触发操作,控制所述第一虚拟角色从所述第一虚拟道具跳跃到处于所述开启状态的所述第二虚拟道具。
  5. 根据权利要求1-4任一项所述的方法,在所述显示处于开启状态的第一虚拟道具、位于所述第一虚拟道具上的第一虚拟角色、以及所述第一虚拟角色尚未经过的一组虚拟道具之后,所述方法还包括:
    在所述第二虚拟角色位于所述第一虚拟区域、所述第一虚拟角色当前位于所述第一虚拟道具上、且所述第一虚拟道具之后允许所述第一虚拟角色经过的第三虚拟道具的类型为 所述第一类型时,响应于对所述第一虚拟角色执行的跳跃触发操作,控制所述第一虚拟角色从所述第一虚拟道具跳跃到处于所述开启状态的所述第三虚拟道具。
  6. 根据权利要求1-5任一项所述的方法,所述方法还包括:
    在第一虚拟角色位于开启状态的第一虚拟道具上时,显示第二虚拟角色位于一组虚拟区域中的第一虚拟区域,在所述第二虚拟角色位于所述第一虚拟区域时,所述第一虚拟角色尚未经过的所述第一类型的虚拟道具处于所述开启状态,所述一组虚拟道具中所述第一剩余类型的虚拟道具处于闭合状态;
    响应于对所述第二虚拟角色执行的移动触发操作,控制所述第二虚拟角色从所述第一虚拟区域移动到所述第二虚拟区域,其中,在所述第二虚拟角色位于所述第二虚拟区域时,所述第二类型的虚拟道具处于所述开启状态,以及所述第二剩余类型的虚拟道具处于所述闭合状态,其中,处于所述开启状态的虚拟道具允许被所述第一虚拟角色经过,处于所述闭合状态的虚拟道具禁止被所述第一虚拟角色经过。
  7. 一种虚拟角色的控制方法,所述方法由电子设备执行,所述方法包括:
    显示位于第一虚拟道具上的第一虚拟角色、以及所述第一虚拟角色和第二虚拟角色均尚未经过的一组虚拟道具;
    响应于对所述第一虚拟角色的跳跃触发操作,控制所述第一虚拟角色跳跃目标距离;
    若所述第一虚拟角色跳跃所述目标距离之后位于所述一组虚拟道具中的第二虚拟道具上、且第一虚拟技能处于允许被释放的状态,响应于对所述第一虚拟技能执行的释放操作,释放所述第一虚拟技能将所述第二虚拟角色移动到位于所述第二虚拟道具上。
  8. 根据权利要求7所述的方法,所述方法还包括:
    在控制所述第一虚拟角色跳跃所述目标距离之前,显示所述第一虚拟角色与所述第二虚拟角色之间的连线,其中,所述连线用于表示允许通过释放所述第一虚拟技能将所述第二虚拟角色移动到所述第一虚拟角色当前所在的虚拟道具上;
    若所述第一虚拟角色跳跃所述目标距离之后位于所述第二虚拟道具上、且所述第一虚拟角色与所述第二虚拟角色之间的距离小于或等于预设距离阈值,显示位于所述第二虚拟道具上的所述第一虚拟角色、并显示所述第一虚拟角色与所述第二虚拟角色之间的所述连线。
  9. 根据权利要求8所述的方法,所述方法还包括:
    若所述第一虚拟角色跳跃所述目标距离之后位于所述第二虚拟道具上、且所述第一虚拟角色与所述第二虚拟角色之间的距离大于所述预设距离阈值,显示位于所述第二虚拟道具上的所述第一虚拟角色、并取消显示所述第一虚拟角色与所述第二虚拟角色之间的所述连线,其中,所述连线被取消显示用于表示不允许通过释放所述第一虚拟技能将所述第二虚拟角色移动到所述第一虚拟角色当前所在的虚拟道具上。
  10. 根据权利要求7-9任一项所述的方法,在所述释放所述第一虚拟技能将所述第二虚拟角色移动到位于所述第二虚拟道具上之后,所述方法还包括:
    启动所述第一虚拟技能的倒计时,其中,在所述倒计时结束之前所述第一虚拟技能处于禁止被释放的状态。
  11. 根据权利要求7-10任一项所述的方法,所述方法还包括:
    若所述第一虚拟角色跳跃所述目标距离之后未位于所述一组虚拟道具中的虚拟道具上,且第二虚拟技能被释放,显示所述第一虚拟角色被移动到所述第二虚拟角色当前所在的第三虚拟道具上,其中,所述第二虚拟技能是允许被所述第二虚拟角色释放的虚拟技能。
  12. 一种虚拟角色的控制方法,所述方法由电子设备执行,所述方法包括:
    显示位于第三虚拟道具上的第二虚拟角色,以及所述第二虚拟角色和第一虚拟角色均尚未经过的一组虚拟道具;若所述第一虚拟角色跳跃目标距离之后未位于所述一组虚拟道具中的虚拟道具上、且第二虚拟技能处于允许被释放的状态,响应于对所述第二虚拟技能执行的释放操作,释放所述第二虚拟技能将所述第一虚拟角色移动到位于所述第三虚拟道具上。
  13. 根据权利要求12所述的方法,所述方法还包括:
    若所述第一虚拟角色跳跃所述目标距离之后未位于所述一组虚拟道具中的虚拟道具上,显示所述第一虚拟角色与所述第二虚拟角色之间的连线,其中,所述连线用于表示允许通过释放所述第二虚拟技能将所述第一虚拟角色移动到所述第二虚拟角色当前所在的虚拟道具上。
  14. 根据权利要求12或13所述的方法,所述方法还包括:
    在所述第一虚拟角色跳跃所述目标距离之前,显示所述第一虚拟角色与所述第二虚拟角色之间的连线,其中,所述连线用于表示允许通过释放第一虚拟技能将所述第二虚拟角色移动到所述第一虚拟角色当前所在的虚拟道具上;
    若所述第一虚拟角色跳跃所述目标距离之后位于所述一组虚拟道具中的第二虚拟道具上、且所述第一虚拟角色与所述第二虚拟角色之间的距离小于或等于预设距离阈值,显示位于所述第二虚拟道具上的所述第一虚拟角色、位于所述第三虚拟道具上的所述第二虚拟角色、以及所述第一虚拟角色与所述第二虚拟角色之间的所述连线;
    若所述第一虚拟角色跳跃所述目标距离之后位于所述第二虚拟道具上、且所述第一虚拟角色与所述第二虚拟角色之间的距离大于所述预设距离阈值,显示位于所述第二虚拟道具上的所述第一虚拟角色、位于所述第三虚拟道具上的所述第二虚拟角色、并取消显示所述第一虚拟角色与所述第二虚拟角色之间的所述连线,其中,所述连线被取消显示用于表示不允许通过释放所述第一虚拟技能将所述第二虚拟角色移动到所述第一虚拟角色当前所在的虚拟道具上。
  15. 根据权利要求14所述的方法,在取消显示所述第一虚拟角色与所述第二虚拟角色之间的所述连线之后,所述方法还包括:
    响应于对所述第二虚拟角色执行的跳跃触发操作,控制所述第二虚拟角色跳跃当前距离;
    若所述第二虚拟角色跳跃所述当前距离之后位于所述一组虚拟道具中的第四虚拟道具上、且所述第一虚拟角色与所述第二虚拟角色之间的距离小于或等于所述预设距离阈值,显示位于所述第二虚拟道具上的所述第一虚拟角色、位于所述第四虚拟道具上的所述第二虚拟角色、以及所述第一虚拟角色与所述第二虚拟角色之间的所述连线。
  16. 根据权利要求12-15任一项所述的方法,在所述释放所述第二虚拟技能将所述第一虚拟角色移动到位于所述第三虚拟道具上之后,所述方法还包括:
    启动所述第二虚拟技能的倒计时,其中,在所述倒计时结束之前所述第二虚拟技能处于禁止被释放的状态。
  17. 一种虚拟角色的控制装置,所述装置部署在电子设备上,所述装置包括:
    第一显示模块,用于在第二虚拟角色位于一组虚拟区域中的第一虚拟区域时,显示处于开启状态的第一虚拟道具、位于所述第一虚拟道具上的第一虚拟角色、以及所述第一虚拟角色尚未经过的一组虚拟道具,其中,所述一组虚拟区域中的每个虚拟区域用于控制一个类型的虚拟道具处于所述开启状态,在所述第二虚拟角色位于所述第一虚拟区域时,所述一组虚拟道具中第一类型的虚拟道具处于所述开启状态,所述一组虚拟道具中第一剩余类型的虚拟道具处于闭合状态,所述第一剩余类型为所述一组虚拟道具所属的类型中除所述第一类型之外的类型;
    第二显示模块,用于在所述第二虚拟角色从所述第一虚拟区域移动到所述一组虚拟区域中的第二虚拟区域时,显示所述一组虚拟道具中第二类型的虚拟道具处于所述开启状态,以及显示所述一组虚拟道具中第二剩余类型的虚拟道具处于所述闭合状态,其中,所述第二剩余类型为所述一组虚拟道具所属的类型中除所述第二类型之外的类型,处于所述开启状态的虚拟道具允许被所述第一虚拟角色经过,处于所述闭合状态的虚拟道具禁止被所述第一虚拟角色经过。
  18. 一种虚拟角色的控制装置,所述装置部署在电子设备上,所述装置包括:
    第三显示模块,用于显示位于第一虚拟道具上的第一虚拟角色、以及所述第一虚拟角色和第二虚拟角色均尚未经过的一组虚拟道具;
    控制模块,用于响应于对所述第一虚拟角色的跳跃触发操作,控制所述第一虚拟角色跳跃目标距离,其中,所述目标距离与所述跳跃触发操作的蓄力时长正相关;
    第一响应模块,用于若所述第一虚拟角色跳跃所述目标距离之后位于所述一组虚拟道具中的第二虚拟道具上、且第一虚拟技能处于允许被释放的状态,响应于对所述第一虚拟技能执行的释放操作,释放所述第一虚拟技能将所述第二虚拟角色移动到位于所述第二虚拟道具上。
  19. 一种虚拟角色的控制装置,所述装置部署在电子设备上,所述装置包括:
    第四显示模块,用于显示位于第三虚拟道具上的第二虚拟角色,以及所述第二虚拟角色和第一虚拟角色均尚未经过的一组虚拟道具;
    第二响应模块,用于若所述第一虚拟角色跳跃目标距离之后未位于所述一组虚拟道具中的虚拟道具上、且第二虚拟技能处于允许被释放的状态,响应于对所述第二虚拟技能执行的释放操作,释放所述第二虚拟技能将所述第一虚拟角色移动到位于所述第三虚拟道具上。
  20. 一种计算机可读的存储介质,所述计算机可读的存储介质包括存储的计算机程序,其中,所述计算机程序被电子设备运行时执行所述权利要求1至6或7至11或12至16任一项中所述的方法。
  21. 一种计算机程序产品,包括计算机程序,该计算机程序被处理器执行时实现权利要求1至6或7至11或12至16任一项中所述的方法。
  22. 一种电子设备,包括存储器和处理器,所述存储器中存储有计算机程序,所述处理器被设置为通过所述计算机程序执行所述权利要求1至6或7至11或12至16任一项中所述的方法。
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CN109794064A (zh) * 2018-12-29 2019-05-24 腾讯科技(深圳)有限公司 互动剧情实现方法、装置、终端和存储介质
CN111760289A (zh) * 2020-07-06 2020-10-13 网易(杭州)网络有限公司 游戏中虚拟角色的控制方法、装置及设备
CN111905370A (zh) * 2020-08-14 2020-11-10 网易(杭州)网络有限公司 游戏中虚拟角色的控制方法、装置、电子设备及存储介质
CN112587927A (zh) * 2020-12-29 2021-04-02 苏州幻塔网络科技有限公司 道具的控制方法和装置、电子设备和存储介质
CN114425160A (zh) * 2021-12-02 2022-05-03 腾讯科技(深圳)有限公司 救援互动处理方法、装置、设备、程序产品及存储介质

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