WO2024031849A1 - 一种游戏控制方法、装置、电子设备及存储介质 - Google Patents

一种游戏控制方法、装置、电子设备及存储介质 Download PDF

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Publication number
WO2024031849A1
WO2024031849A1 PCT/CN2022/128977 CN2022128977W WO2024031849A1 WO 2024031849 A1 WO2024031849 A1 WO 2024031849A1 CN 2022128977 W CN2022128977 W CN 2022128977W WO 2024031849 A1 WO2024031849 A1 WO 2024031849A1
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Prior art keywords
virtual
scene
area
target
displayed
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PCT/CN2022/128977
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English (en)
French (fr)
Inventor
傅婧仪
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to JP2025507859A priority Critical patent/JP2025530915A/ja
Publication of WO2024031849A1 publication Critical patent/WO2024031849A1/zh
Anticipated expiration legal-status Critical
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets

Definitions

  • the present disclosure relates to the field of game technology, and specifically, to a game control method, device, electronic device and storage medium.
  • virtual vehicles such as helicopters
  • the airdropped materials will generate special marks in the virtual scene and appear in the scene.
  • a location identification corresponding to the location of the airdropped materials in the virtual scene is generated on the thumbnail map.
  • Players can find and search for the airdropped materials based on the location identification and the special identification in the virtual scene.
  • the scene thumbnail map not only displays the location identifiers corresponding to the airdropped materials, but also displays object identifiers corresponding to multiple virtual objects
  • a smaller scene thumbnail map displays more identifiers, which easily causes players to view other objects.
  • the line of sight of the relative position between the object identification corresponding to the controlled virtual object and the position identification corresponding to the airdropped materials is blocked, and the display range of the special identification corresponding to the airdropped materials in the virtual scene is limited.
  • the player controls the virtual object to move to the location of the airdropped materials in the virtual scene while viewing the location identification corresponding to the airdropped materials displayed in the scene thumbnail map.
  • This is not only inconvenient to operate, but also easily blocks the player's line of sight.
  • it is impossible to accurately control the movement of virtual objects to the location of the airdropped materials in the virtual scene which ultimately leads to a reduction in the efficiency of players searching for airdropped materials, thereby reducing the efficiency of human-computer interaction.
  • the purpose of the present disclosure is to provide a game control method, device, electronic device and storage medium.
  • the orientation guidance mark is displayed on the graphical user interface to help the player follow the displayed
  • the orientation guidance mark quickly finds virtual materials in the virtual scene, which improves the speed of players searching for virtual materials in the virtual scene, thereby improving the efficiency of human-computer interaction.
  • embodiments of the present disclosure provide a game control method that provides a graphical user interface through a terminal device, and a virtual scene of this virtual battle task is displayed on the graphical user interface.
  • the method includes:
  • the orientation guidance mark is displayed on the graphical user interface, and the direction of the orientation guidance mark is controlled according to the target position of the virtual material in the virtual scene.
  • the target position is located within the target scene area.
  • the step of displaying the orientation guidance mark on the graphical user interface includes:
  • an orientation guidance mark is displayed on the graphical user interface.
  • the method further includes:
  • the map area corresponding to the target scene area displays the material area identification corresponding to the virtual material.
  • the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface displays a material area identification corresponding to the virtual material.
  • a material area identification with a preset area corresponding to the virtual material is superimposed and displayed.
  • the step of controlling the release of virtual materials in the virtual scene includes:
  • the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface displays a material area identification corresponding to the virtual material.
  • the steps include:
  • the map area corresponding to the target scene area is displayed in the scene thumbnail map displayed in the graphical user interface.
  • the material area identifier corresponding to the virtual material is displayed in the scene thumbnail map displayed in the graphical user interface.
  • the method further includes:
  • controlling the material area identification to be updated to the material location displayed at the position of the scene thumbnail corresponding to the target position. logo.
  • the method further includes:
  • the material area identifiers corresponding to the virtual materials displayed in the map areas corresponding to different target scene areas in the scene thumbnail map are differentially displayed; wherein the different target scene areas are used to release virtual materials of different levels.
  • the method further includes:
  • Timing control is used to generate the virtual material at a preset height of the virtual scene and the time when the virtual material moves from the preset height to the preset height.
  • the time at the target position of the virtual scene is displayed as a countdown;
  • the display form of the material area identification corresponding to the virtual material displayed in the map area corresponding to the target scene area in the scene thumbnail map is adjusted according to the countdown displayed in the timing control.
  • the map area displayed in the scene thumbnail map corresponding to the target scene area is adjusted according to the countdown displayed in the timing control, and the map area corresponding to the virtual material is adjusted.
  • the display form of the material area identification includes:
  • the material area identification corresponding to the virtual material displayed in the map area corresponding to the target scene area in the scene thumbnail map is filled with the target color; wherein , the time progress of the countdown is correlated with the filling area of the material area mark, and the target color is determined according to the level of the virtual materials placed in the target scene area.
  • the method further includes:
  • the position of the virtual object identifier in the scene thumbnail map is updated in real time according to the movement of the virtual object in the virtual scene.
  • the method further includes:
  • the material area identifier corresponding to the virtual material is deleted from the map area corresponding to the target scene area in the scene thumbnail map.
  • the preset condition includes one of the following items:
  • the virtual object in this virtual battle mission executes a virtual vehicle summoning event, where the virtual vehicle is used to drop virtual materials into the virtual scene;
  • the number of surviving virtual objects in this virtual battle mission has reached the set number.
  • embodiments of the present disclosure provide a game control device that provides a graphical user interface through a terminal device.
  • the graphical user interface displays a virtual scene of this virtual battle task.
  • the device includes:
  • the material control module is used to control the placement of virtual materials in the virtual scene in response to the fact that the virtual battle task meets the preset conditions;
  • An area determination module used to determine the target scene area corresponding to the released virtual materials in the virtual scene
  • An orientation guidance module configured to respond to a virtual object moving into the target scene area, display an orientation guidance mark on the graphical user interface, and control the orientation guidance according to the target position of the virtual material in the virtual scene.
  • the sign indicates the direction.
  • embodiments of the present disclosure also provide an electronic device, including: a processor, a memory, and a bus.
  • the memory stores machine-readable instructions executable by the processor.
  • the processing The processor communicates with the memory through a bus, and when the machine-readable instructions are executed by the processor, the steps of the game control method as described above are performed.
  • embodiments of the present disclosure also provide a computer-readable storage medium.
  • the computer-readable storage medium stores a computer program.
  • the steps of the above-mentioned game control method are executed.
  • the position identification corresponding to the airdropped materials displayed on the map controls the virtual object to move to the location of the airdropped materials in the virtual scene.
  • the operation is convenient, and the player's line of sight will not be affected by too many identifications displayed on the graphical user interface. It helps to improve the efficiency of players searching for airdropped supplies, so that after entering the target scene area, players can find the virtual supplies as soon as possible according to the azimuth guidance signs, which improves the speed of players searching for virtual supplies in the virtual scene, thereby improving the efficiency of human-computer interaction.
  • Figure 1 is a flow chart of a game control method provided by an embodiment of the present disclosure
  • Figure 2 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure
  • Figure 3 is a flow chart of another game control method provided by an embodiment of the present disclosure.
  • Figure 4 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure.
  • Figure 5 is a flow chart of another game control method provided by an embodiment of the present disclosure.
  • Figure 6 is a schematic structural diagram of a game control device provided by an embodiment of the present disclosure.
  • FIG. 7 is a schematic structural diagram of another game control device provided by an embodiment of the present disclosure.
  • Figure 8 is a schematic structural diagram of another game control device provided by an embodiment of the present disclosure.
  • FIG. 9 is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure.
  • the terminal device involved in the embodiment of the present disclosure mainly refers to a terminal that is used to provide a graphical user interface and can control virtual objects.
  • the terminal device may be a local terminal device mentioned below, or a client device in the cloud interactive system.
  • the terminal device may include but is not limited to any one of the following devices: laptops, smartphones, tablets, desktop computers, game consoles, MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Compression Standard Audio Layer 4) Players, personal digital assistants (PDAs), e-book readers, etc.
  • Applications that support games such as applications that support three-dimensional games or two-dimensional games, are installed and run on the terminal device.
  • the application program is introduced as a game application.
  • the application program may be a stand-alone version of the application program, such as a stand-alone version of a 3D game program, or may be a network online version of the application program.
  • a graphical user interface is an interface display format for human-computer communication that allows users to use input devices such as a mouse or keyboard to manipulate icons, logos, or menu options on the screen, and also allows users to perform touches on the touch screen of a touch terminal. Actions to manipulate on-screen icons or menu options to select commands, launch programs, or perform other tasks.
  • the graphical user interface in the embodiment of the present disclosure can provide or display a screen corresponding to the application program.
  • the screen includes a UI interface and a game screen for players to interact.
  • the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicator signs (such as direction indicator signs, role indicator signs, etc.), information display areas (such as , number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.).
  • the game screen is a display screen corresponding to the virtual scene displayed by the terminal device.
  • the game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.
  • the virtual scene is the game scene displayed (or provided) when the application is running on the terminal or server, that is, the scene used during normal game play. That is to say, the virtual scene refers to the virtual game controls that carry virtual objects during the game.
  • the virtual objects can move in the game scene under the control of the operating instructions issued by the user (ie, the player) to the terminal device. Actions such as skill release.
  • the game scene can be a simulation environment of the real world, a semi-simulation and semi-fictional virtual environment, or a purely fictitious virtual environment.
  • the game scene can be any one of two-dimensional virtual scenes, 2.5-dimensional virtual scenes, and three-dimensional virtual scenes.
  • the virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities.
  • the game scene is a scene where the user controls the complete game logic of virtual objects.
  • the game scene can also be used for a game scene battle between at least two virtual objects, and there are virtual resources available for use by the at least two virtual objects in the game scene.
  • the game scene may include any one or more of the following elements: game background elements, game object elements, game prop elements, game material elements, etc.
  • Virtual objects refer to dynamic objects that can be controlled in virtual scenes.
  • the dynamic object can be a virtual character, an animation character, etc.
  • the virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training.
  • AI artificial intelligence
  • the virtual object is a virtual character competing in a virtual scene.
  • the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle, which is not limited in the embodiments of the present disclosure.
  • the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual props, etc. provided by the application.
  • the virtual object may be a three-dimensional virtual model.
  • Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment.
  • the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object achieves different external images by wearing different skins.
  • the virtual object can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present disclosure.
  • the virtual battle mission includes a virtual scene, as well as virtual objects and other virtual objects controlled by the player in the virtual scene.
  • the virtual object is a virtual object controlled by the player using the first terminal device
  • the other virtual objects are virtual objects controlled by other players who are performing this virtual battle task together in this virtual battle task.
  • the virtual object and other Virtual objects belong to the same virtual camp.
  • the game control method provided by the embodiment of the present disclosure can be run on a local terminal device or a server.
  • the game control method runs on the server, the game control method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
  • cloud applications such as cloud games
  • cloud gaming refers to a gaming method based on cloud computing.
  • the running body of the game program and the game screen rendering body are separated.
  • the storage and running of the game control method are completed on the cloud game server.
  • the role of the client device is used to receive and send data.
  • the presentation of the game screen can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the game is controlled by the cloud. game server.
  • the player operates the client device to send operating instructions to the cloud game server.
  • the cloud game server runs the game according to the operating instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network.
  • the cloud game server performs operations through the client device. Decode and output game screen.
  • the local terminal device stores the game program and is used to present the game screen.
  • the local terminal device is used to interact with players through a graphical user interface, that is, conventionally downloading, installing and running game programs through electronic devices.
  • the local terminal device may provide the graphical user interface to the player in a variety of ways. For example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection.
  • the local terminal device may include a display screen and a processor.
  • the display screen is used to present a graphical user interface.
  • the graphical user interface includes a game screen.
  • the processor is used to run the game, generate the graphical user interface, and control the graphical user interface. displayed on the display screen.
  • the present disclosure can be applied to the field of game technology, such as shooting games, etc.
  • players can compete with each other in the limited maps and resources corresponding to the virtual scene, and collect supplies, such as various firearms in the game, as well as scopes for upgrading firearms, some equipment and medicines, such as helmets, backpacks, Flash bombs, airdrop supplies, etc.
  • there are two ways to obtain airdropped materials first, summon a virtual vehicle (such as a helicopter) through the summoning props (such as flares) equipped by the virtual object, and the virtual vehicle is airdropped to the location of the virtual object.
  • Airdrop supplies second, during the game, virtual vehicles drop airdrop supplies into the virtual environment on a fixed route and at fixed time intervals.
  • the relevant game can be carried out according to the following steps: in response to the condition that the number of players who have completed the game preparation link reaches the first preset number, control the virtual object that has completed the game preparation link to enter the first game link; in the first game link During the process, in response to the interactive behavior of the virtual object in the first game session in the virtual scene, the virtual object is controlled to move in the virtual scene and pick up supplies. Specifically, the condition that the number of players who have completed the game preparation process reaches the first preset number is used to control the start of the current game. It can be understood that the game player sends a start request for the current game to the server through the terminal device, and the server receives the request for the start of the current game.
  • the start request After the start request is made, it is determined whether the received start request of the game player meets the starting conditions of the current game. If it meets the starting conditions of the current game, the start of the current game is controlled.
  • the starting conditions of this game may include the following: the number of players participating in this game meets the first preset number requirements, for example, the number of players participating in this game meets 100, or 120, Or 140 people will start this game; the online game time of the virtual objects participating in this game shall not exceed the preset limit time stipulated by the game.
  • Interaction behavior refers to the behavior of virtual objects controlled by the player in the virtual scene.
  • the behavior of the virtual object in the virtual scene may include but is not limited to at least one of the following: walking, running. Move, jump, climb, lie down, attack, release skills, pick up supplies, and send messages.
  • active virtual objects in the virtual scene may also include virtual objects controlled by other players or other virtual objects controlled by non-players.
  • a virtual vehicle such as a helicopter
  • the airdropped materials after landing will generate a special mark in the virtual scene and be displayed on the scene thumbnail map.
  • Players can find and search for the airdropped materials based on the location identifier and the special identifier in the virtual scene.
  • the scene thumbnail map not only displays the location identification corresponding to the airdrop materials, but also displays the object identification corresponding to multiple virtual objects, the smaller scene thumbnail map displays more identifications, which is easy to As a result, the player's view of the relative position between the object identifier corresponding to the virtual object he controls and the location identifier corresponding to the airdropped supplies is blocked, and the display range of the special identifier corresponding to the airdropped supplies in the virtual scene is limited. In this way, the player controls the virtual object to move to the location of the airdropped materials in the virtual scene while viewing the location identification corresponding to the airdropped materials displayed in the scene thumbnail map.
  • embodiments of the present disclosure provide a game control method, device, electronic device and storage medium.
  • Players can quickly find virtual materials in the virtual scene according to the displayed orientation guidance mark, which improves the player's search for virtual materials in the virtual scene. speed, thereby improving the efficiency of human-computer interaction.
  • FIG. 1 is a flow chart of a game control method provided by an embodiment of the present disclosure.
  • the game control method provided by the embodiment of the present disclosure includes:
  • the game control method provided by the embodiment of the present disclosure determines the target scene area corresponding to the placed virtual materials in the virtual scene after placing virtual materials into the virtual scene.
  • the graphical user interface displays Display an orientation guidance mark to guide the virtual object to move from the current location of the virtual object toward the virtual material in the virtual scene.
  • the player controls the virtual object to move to the target scene area, he can directly control the virtual object to move from the current position of the virtual object to the virtual material in the virtual scene according to the azimuth guidance mark, without the player having to view the scene thumbnail.
  • the position identification corresponding to the airdropped materials displayed on the map controls the virtual object to move to the location of the airdropped materials in the virtual scene.
  • the operation is convenient, and the player's line of sight will not be affected by too many identifications displayed on the graphical user interface. It helps to improve the efficiency of players searching for airdropped supplies, so that after entering the target scene area, players can find the virtual supplies as soon as possible according to the azimuth guidance signs, which improves the speed of players searching for virtual supplies in the virtual scene, thereby improving the efficiency of human-computer interaction.
  • step S101 in response to the fact that this virtual battle task meets the preset conditions, control the release of virtual materials in the virtual scene.
  • the preset conditions include one of the following:
  • the virtual object in this virtual battle mission executes a virtual vehicle summoning event, in which the virtual vehicle is used to drop virtual materials into the virtual scene.
  • the preset time point may be a fixed time point preset by the game system.
  • the fixed time point may be a uniformly set time point in the game mechanism. For example, when the game progress of this virtual battle task reaches 20 minutes, Control the placement of virtual materials in virtual scenes.
  • the player since the player knows in advance the fixed time point for placing virtual materials in the virtual scene, the player can be prepared to search for virtual materials in advance and avoid missing the opportunity to search for virtual materials because the player is not clear about the time for placing virtual materials in the virtual scene. situation, it helps to speed up the game process and indirectly improves the efficiency of human-computer interaction.
  • the preset time point may be a random time point preset by the game system.
  • the random time point may be a randomly set time point in the game mechanism. For example, the game progress of this virtual battle task reaches 10 minutes, At 20 minutes or 30 minutes, control the release of virtual materials in the virtual scene.
  • the time point for placing virtual materials in the virtual scene is a random time point
  • the program code for the random time point in the computer is relatively not very complicated, this can establish a balance between computer resources and the player's game experience. While improving the player's gaming experience, it can achieve game balance without consuming a lot of computer resources.
  • the virtual object in this virtual battle mission executes a virtual vehicle summoning event, in which the virtual vehicle is used to drop virtual materials into the virtual scene.
  • the virtual vehicle summoning event refers to summoning a virtual vehicle (such as a helicopter) through a summoning prop (such as a flare) equipped with a virtual object, and the virtual vehicle drops virtual materials into the virtual scene in the form of airdrop.
  • a virtual vehicle such as a helicopter
  • a summoning prop such as a flare
  • the time at which virtual materials are placed in the virtual scene can be controlled by the player himself, that is, the time at which virtual materials appear in the virtual scene can be controlled by the player himself.
  • virtual objects can control the placement of virtual materials in the virtual scene. This allows virtual objects that have found summoning props to summon and prioritize the search for virtual supplies, thereby motivating players to not only wait for airdrops of supplies, but also to search for summoning props in the virtual scene, which increases the diversity of virtual material delivery, because in the virtual scene
  • the virtual materials placed in the game are very attractive and can encourage more players to compete for the virtual materials. There will inevitably be battles between different camps to eliminate some players, which can greatly reduce the number of players and thus shrink the size of a single game. time, indirectly improving the efficiency of human-computer interaction.
  • the set number is used as the starting condition for the game system to judge the release of virtual materials in the virtual scene.
  • the trigger in Place virtual materials in virtual scenes if the number of surviving virtual objects reaches the set number, the trigger in Place virtual materials in virtual scenes.
  • the set number can be determined by the value set by the game developer based on the game design, or it can also be determined by intelligently analyzing the historical data in the virtual battle mission through artificial intelligence technology.
  • the release of virtual materials in the virtual scene is triggered, which helps to gather scattered players to increase the possibility of confrontation between different players, thereby speeding up the game
  • the elimination speed of each virtual object in the game can indirectly shorten the duration of a single game and improve the efficiency of human-computer interaction.
  • step S102 a target scene area in the virtual scene corresponding to the released virtual material is determined.
  • the target scene area has at least the following two functions:
  • the target scene area can be used to place virtual materials.
  • the target scene area has a certain limit or range in the virtual scene, and the virtual object can move a certain distance in the target scene area or move in the target scene area for a period of time at the current moving speed.
  • the system when the system drops virtual materials, it predetermines an airdrop area as the target scene area, and randomly drops virtual materials in this airdrop area; in one embodiment, the system predetermines the precise location when it drops virtual materials.
  • the system will drop virtual materials to the precise location, and the scene thumbnail map in the game will generate a material area identification corresponding to the airdrop area; in addition,
  • the system simultaneously determines the target scene area for releasing virtual materials and the precise location within the target scene area when the virtual materials are released.
  • the target scene area and the precise location appear at the same time and complement each other.
  • the target scene area is used to place virtual materials, which allows the player to control the virtual object to search for virtual materials in the target scene area after moving to the target scene area.
  • the search area for virtual materials is determined to be the target scene area, it helps players to understand the search area for virtual materials in advance, so that they can accurately and timely adjust the moving direction of virtual objects to ensure that the virtual objects are always within the target scene area. Searching for virtual materials effectively improves players’ search efficiency for virtual materials and helps speed up the game process.
  • the target scene area can be used as a trigger area to trigger the display of the orientation guidance mark on the graphical user interface.
  • the target scene area may have nothing to do with the precise location in the virtual scene used to release virtual materials. That is, when placing virtual materials in a virtual scene, a target scene area can be determined simultaneously, and the target scene area is not used for placing virtual materials. However, after placing virtual materials in the virtual scene, if the player moves to the target scene area, the graphical user interface will be triggered to display a direction guidance mark used to guide the virtual object to move to the virtual materials.
  • the above-mentioned target scene area can be used as one of the links in the reward mechanism in the game.
  • the design idea of the reward mechanism is as follows: the player completes the specified task to provide the player with clues to move to the target scene area or The player moves to the target scene area by luck. When the player moves to the target scene area, it can trigger the display of the orientation guidance mark on the graphical user interface, so that the player can quickly search for virtual materials in the virtual scene according to the orientation guidance mark.
  • players can be encouraged to actively complete designated tasks or actively move in the virtual scene, which will help speed up the game process.
  • multiple virtual objects are encouraged to search for the target scene area in the virtual scene and obtain corresponding virtual rewards (the virtual rewards are To display the orientation guidance mark on the graphical user interface), the virtual object can complete the search for virtual materials as quickly as possible and enrich the game experience.
  • players can quickly search for virtual materials in the virtual scene according to the displayed orientation guidance signs, which facilitates players to find virtual materials as soon as possible, helps speed up the game process, and indirectly improves the efficiency of human-computer interaction.
  • step S103 in response to the virtual object moving into the target scene area, the orientation guidance mark is displayed on the graphical user interface, and the direction of the orientation guidance mark is controlled according to the target position of the virtual material in the virtual scene.
  • the orientation guidance mark has a guiding direction, which is the direction in which the current position of the virtual object is toward the target position of the virtual material in the virtual scene. Furthermore, the player can control the virtual object to move from the virtual object according to the orientation guidance mark. The current position of the virtual material moves toward the target position of the virtual material in the virtual scene.
  • the orientation guidance mark may include one of a two-dimensional orientation guidance mark and a three-dimensional orientation guidance mark.
  • the display form of the orientation guidance mark may be a plane arrow, a three-dimensional arrow, etc., wherein the indication directions of the plane arrow or the three-dimensional arrow are both Point to the target location of the virtual material in the virtual scene.
  • the orientation guidance logo can be set at the boundary of the graphical user interface to avoid blocking part of the virtual scene displayed in the graphical user interface; in another embodiment, the orientation guidance logo can be set at the edge of the virtual object. above the head, so that the player controlling the virtual object can promptly observe the changes in the azimuth guidance signs, and adjust his travel route in time according to the changes in the azimuth guidance signs.
  • Figure 2 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure.
  • the orientation guidance mark 203 is displayed on the interface.
  • the direction of the direction guidance mark 203 points to the target position of the virtual material in the virtual scene.
  • the direction of the direction guidance mark 203 is to the left of the current position of the virtual object 201. , and then the player can control the virtual object 201 to move to the target position where the virtual material is located according to the direction indicated by the position guidance mark 203.
  • text prompt information can also be displayed on the graphical user interface.
  • the text prompt information is used to prompt the distance between the virtual object and the target position of the virtual material in the virtual scene, such as Text prompt information pops up in the form of a pop-up window; voice prompt information can also be output.
  • Text prompt information pops up in the form of a pop-up window
  • voice prompt information can also be output.
  • a "beep beep beep" sound will be emitted, or a voice broadcast of "You and The distance between virtual materials reaches XX", etc., so that players can find virtual materials as soon as possible under the prompt information, thereby saving players time in searching for virtual materials in the virtual scene.
  • displaying the orientation guidance mark on the graphical user interface can provide accurate direction guidance for virtual objects to search for virtual materials in the virtual scene, so that the virtual object can accurately and quickly move to the virtual object according to the direction provided by the orientation guidance mark.
  • the target location of the material in the virtual scene helps the virtual object quickly find the virtual material in the virtual scene and saves the time of the virtual object searching for the virtual material in the virtual scene.
  • the player does not need to control the virtual object to move to the target position of the virtual material in the virtual scene while viewing the position identification corresponding to the virtual material displayed in the scene thumbnail map. The operation is convenient, and the player's line of sight will not be blocked by the graphical user interface.
  • the embodiment of the present disclosure will specifically describe this case as follows based on the example of the target scene area being used to release virtual materials:
  • step S103 in response to the virtual object moving to the target scene area, the step of displaying the orientation guidance mark on the graphical user interface includes: responding to the virtual object moving to the target. In the scene area, detect the distance between the virtual object and the virtual material in the target scene area; in response to the distance between the virtual object and the virtual material in the target scene area being less than the preset distance threshold, display the orientation guidance mark on the graphical user interface .
  • the orientation guidance mark can be displayed on the graphical user interface.
  • the player can control the virtual object to move toward the target position according to the orientation guidance mark.
  • the target scene area can be set to a regular shape, such as a circle, a square, etc. If the target scene area is a circle, the preset distance threshold is smaller than the diameter of the corresponding circular area of the target scene area; if the target scene area is a square, Then the preset distance threshold is smaller than the side length of the square area corresponding to the target scene area; the target scene area can also be set to an irregular shape.
  • the preset distance threshold can be set according to the experience of the game designer.
  • the virtual object moves to the target scene area
  • the orientation guide mark is displayed on the graphical user interface, it can indicate that the virtual object is approaching the target location of the virtual material, thereby reminding the player to adjust the virtual object controlled by him in a timely manner
  • the movement direction within the target scene area enables the virtual object to move to the target location of the virtual materials as quickly as possible, thereby saving the player's time in searching for virtual materials and improving the efficiency of human-computer interaction.
  • players can predict the location of airdropped materials in the virtual scene in advance, they can control the virtual objects to move in advance to the location where the airdropped materials may land, and then obtain the airdropped materials. In this way, some old players may be interested in the possibility of airdropped materials.
  • camping at the landing position makes some players, such as new players, afraid to go to the location where airdropped materials may land to pick up airdropped materials. This will lengthen the game time of a single game and reduce the efficiency of human-computer interaction.
  • FIG. 3 is a flow chart of another game control method provided by an embodiment of the present disclosure.
  • the game control method provided by the embodiment of the present disclosure includes:
  • step S301 For explanations of step S301, step S302, and step S304, reference may be made to the explanations of steps S101 to S103 above, and repeated descriptions will not be repeated.
  • step S303 the material area identification corresponding to the virtual material is displayed in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface.
  • the target location is within the target scene area.
  • a map control is displayed on the graphical user interface.
  • a scene thumbnail map is displayed on the graphical user interface.
  • the scene thumbnail map is a thumbnail of the entire virtual scene. This includes a map area, which corresponds one-to-one to the target scene area in the virtual scene. Since the target position of the virtual material in the virtual scene is within the target scene area, the material area identification corresponding to the virtual material is displayed on the map area. , the player can control the virtual object to move toward the target location according to the material area identification.
  • the virtual scene, the target scene area, and the target position of the virtual material in the virtual scene are displayed in the scene thumbnail map corresponding to the map control according to the preset scale.
  • step S303 specifically includes: overlaying and displaying a material area with a preset area corresponding to the virtual material at the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface. logo.
  • the material area identifier has a preset area, that is, the proportion of the occupied area of the material area identifier in the scene thumbnail map to the total area of the scene thumbnail map is equal to the preset proportion threshold.
  • the preset proportion threshold can be determined based on the ratio of the actual area of the target scene area to the area of the entire virtual scene.
  • "overlaying and displaying the material area identification with a preset area corresponding to the virtual material” can mean that the material area identification is suspended and set at the map area.
  • the material area identification can be suspended and set at the map area in a semi-transparent form. Prevent the material area logo suspended in the map area from blocking the map area, thereby affecting the player's view of the scene thumbnail map.
  • the material area identification in the embodiment of the present disclosure is no longer a coordinate point as shown in the related art, but the player can
  • the material area identification displayed in the scene thumbnail map finds the target scene area, which provides a route reference for the virtual object controlled by the player to move to the target scene area, helping the player to quickly reach the target scene area.
  • the material area identification corresponding to the virtual material is displayed in the map area corresponding to the target scene area in the scene thumbnail map, and the player can control the virtual object according to the material area identification displayed in the scene thumbnail map.
  • the target scene area since there is no need to display the precise location of the virtual material, specific calculations about the precise location of the virtual material can be avoided, thereby reducing the consumption of computer resources; since the player cannot predict the actual location of the virtual material in the virtual scene, this makes the virtual
  • the position of materials in the virtual scene has a certain degree of randomness, which can take into account the individual differences of players to improve the fairness of the game; while old players cannot camp near virtual materials in advance, which can encourage more new players to compete for virtual materials. materials, thereby increasing the development speed of new players, and because more players gather in the target scene area where virtual materials are located, battles between different camps are bound to occur to eliminate some players, thereby reducing the length of a single game.
  • step S301 the step of controlling the release of virtual materials in the virtual scene further includes: generating virtual materials at a preset height of the virtual scene; controlling the virtual materials to move from the preset height to the target position of the virtual scene. .
  • virtual materials are placed in the virtual scene for a period of time.
  • the player can control the virtual object to move to the target scene area according to the material area identification displayed in the scene thumbnail map, assuming that the player is within the target scene area. Searching for virtual supplies provides more deployment time, thereby improving the player's gaming experience.
  • step S303 specifically includes: in the process of controlling the movement of the virtual material from the preset height to the target position of the virtual scene, displaying the map area corresponding to the target scene area and the virtual material in the scene thumbnail map displayed in the graphical user interface. Corresponding material area identification.
  • embodiments of the present disclosure also include: in response to the virtual material moving from the preset height to the target position of the virtual scene, controlling the material area identification to be updated to be displayed at the position corresponding to the target position in the scene thumbnail. Material location identification.
  • the material area identification corresponding to the virtual materials is displayed in the map area of the scene thumbnail map.
  • the control updates the material area identification to the material location identification.
  • the material location identifier here is used to represent the specific target location of the virtual material in the virtual scene.
  • the material area identification corresponding to the virtual materials is displayed in the map area of the scene thumbnail map, and when the virtual materials move from the preset height to the target position of the virtual scene At this time, in addition to displaying the material location identification corresponding to the virtual material in the map area of the scene thumbnail map, the orientation guidance identification is also displayed on the graphical user interface.
  • the player controls the virtual object to move to the target scene area according to the position of the material area mark on the scene thumbnail map.
  • the material area mark only represents the location range of the virtual material in the virtual scene.
  • the player can simultaneously control the virtual object to move to the target location and search for the virtual materials based on the orientation guidance mark and the material location mark, which helps to improve the player's search efficiency and search accuracy. degree, thereby improving the efficiency of human-computer interaction.
  • a target scene area for placing virtual materials is generated in the virtual scene, and then a material corresponding to the virtual material is displayed in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface.
  • Area identification In another embodiment, multiple target scene areas for placing virtual materials are generated in the virtual scene, and then multiple map areas corresponding to the target scene areas are displayed in the scene thumbnail map displayed in the graphical user interface.
  • the material area identifier corresponding to the virtual material.
  • the shape and/or color of each material area identifier can be set to be different.
  • the material area identifiers in the embodiment of the present disclosure have a certain occupied area, and different colors, patterns, or stripes can be filled into different material area identifiers to distinguish different material area identifiers.
  • the embodiment of the present disclosure also includes: differentially displaying the material area identifiers corresponding to the virtual materials displayed in the map areas corresponding to different target scene areas in the scene thumbnail map; wherein the different target scene areas Used to release different levels of virtual materials.
  • the display form of differentiated display includes at least one of the following items: display brightness, display shape, and fill color.
  • the display forms for differentially displaying the material area identifiers in the map area of the scene thumbnail map corresponding to the target scene area where different levels of virtual materials are located can include multiple display forms to realize the distinction between different material area identifiers. Display to make it distinguishable, helping players to quickly distinguish the different levels of material area identification displayed on the scene thumbnail map.
  • the display form including display brightness, display shape, and fill color
  • the display form including at least two of display brightness, display shape, and fill color:
  • the material area identification in the map area corresponding to the target scene area where different levels of virtual materials are located is displayed differently through different display brightness.
  • the display brightness refers to the luminous intensity of the material area mark per unit projected area of a surface in a given direction, where the given direction is the direction perpendicular to the graphical user interface.
  • the display brightness can vary from extremely dark (minimum brightness) to extremely bright (maximum brightness).
  • the display brightness can be divided into multiple brightness levels, and the brightness levels of the display brightness correspond to the levels of virtual materials in the target scene area. Among them, the level of the virtual material is positively correlated with the brightness level of the display brightness.
  • the virtual materials used to be dropped into the target scene area include five levels, namely low-end material level, ordinary material level, rare material level, rare material level, and super material level; for these five levels of virtual materials Set the display brightness of different brightness levels. Among them, the brightness of the material area identification related to the super material level is the highest, and the brightness of the material area identification related to the low material level is the minimum.
  • Displaying the material area identification through different display brightness helps players distinguish different levels of virtual materials in different target scene areas, making it easier for players to make reasonable tactical deployments based on their current position in the virtual scene, so as to achieve the goal that is suitable for the player. Go to the target scene area to search for virtual materials.
  • the material area identification in the map area corresponding to the target scene area where the different levels of virtual materials are located is displayed differently through different display shapes.
  • the display shape refers to the existence or expression of the material area identifier in the map area of the scene thumbnail map.
  • the display shape may include circles, heart shapes, squares, pentagons, irregular graphics, etc.
  • the material area identifiers included in the target scene areas to which virtual materials of different levels belong can be displayed differently using different display shapes.
  • the virtual materials used to be dropped into the target scene area include five levels, namely low-end material level, ordinary material level, rare material level, rare material level, and super material level; for example, you can use a circular icon to To represent the material area identification corresponding to the target scene area to which the low-level material level virtual materials belong, irregular graphic icons can be used to represent the material area identification corresponding to the target scene area to which the super material level virtual materials belong.
  • the material area identification in the map area corresponding to the target scene area where different levels of virtual materials are located is displayed through different display shapes. Since the difference between different display shapes is large, the differences in virtual materials in different target scene areas can be significantly distinguished. Level, so that players can know the level of virtual materials in the target scene area in real time.
  • the material area identification in the map area corresponding to the target scene area where different levels of virtual materials are located is displayed differently through different fill colors.
  • fill colors include red, yellow, green, blue, purple, etc. Since the material area identifier has an area, in order to distinguish the material area identifiers corresponding to different levels of virtual materials, the material area identifiers in the map areas corresponding to the target scene areas where the different levels of virtual materials are located can be filled with different colors.
  • the material area identification related to the super material level is filled with red
  • the material area identification related to the low material level is filled with yellow
  • the material area identification corresponding to the target scene area where different levels of virtual materials are located is displayed through different filling colors. Since the difference between different filling colors is large, different levels of virtual materials in different target scene areas can be significantly distinguished. It is convenient for players to know the levels of virtual materials in different target scene areas in real time.
  • any two or three combinations of display brightness, display shape, and fill color included in the display form can be displayed.
  • the material area identification corresponding to the target scene area where different levels of virtual materials are located can be displayed differently through display brightness and fill color; or the target scene area where different levels of virtual materials are located can be distinguished through display brightness, display shape, and fill color.
  • the material area identification in the corresponding map area is displayed differently.
  • the purpose of distinguishing and displaying different material area marks is significantly achieved, so that players can easily distinguish the differences between different material area marks, which helps players to know the difference in time.
  • the material area identification corresponds to the level of virtual materials in the target scene area, which facilitates players to make reasonable tactical deployments and improves the player's gaming experience.
  • a variety of different display forms can meet the gaming needs of different players, adapt to the gaming habits of different players, and improve the visual experience of players.
  • embodiments of the present disclosure also include:
  • the virtual object identification corresponding to the virtual object is displayed in the scene thumbnail map displayed in the graphical user interface; wherein the position of the virtual object identification in the scene thumbnail map is updated in real time according to the movement of the virtual object in the virtual scene.
  • the player can control the virtual object to move to the target scene area based on the relative position between the virtual object identification and the material area identification displayed in the scene thumbnail map, and find the target scene area.
  • the generation position of the virtual object identification in the scene thumbnail map is determined.
  • the generation position of the virtual object identification in the scene thumbnail map is consistent with the position of the virtual object in the virtual scene. corresponding to the orientation information.
  • each virtual object under the same camp belongs to a teammate relationship.
  • the virtual object can see the position information of its teammates in the virtual scene.
  • multiple virtual object identifiers can be displayed on the scene thumbnail map at the same time.
  • the scene thumbnail map The virtual objects corresponding to each virtual object ID displayed in belong to the same camp. When a virtual object is eliminated, the virtual object identifier corresponding to the virtual object will disappear from the scene thumbnail map.
  • the virtual object identification may include any one of the following items: letter identification, text identification, digital identification, graphic identification, special symbol identification.
  • the virtual object identification may be and material area identifiers are set to different types of identifiers, such as using different display shapes to distinguish different material area identifiers, and using different colors to distinguish different virtual object identifiers to ensure that virtual object identifiers and material area identifiers are displayed to players more intuitively .
  • the virtual object identification is also displayed on the graphical user interface, so that the player can determine the relative position between the virtual object identification and the material area identification displayed in the scene thumbnail map.
  • Controlling the movement of virtual objects to the target scene area can improve the speed and accuracy of virtual objects moving to the target scene area, help players quickly reach the target scene area, avoid players missing the opportunity to enter the target scene area to search for virtual supplies, and indirectly improve Improve the efficiency of human-computer interaction.
  • FIG. 4 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure.
  • a material area identification 205 and a virtual object identification 206 are displayed in the scene thumbnail map 204.
  • the material area identification in the scene thumbnail map corresponds to the target scene area where virtual materials of different levels are located. Differential display is performed.
  • the material area identification 205 includes a first material area identification 2051 (black circle), a second material area identification 2052 (a partially filled black circle) and a third material area identification 2053 (filled with a black circle).
  • the black second material area mark 2052 represents the process of the second virtual material moving from the preset height to the target position of the virtual scene, where the first virtual material and the second virtual material have the same material level; fill all the circles in the net
  • the square third material area identifier 2053 represents that the third virtual material moves to the target position of the virtual scene, and the material levels of the third virtual material and the first virtual material are different.
  • the virtual object 201 is located in the virtual scene, and the player can control the virtual object 201 to move to the target scene area according to the relative position relationship between the material area identifier 205 and the virtual object identifier 206 .
  • the embodiment of the present disclosure adopts the following solution:
  • Timing control on the graphical user interface; wherein, the timing control is used to display a countdown based on the time when the virtual materials start to be released in the virtual scene and the time when the virtual materials appear in the target scene area; adjust the scene according to the countdown displayed in the timing control
  • the timing control is used to display the countdown based on the time when the virtual materials are started to be placed in the virtual scene and the time when the virtual materials appear in the target scene area, that is, the countdown starts from the time when the virtual materials are started to be placed in the virtual scene.
  • the countdown ends when it appears in the target scene area, and the virtual materials are controlled to appear in the target scene area.
  • the timing control can display a countdown based on the time when the virtual materials start to be dropped in the virtual scene and the time when the virtual materials appear in the target scene area, so that the player can accurately grasp the initial time when the virtual materials appear in the target scene area, and then Reasonably arrange the time when the player moves to the target scene area to achieve the purpose of searching for virtual materials in the target scene area in a timely manner.
  • the information prompt method in the game is optimized to promote human-computer interaction.
  • the display form of the material area identification in the scene thumbnail map also changes with the change of the time progress of the countdown.
  • the display mode is display brightness
  • the display brightness of the material area identification in the scene thumbnail map becomes larger and larger
  • the display mode is display shape
  • the display shape of the material area identification in the scene thumbnail map becomes larger and larger (from nothing to something).
  • the display shape of the material area identification corresponding to the countdown end time occupies The ratio of the area to the total area of the scene thumbnail map is equal to the preset ratio threshold; when the display mode is fill color, as the time progress of the countdown displayed in the timing control changes, the filled area of the material area logo in the scene thumbnail map changes.
  • the filling area of the material area identifier corresponding to the countdown end time is equal to the occupied area of the material area identifier in the scene thumbnail map.
  • colors, patterns, stripes, etc. can be used as fillers.
  • the embodiment of the present disclosure uses the target color to fill the material area identification corresponding to the virtual material displayed in the map area corresponding to the target scene area in the scene thumbnail map according to the time progress of the countdown displayed in the timing control; wherein , the time progress of the countdown is related to the filling area of the material area mark, and the target color is determined according to the level of the virtual materials placed in the target scene area.
  • the target color can be determined according to the level of the virtual materials placed in the target scene area.
  • the time progress of the countdown is positively correlated with the filling area of the material area mark, which can highlight the importance of the target color in distinguishing different material area marks.
  • players can accurately grasp the initial time to search for virtual materials in the target scene area through the dynamic change of the fill color on the material area logo, which can avoid the waste of players searching for virtual materials when no virtual materials appear in the target scene area. time, helping to improve players’ search efficiency.
  • the embodiment of the present disclosure will use the target scene area as a trigger area to trigger the display of the orientation guidance mark on the graphical user interface as an example to give a detailed description of this case as follows:
  • FIG. 5 is a flow chart of another game control method provided by an embodiment of the present disclosure.
  • the game control method provided by the embodiment of the present disclosure includes:
  • steps S501 to S503 For explanations of steps S501 to S503, reference may be made to the explanations of steps S301 to S303 above, and repeated descriptions will not be repeated.
  • step S504 there is no virtual material in the target scene area.
  • the target scene area is used as a trigger area to trigger the display of the orientation guidance mark on the graphical user interface.
  • the player can search the target scene area in the virtual scene according to the material area identification displayed on the graphical user interface.
  • a display on the graphical user interface is used to guide the virtual object toward the virtual scene.
  • Orientation guide signs for material movement that is to say, when the player finds the target scene area
  • the directional information (azimuth guide signs) that guides the player to find the virtual materials can be obtained, so that the player can control the virtual object in the virtual scene according to the orientation guide signs.
  • This setting can encourage players to actively complete designated tasks or actively move in the virtual scene to find the target scene area, and provide directional guidance signs to guide virtual objects to move to virtual materials after the player finds the target scene area. Improve the player's search efficiency for virtual materials, thereby speeding up the game process and improving the efficiency of human-computer interaction.
  • the embodiment of the present disclosure further includes: in response to the virtual materials in the target scene area being picked up, controlling to delete the materials corresponding to the virtual materials from the map area corresponding to the target scene area in the scene thumbnail map. Area identification.
  • players can change their own travel route in time according to the missing material area marks in the scene thumbnail map, avoiding the problem that virtual objects not only cannot pick up materials when they reach the target scene area, but are also easily ambushed by other players.
  • the player can control the virtual object to move toward the target scene area according to the relative position between the material area identification and the virtual object identification displayed in the scene thumbnail map; by moving the virtual object to the target scene area
  • the orientation guidance mark is displayed on the graphical user interface to guide the virtual object to move from the current position of the virtual object toward the virtual material.
  • the embodiments of the present disclosure also provide a game control device corresponding to the game control method. Since the principle of solving the problem of the device in the embodiment of the present disclosure is similar to the above-mentioned game control method of the embodiment of the present disclosure, the implementation of the device Please refer to the implementation of the method, and the repeated parts will not be repeated.
  • Figure 6 is a schematic structural diagram of a game control device provided by an embodiment of the present disclosure.
  • Figure 7 is a schematic structural diagram of another game control device provided by an embodiment of the present disclosure.
  • FIG. 8 is a schematic structural diagram of another game control device provided by an embodiment of the present disclosure.
  • a game control device provided by an embodiment of the present disclosure the device 600 includes:
  • the material control module 601 is used to control the placement of virtual materials in the virtual scene in response to the fact that this virtual battle task meets the preset conditions;
  • the area determination module 602 is used to determine the target scene area in the virtual scene corresponding to the released virtual materials
  • the orientation guidance module 603 is used to respond to the virtual object moving into the target scene area, display the orientation guidance mark on the graphical user interface, and control the direction of the orientation guidance mark according to the target position of the virtual material in the virtual scene.
  • the target position is located within the target scene area.
  • the orientation guidance module 603 is specifically used to:
  • an orientation guidance mark is displayed on the graphical user interface.
  • the device 600 also includes a logo display module 604.
  • the logo display module 604 is used for:
  • the map area corresponding to the target scene area displays the material area identification corresponding to the virtual material.
  • the logo display module 604 is specifically used to:
  • a material area identification with a preset area corresponding to the virtual material is superimposed and displayed.
  • the material control module 601 is specifically used to:
  • the logo display module 604 is also specifically used to:
  • a map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface displays a material area identification corresponding to the virtual materials.
  • the device further includes an identity update module (not shown in the figure), and the identity update module is used to:
  • control In response to the virtual material moving from the preset height to the target position of the virtual scene, the control updates the material area identification to the material location identification displayed at a position corresponding to the target position in the scene thumbnail.
  • the device 600 also includes a distinction display module 605.
  • the distinction display module 605 is used for:
  • the material area identifiers corresponding to the virtual materials displayed in the map areas corresponding to different target scene areas in the scene thumbnail map are differentially displayed; wherein the different target scene areas are used to place different levels of virtual materials.
  • the device further includes a timing display module (not shown in the figure), and the timing display module is used for:
  • Timing control on the graphical user interface; wherein the timing control is used to display a countdown based on the time when the virtual material is generated at a preset height of the virtual scene and the time when the virtual material moves from the preset height to the target position of the virtual scene;
  • the timing display module is also used for:
  • the target color is used to fill in the material area identification corresponding to the virtual material displayed in the map area corresponding to the target scene area in the scene thumbnail map; wherein, the time progress of the countdown is the same as the material area
  • the filling area of the logo is related, and the target color is determined based on the level of virtual materials placed in the target scene area.
  • the device further includes an object display module (not shown in the figure), and the object display module is used for:
  • the position of the virtual object identifier in the scene thumbnail map is updated in real time according to the movement of the virtual object in the virtual scene.
  • the device further includes an identification deletion module (not shown in the figure), and the identification deletion module is used to:
  • the material area identifier corresponding to the virtual material is deleted from the map area corresponding to the target scene area in the scene thumbnail map.
  • the preset condition includes one of the following items:
  • the virtual object in this virtual battle mission executes a virtual vehicle summoning event, in which the virtual vehicle is used to drop virtual materials into the virtual scene;
  • the number of surviving virtual objects in this virtual battle mission has reached the set number.
  • the player can control the virtual object to move toward the target scene area according to the relative position between the material area identification and the virtual object identification displayed in the scene thumbnail map; by moving the virtual object to the target After entering the scene area, an orientation guidance mark is displayed on the graphical user interface to guide the virtual object to move toward the virtual material from the current location of the virtual object.
  • FIG. 9 is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure.
  • electronic device 900 includes a processor 901, a memory 902, and a bus 903.
  • the memory 902 stores machine-readable instructions executable by the processor 901.
  • the processor 901 and the memory 902 communicate through the bus 903, so that the processor 901 executes the following instructions during operation:
  • the orientation guidance mark is displayed on the graphical user interface, and the direction of the orientation guidance mark is controlled according to the target position of the virtual material in the virtual scene.
  • the target position is located within the target scene area.
  • the processor 901 when the processor 901 displays the orientation guidance mark on the graphical user interface in response to the virtual object moving into the target scene area, the processor 901 specifically executes the following instructions:
  • an orientation guidance mark is displayed on the graphical user interface.
  • the processor 901 also executes the following instructions:
  • the map area corresponding to the target scene area displays the material area identification corresponding to the virtual material.
  • the processor 901 displays the material area identification corresponding to the virtual material in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface, specifically Execute the following instructions:
  • a material area identification with a preset area corresponding to the virtual material is superimposed and displayed.
  • the processor 901 when the processor 901 executes the step of controlling the release of virtual materials in the virtual scene, the processor 901 specifically executes the following instructions:
  • the processor 901 displays the material area identification corresponding to the virtual material in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface. , specifically execute the following instructions:
  • a map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface displays a material area identification corresponding to the virtual materials.
  • the processor 901 also executes the following instructions:
  • control In response to the virtual material moving from the preset height to the target position of the virtual scene, the control updates the material area identification to the material location identification displayed at a position corresponding to the target position in the scene thumbnail.
  • the processor 901 also executes the following instructions:
  • the material area identifiers corresponding to the virtual materials displayed in the map areas corresponding to different target scene areas in the scene thumbnail map are differentially displayed; wherein the different target scene areas are used to place different levels of virtual materials.
  • the processor 901 also executes the following instructions:
  • Timing control on the graphical user interface; wherein the timing control is used to display a countdown based on the time when the virtual material is generated at a preset height of the virtual scene and the time when the virtual material moves from the preset height to the target position of the virtual scene;
  • the processor 901 adjusts the material area identification corresponding to the virtual material displayed in the map area corresponding to the target scene area in the scene thumbnail map according to the countdown displayed in the timing control.
  • the target color is used to fill in the material area identification corresponding to the virtual material displayed in the map area corresponding to the target scene area in the scene thumbnail map; wherein, the time progress of the countdown is the same as the material area
  • the filling area of the logo is related, and the target color is determined based on the level of virtual materials placed in the target scene area.
  • the processor 901 also executes the following instructions:
  • the position of the virtual object identifier in the scene thumbnail map is updated in real time according to the movement of the virtual object in the virtual scene.
  • the processor 901 also executes the following instructions:
  • the material area identifier corresponding to the virtual material is deleted from the map area corresponding to the target scene area in the scene thumbnail map.
  • the preset condition includes one of the following items:
  • the virtual object in this virtual battle mission executes a virtual vehicle summoning event, in which the virtual vehicle is used to drop virtual materials into the virtual scene;
  • the number of surviving virtual objects in this virtual battle mission has reached the set number.
  • the player can control the virtual object to move toward the target scene area according to the relative position between the material area identification and the virtual object identification displayed in the scene thumbnail map; by moving the virtual object to the target scene area
  • the orientation guidance mark is displayed on the graphical user interface to guide the virtual object to move from the current position of the virtual object toward the virtual material.
  • Embodiments of the present disclosure also provide a computer-readable storage medium.
  • a computer program is stored on the computer-readable storage medium.
  • the computer program executes the following instructions when run by a processor:
  • the orientation guidance mark is displayed on the graphical user interface, and the direction of the orientation guidance mark is controlled according to the target position of the virtual material in the virtual scene.
  • the target position is located within the target scene area.
  • an orientation guidance mark is displayed on the graphical user interface.
  • the computer-readable storage medium also executes the following instructions:
  • the map area corresponding to the target scene area displays the material area identification corresponding to the virtual material.
  • the computer-readable storage medium displays the material area identification corresponding to the virtual material in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface. , specifically execute the following instructions:
  • a material area identification with a preset area corresponding to the virtual material is superimposed and displayed.
  • the computer-readable storage medium specifically executes the following instructions when running the step of controlling the release of virtual materials in the virtual scene:
  • the computer-readable storage medium displays the material area identification corresponding to the virtual material in the map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface. Steps, specifically execute the following instructions:
  • a map area corresponding to the target scene area in the scene thumbnail map displayed in the graphical user interface displays a material area identification corresponding to the virtual materials.
  • the computer-readable storage medium also executes the following instructions:
  • control In response to the virtual material moving from the preset height to the target position of the virtual scene, the control updates the material area identification to the material location identification displayed at a position corresponding to the target position in the scene thumbnail.
  • the computer-readable storage medium also executes the following instructions:
  • the material area identifiers corresponding to the virtual materials displayed in the map areas corresponding to different target scene areas in the scene thumbnail map are differentially displayed; wherein the different target scene areas are used to place different levels of virtual materials.
  • the computer-readable storage medium also executes the following instructions:
  • Timing control on the graphical user interface; wherein the timing control is used to display a countdown based on the time when the virtual material is generated at a preset height of the virtual scene and the time when the virtual material moves from the preset height to the target position of the virtual scene;
  • the computer-readable storage medium adjusts the material area corresponding to the virtual material displayed in the map area corresponding to the target scene area in the scene thumbnail map according to the countdown displayed in the timing control during operation.
  • the target color is used to fill in the material area identification corresponding to the virtual material displayed in the map area corresponding to the target scene area in the scene thumbnail map; wherein, the time progress of the countdown is the same as the material area
  • the filling area of the logo is related, and the target color is determined based on the level of virtual materials placed in the target scene area.
  • the computer-readable storage medium also executes the following instructions:
  • the position of the virtual object identifier in the scene thumbnail map is updated in real time according to the movement of the virtual object in the virtual scene.
  • the computer-readable storage medium also executes the following instructions:
  • the material area identifier corresponding to the virtual material is deleted from the map area corresponding to the target scene area in the scene thumbnail map.
  • the preset condition includes one of the following items:
  • the virtual object in this virtual battle mission executes a virtual vehicle summoning event, in which the virtual vehicle is used to drop virtual materials into the virtual scene;
  • the number of surviving virtual objects in this virtual battle mission has reached the set number.
  • the player can control the virtual object to move toward the target scene area according to the relative position between the material area identification and the virtual object identification displayed in the scene thumbnail map; by moving the virtual object to the target scene area
  • the orientation guidance mark is displayed on the graphical user interface to guide the virtual object to move from the current position of the virtual object toward the virtual material.
  • the disclosed systems, devices and methods 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. In actual implementation, there may be other division methods.
  • multiple units or components may be combined or can 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 communication interfaces, and the indirect coupling or communication connection of the devices or units may be in electrical, mechanical 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 various embodiments of the present disclosure may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit.
  • the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor.
  • the technical solution of the present disclosure is essentially or the part that contributes to the relevant technology or the part of the technical solution can be embodied in the form of a software product.
  • the computer software product is stored in a storage medium and includes several The instructions are used to cause a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk and other media that can store program code. .

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Abstract

本公开提供了一种游戏控制方法、装置、电子设备及存储介质,该方法包括:响应本次虚拟对战任务符合预设条件,控制在虚拟场景中投放虚拟物资;确定虚拟场景中与投放的虚拟物资对应的目标场景区域;响应虚拟对象移动至目标场景区域内,在图形用户界面上显示方位指引标识,并根据虚拟物资在虚拟场景中的目标位置控制方位指引标识的指示方向。本公开在虚拟对象移动至目标场景区域后,在图形用户界面上显示方位指引标识,有助于玩家根据显示的方位指引标识快速找到虚拟场景中的虚拟物资,提高了玩家在虚拟场景中搜索虚拟物资的速度,进而提高人机交互效率。

Description

一种游戏控制方法、装置、电子设备及存储介质
相关申请的交叉引用
本公开要求于2022年8月12日提交中国国家知识产权局的申请号为202210968915.6、名称为“一种游戏控制方法、装置、电子设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本公开中。
技术领域
本公开涉及游戏技术领域,具体而言,涉及一种游戏控制方法、装置、电子设备及存储介质。
背景技术
在一些射击类游戏中,虚拟载具(如直升飞机)以固定的航线和固定的时间间隔向虚拟场景中投放空投物资,落地后的空投物资在虚拟场景中会生成特殊标识,并在场景缩略地图上生成与空投物资在虚拟场景中的位置相对应的位置标识,玩家可以根据位置标识以及虚拟场景中的特殊标识找到并搜刮该空投物资。
但由于场景缩略地图中除了显示有空投物资对应的位置标识,还显示有与多个虚拟对象分别对应的对象标识,较小的场景缩略地图中显示较多的标识,容易导致玩家查看其控制的虚拟对象对应的对象标识与空投物资对应的位置标识之间相对位置的视线受阻,并且虚拟场景中与空投物资对应的特殊标识显示的范围具有一定限制。这样一来,玩家一边查看场景缩略地图中显示的与空投物资对应的位置标识,一边控制虚拟对象向虚拟场景中的空投物资所在的位置移动,不仅操作不方便,还容易使玩家因为视线受阻导致无法精确控制虚拟对象向虚拟场景中的空投物资所在的位置移动,最终导致玩家搜索空投物资的效率降低,进而降低人机交互效率。
发明内容
有鉴于此,本公开的目的在于提供一种游戏控制方法、装置、电子设备及存储介质,在虚拟对象移动至目标场景区域后,在图形用户界面上显示方位指引标识,有助于玩家根据显示的方位指引标识快速找到虚拟场景中的虚拟物资,提高了玩家在虚拟场景中搜索虚拟物资的速度,进而提高人机交互效率。
第一方面,本公开实施例提供了一种游戏控制方法,通过终端设备提供图形用户界面,所述图形用户界面上显示有本次虚拟对战任务的虚拟场景,所述方法包括:
响应所述本次虚拟对战任务符合预设条件,控制在所述虚拟场景中投放虚拟物资;
确定所述虚拟场景中与投放的虚拟物资对应的目标场景区域;
响应虚拟对象移动至所述目标场景区域内,在所述图形用户界面上显示方位指引标识,并根据所述虚拟物资在所述虚拟场景中的目标位置控制所述方位指引标识的指示方向。
在本公开的一种可选的实施例中,所述目标位置位于所述目标场景区域内。
在本公开的一种可选的实施例中,响应虚拟对象移动至所述目标场景区域内,在所述图形用户界面上显示方位指引标识的步骤包括:
响应虚拟对象移动至所述目标场景区域内,检测所述虚拟对象与所述目标场景区域内的虚拟物资之间的距离;
响应所述虚拟对象与所述目标场景区域内的虚拟物资之间的距离小于预设距离阈值,在所述图形用户界面上显示方位指引标识。
在本公开的一种可选的实施例中,所述方法还包括:
在所述图形用户界面中显示的场景缩略地图中与所述目标场景区域对应的地图区域显示与所述虚拟物资对应的物资区域标识。
在本公开的一种可选的实施例中,所述在所述图形用户界面中显示的场景缩略地图中与所述目标场景区域对应的地图区域显示与所述虚拟物资对应的物资区域标识,包括:
在所述图形用户界面中显示的场景缩略地图中与所述目标场景区域对应的地图区域处,叠加显示与所述虚拟物资对应的具有预设面积的物资区域标识。
在本公开的一种可选的实施例中,所述控制在所述虚拟场景中投放虚拟物资的步骤包括:
在所述虚拟场景的预设高度生成所述虚拟物资;
控制所述虚拟物资从所述预设高度移动至所述虚拟场景的目标位置。
在本公开的一种可选的实施例中,所述在所述图形用户界面中显示的场景缩略地图中与所述目标场景区域对应的地图区域显示与所述虚拟物资对应的物资区域标识的步骤,包括:
在控制所述虚拟物资从所述预设高度移动至所述虚拟场景的目标位置的过程中,在所述图形用户界面中显示的场景缩略地图中与所述目标场景区域对应的地图区域显示与所述虚拟物资对应的物资区域标识。
在本公开的一种可选的实施例中,所述方法还包括:
响应所述虚拟物资从所述预设高度移动至所述虚拟场景的目标位置,控制将所述物资区域标识更新为在所述场景缩略图的与所述目标位置对应的位置处显示的物资地点标识。
在本公开的一种可选的实施例中,所述方法还包括:
对所述场景缩略地图中与不同目标场景区域对应的地图区域显示的与所述虚拟物资对应的物资区域标识进行区别显示;其中,不同目标场景区域用于投放不同等级的虚拟物资。
在本公开的一种可选的实施例中,所述方法还包括:
在所述图形用户界面上显示计时控件;其中,所述计时控件用于根据在所述虚拟场景的预设高度生成所述虚拟物资的时刻与所述虚拟物资从所述预设高度移动至所述虚拟场景的目标位置处的时刻进行倒计时显示;
根据所述计时控件中显示的倒计时调整所述场景缩略地图中与所述目标场景区域对应的地图区域显示的与所述虚拟物资对应的物资区域标识的显示形式。
在本公开的一种可选的实施例中,所述根据所述计时控件中显示的倒计时调整所述场景缩略地图中与所述目标场景区域对应的地图区域显示的与所述虚拟物资对应的物资区域标识的显示形式,包括:
根据所述计时控件中显示的倒计时的时间进度,采用目标颜色对所述场景缩略地图中与所述目标场景区域对应的地图区域显示的与所述虚拟物资对应的物资区域标识进行填充;其中,所述倒计时的时间进度与物资区域标识的填充面积呈相关关系,所述目标颜色用于根据所述目标场景区域内投放的虚拟物资的等级确定。
在本公开的一种可选的实施例中,所述方法还包括:
在所述图形用户界面中显示的场景缩略地图中显示与所述虚拟对象对应的虚拟对象标识;
其中,根据所述虚拟对象在所述虚拟场景中的移动实时更新所述虚拟对象标识在所述场景缩略地图中的位置。
在本公开的一种可选的实施例中,所述方法还包括:
响应所述目标场景区域内的虚拟物资被拾取,控制从所述场景缩略地图中与所述目标场景区域对应的地图区域中删除与所述虚拟物资对应的物资区域标识。
在本公开的一种可选的实施例中,所述预设条件包括以下项中的其中一项:
本次虚拟对战任务的游戏进程到达预设时间点;
本次虚拟对战任务中的虚拟对象执行虚拟载具召唤事件,其中,所述虚拟载具用于向所述虚拟场景投放虚拟物资;
本次虚拟对战任务中存活的虚拟对象的存活数量达到设定数量。
第二方面,本公开实施例提供一种游戏控制装置,通过终端设备提供图形用户界面,所述图形用户界面上显示有本次虚拟对战任务的虚拟场景,所述装置包括:
物资控制模块,用于响应所述本次虚拟对战任务符合预设条件,控制在所述虚拟场景中投放虚拟物资;
区域确定模块,用于确定所述虚拟场景中与投放的虚拟物资对应的目标场景区域;
方位指引模块,用于响应虚拟对象移动至所述目标场景区域内,在所述图形用户界面上显示方位指引标识,并根据所述虚拟物资在所述虚拟场景中的目标位置控制所述方位指引标识的指示方向。
第三方面,本公开实施例还提供一种电子设备,包括:处理器、存储器和总线,所述存储器存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储器之间通过总线通信,所述机器可读指令被所述处理器执行时执行如上述的游戏控制方法的步骤。
第四方面,本公开实施例还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时执行如上述的游戏控制方法的步骤。
本公开实施例提供的技术方案带来的技术效果至少包括:
在向虚拟场景中投放虚拟物资后,确定虚拟场景中与投放的虚拟物资对应的目标场景区域,在虚拟对象移动至目标场景区域后,在图形用户界面上显示方位指引标识,以指引虚拟对象从虚拟对象的当前所处位置朝向虚拟场景中的虚拟物资移动。这样一来,玩家在控制虚拟对象移动至目标场景区域后,可以直接根据方位指引标识精确控制虚拟对象从虚拟对象的当前所处位置朝向虚拟场景中的虚拟物资移动,无需玩家一边查看场景缩略地图中显示的与空投物资对应的位置标识,一边控制虚拟对象向虚拟场景中的空投物资所在的位置移动,操作便捷,且玩家视线不会因为图形用户界面上显示过多的标识而受到影响,有助于提高玩家搜索空投物资的效率,使得玩家在进入目标场景区域后可以根据方位指引标识尽快找到该虚拟物资,提高了玩家在虚拟场景中搜索虚拟物资的速度,进而提高人机交互效率。
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。
附图说明
为了更清楚地说明本公开实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅示出了本公开的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。
图1为本公开实施例所提供的一种游戏控制方法的流程图;
图2为本公开实施例所提供的一种图形用户界面的示意图;
图3为本公开实施例所提供的另一种游戏控制方法的流程图;
图4为本公开实施例所提供的另一种图形用户界面的示意图;
图5为本公开实施例所提供的另一种游戏控制方法的流程图;
图6为本公开实施例所提供的一种游戏控制装置的结构示意图;
图7为本公开实施例所提供的另一种游戏控制装置的结构示意图;
图8为本公开实施例所提供的另一种游戏控制装置的结构示意图;
图9为本公开实施例所提供的一种电子设备的结构示意图。
具体实施方式
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合本公开实施例中附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本公开实施例的组件可以以各种不同的配置来布置和设计。因此,以下对在附图中提供的本公开的实施例的详细描述并非旨在限制要求保护的本公开的范围,而是仅仅表示本公开的选定实施例。基于本公开的实施例,本领域技术人员在没有做出创造性劳动的前提下所获得的每个其他实施例,都属于本公开保护的范围。
首先,对本公开实施例中涉及的名称进行简单介绍:
(1)终端设备
本公开实施例中涉及的终端设备主要是指用于提供图形用户界面,并能够对虚拟对象进行控制操作的终端。其中,终端设备可以为下述提到的本地终端设备,或是云交互系统中的客户端设备。该终端设备可以包括但不限于以下设备中的任意一种:笔记本电脑、智能手机、平板电脑、台式计算机、游戏机、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器、个人数字助理(PDA)、电子书阅读器等。该终端设备中安装和运行有支持游戏的应用程序,比如支持三维游戏或者二维游戏的应用程序。在本公开实施例中以应用程序为游戏应用进行介绍的,可选地,该应用程序可以是单机版的应用程序,比如单机版的3D游戏程序,也可以是网络联机版的应用程序。
(2)图形用户界面
图形用户界面是一种人与计算机通信的界面显示格式,允许用户使用鼠标或键盘等输入设备操纵屏幕上的图标、标识或菜单选项,也允许用户通过在触控终端的触控屏上执行触摸操作来操纵屏幕上的图标或菜单选项,以选择命令、启动程序或执行其它一些任务等。
本公开实施例中的图形用户界面能够提供或显示应用程序对应的画面,该画面中包括供玩家进行交互的UI界面和游戏画面。在可选的实施方式中,该UI界面中可以包括游戏控件(如,技能控件、移动控件、功能控件等)、指示标识(如,方向指示标识、角色指示标识等)、信息展示区(如,击杀人数、比赛时间等),或是游戏设置控件(如,系统设置、商店、金币等)。在可选的实施方式中,游戏画面为终端设备显示虚拟场景所对应的显示画面,游戏画面中可以包括在虚拟场景中进行执行游戏逻辑的游戏角色、NPC角色、AI角色等虚拟对象。
(3)虚拟场景
虚拟场景是应用程序在终端或服务器上运行时显示(或提供)的游戏场景,即,在正常进行游戏过程中所使用的场景。也就是说,虚拟场景是指在游戏进行过程中,承载虚拟对象的虚拟游戏控件,虚拟对象可以在游戏场景中受用户(即,玩家)向终端设备所下达的操作指令的控制而进行移动、技能释放等动作。可选地,游戏场景可以是对真实世界的仿真环境,也可以是半仿真半虚构的虚拟环境,还可以是纯虚构的虚拟环境。游戏场景可以是二维虚拟场景、2.5维虚拟场景和三维虚拟场景中的任意一种,虚拟环境可以为天空、陆地、海洋等,其中,该陆地包括沙漠、城市等环境元素。其中,游戏场景为用户控制虚拟对象完整游戏逻辑的场景。可选地,游戏场景还可以用于至少两个虚拟对象之间的游戏场景对战,在该游戏场景中具有可供至少两个虚拟对象使用的虚拟资源。示例性的,游戏场景可以包括以下元素中的任意一种或多种:游戏背景元素、游戏对象元素、游戏道具元素以及游戏物资元素等。
(4)虚拟对象
虚拟对象是指在虚拟场景中可被控制的动态对象。可选地,该动态对象可以是虚拟人物、动漫人物等。该虚拟对象是玩家通过输入设备进行控制的角色,或者是通过训练设置在虚拟环境对战中的人工智能(Artificial Intelligence,AI)。可选地,该虚拟对象是在虚拟场景中进行竞技的虚拟人物。可选地,该虚拟场景对战中的虚拟对象的数量是预设设置的,或者是根据加入对战的客户端的数量动态确定的,本公开实施例对此不作限定。在一种可能实现方式中,用户能够控制虚拟对象在该虚拟场景中进行移动,例如,控制虚拟对象跑动、跳动、爬行等,也能够控制虚拟对象使用应用程序所提供的技能、虚拟道具等与其他虚拟对象进行战斗。可选地,当虚拟环境为三维虚拟环境时,虚拟对象可以是三维虚拟模型,每个虚拟对象在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。可选地,虚拟对象是基于三维人体骨骼技术构建的三维角色,该虚拟对象通过穿戴不同的皮肤来实现不同的外在形象。在一些实现方式中,虚拟对象也可以采用2.5维或2维模型来实现,本公开实施例对此不加以限定。
(5)虚拟对战任务
虚拟对战任务中包括虚拟场景,以及在虚拟场景中受玩家控制的虚拟对象和其他虚拟对象。其中,虚拟对象为使用第一终端设备的玩家所控制的虚拟对象,其他虚拟对象为在本次虚拟对战任务中一起进行本次虚拟对战任务的其他玩家控制的虚拟对象,这里,虚拟对象和其他虚拟对象属于相同的虚拟阵营。
本公开实施例提供的游戏控制方法可以运行于本地终端设备或者是服务器。当游戏控制方法运行于服务器时,该游戏控制方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,游戏控制方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行游戏控制的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上, 或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
其次,对本公开可适用的应用场景进行介绍。本公开可应用于游戏技术领域,如射击类游戏等。在相关游戏中,玩家可以在虚拟场景对应的有限地图和资源中相互进行争抢,搜集物资,比如游戏中的各种枪械、以及升级枪械的瞄准镜,一些装备和药品,比如头盔、背包、闪光弹,还有空投物资等。其中,空投物资的获取方式包括两种:第一,通过虚拟对象装备的召唤道具(如信号弹)召唤虚拟载具(如直升飞机),虚拟载具以空投的方式向虚拟对象所在的位置投放空投物资;第二,在游戏的过程中,虚拟载具以固定的航线和固定的时间间隔向虚拟环境中投放空投物资。
示例性的,相关游戏可以按照如下步骤进行:响应于完成游戏准备环节的玩家数量达到第一预设数量的条件,控制完成游戏准备环节的虚拟对象进入第一游戏环节;在第一游戏环节的进行过程中,响应针对处于第一游戏环节的虚拟对象在虚拟场景中的交互行为,控制虚拟对象在虚拟场景中移动并拾取物资。具体地,完成游戏准备环节的玩家数量达到第一预设数量的条件用于控制本局游戏的开始,可以理解为游戏玩家通过终端设备向服务器发送本局游戏的开始请求,服务器在接收到本局游戏的开始请求后,判断接收到的游戏玩家的开始请求是否符合本局游戏的开始条件,若符合,则控制本局游戏开始。具体地,本局游戏的开始条件(游戏搜索环节的开始条件)可以包括如下:参与本局游戏的玩家数量符合第一预设数量的要求,如参与本局游戏的玩家数量符合100人,或120人,或140人等即开始本局游戏;参与本局游戏的虚拟对象的游戏在线时长不大于游戏规定的预设极限时长,如为了防止游戏玩家的游戏时间过长,影响视力,服务器设定一个预设极限时长,若游戏在线时长超过该预设极限时长,服务器会强制该游戏玩家退出本局游戏。其中,交互行为指的是由玩家操控的虚拟对象在虚拟场景中进行活动的行为,示例性的,该虚拟对象在虚拟场景中进行活动的行为可包括但不限于以下至少一种:行走、跑动、跳跃、攀爬、趴下、攻击、释放技能、拾取物资、发送消息。这里,虚拟场景中活动的虚拟对象除包括由该玩家操控的虚拟对象之外,还可以包括其他玩家操控的虚拟对象或其他非玩家操控的虚拟对象。
具体地,当虚拟载具(如直升飞机)以固定的航线和固定的时间间隔向虚拟场景中投放空投物资,落地后的空投物资在虚拟场景中会生成特殊标识,并在场景缩略地图上生成与空投物资在虚拟场景中的位置相对应的位置标识,玩家可以根据位置标识以及虚拟场景中的特殊标识找到并搜刮该空投物资。
但经研究发现,由于场景缩略地图中除了显示有空投物资对应的位置标识,还显示有与多个虚拟对象分别对应的对象标识,较小的场景缩略地图中显示较多的标识,容易导致玩家查看其控制的虚拟对象对应的对象标识与空投物资对应的位置标识之间相对位置的视线受阻,并且虚拟场景中与空投物资对应的特殊标识显示的范围具有一定限制。这样一来,玩家一边查看场景缩略地图中显示的与空投物资对应的位置标识,一边控制虚拟对象向虚拟场景中的空投物资所在的位置移动,不仅操作不方便,还容易使玩家因为视线受阻导致无法精确控制虚拟对象向虚拟场景中的空投物资所在的位置移动,最终导致玩家搜索空投物资的效率降低,进而降低人机交互效率。
基于此,本公开实施例提供了一种游戏控制方法、装置、电子设备及存储介质,玩家可以根据显示的方位指引标识快速找到虚拟场景中的虚拟物资,提高了玩家在虚拟场景中搜索虚拟物资的速度,进而提高人机交互效率。
请参阅图1,图1为本公开实施例所提供的一种游戏控制方法的流程图。如图1中所示,本公开实施例提供的游戏控制方法,包括:
S101、响应本次虚拟对战任务符合预设条件,控制在虚拟场景中投放虚拟物资;
S102、确定虚拟场景中与投放的虚拟物资对应的目标场景区域;
S103、响应虚拟对象移动至目标场景区域内,在图形用户界面上显示方位指引标识,并根据虚拟物资在虚拟场景中的目标位置控制方位指引标识的指示方向。
本公开实施例提供的游戏控制方法,在向虚拟场景中投放虚拟物资后,确定虚拟场景中与投放的虚拟物资对应的目标场景区域,在虚拟对象移动至目标场景区域后,在图形用户界面上显示方位指引标识,以指引虚拟对象从虚拟对象的当前所处位置朝向虚拟场景中的虚拟物资移动。这样一来,玩家在控制虚 拟对象移动至目标场景区域后,可以直接根据方位指引标识精确控制虚拟对象从虚拟对象的当前所处位置朝向虚拟场景中的虚拟物资移动,无需玩家一边查看场景缩略地图中显示的与空投物资对应的位置标识,一边控制虚拟对象向虚拟场景中的空投物资所在的位置移动,操作便捷,且玩家视线不会因为图形用户界面上显示过多的标识而受到影响,有助于提高玩家搜索空投物资的效率,使得玩家在进入目标场景区域后可以根据方位指引标识尽快找到该虚拟物资,提高了玩家在虚拟场景中搜索虚拟物资的速度,进而提高人机交互效率。
为便于对本实施例进行理解,下面对本公开实施例提供的一种游戏控制方法应用于终端设备为例,对本公开实施例提供的上述示例性的各步骤分别进行说明。
在步骤S101中,响应本次虚拟对战任务符合预设条件,控制在虚拟场景中投放虚拟物资。
该步骤中,预设条件包括以下项中的其中一项:
(1)本次虚拟对战任务的游戏进程到达预设时间点。
(2)本次虚拟对战任务中的虚拟对象执行虚拟载具召唤事件,其中,虚拟载具用于向虚拟场景投放虚拟物资。
(3)本次虚拟对战任务中存活的虚拟对象的存活数量达到设定数量。
下面针对预设条件包括上述三种情况进行具体说明:
(1)本次虚拟对战任务的游戏进程到达预设时间点。
一种实施例中,预设时间点可以是游戏系统预先设置的固定时间点,该固定时间点可以是游戏机制中统一设置的时间点,如本次虚拟对战任务的游戏进程到达20分钟时,控制在虚拟场景中投放虚拟物资。
这样一来,由于玩家预先知道在虚拟场景中投放虚拟物资的固定时间点,可以使玩家提前准备去搜索虚拟物资,避免玩家由于不清楚在虚拟场景中投放虚拟物资的时间而错失搜刮虚拟物资时机的情况,有助于加快游戏进程,间接提高人机交互效率。
另一种实施例中,预设时间点可以是游戏系统预先设置的随机时间点,该随机时间点可以是游戏机制中随机设置的时间点,如本次虚拟对战任务的游戏进程到达10分钟、或20分钟、或30分钟时,控制在虚拟场景中投放虚拟物资。
这里,由于在虚拟场景中投放虚拟物资的时间点是随机时间点,而计算机内针对随机时间点的程序代码相对不是很复杂,这样可以在计算机资源和玩家的游戏体验感之间建立平衡,在提高玩家游戏体验感的同时,不需要耗费大量的计算机资源,即可达到游戏平衡的效果。
(2)本次虚拟对战任务中的虚拟对象执行虚拟载具召唤事件,其中,虚拟载具用于向虚拟场景投放虚拟物资。
其中,虚拟载具召唤事件指的是通过虚拟对象装备的召唤道具(如信号弹)召唤虚拟载具(如直升飞机),虚拟载具以空投的方式向虚拟场景投放虚拟物资。
这里,在虚拟场景中投放虚拟物资的时间可以由玩家自身控制,即虚拟场景中出现虚拟物资的时间可以由玩家自身控制。虚拟对象通过执行虚拟载具召唤事件,可以控制在虚拟场景中投放虚拟物资。这样使得搜到召唤道具的虚拟对象可以召唤并优先搜索虚拟物资,从而激励玩家不单单是等待空投物资,还可以在虚拟场景中搜索召唤道具,增加了虚拟物资投放的多样化,由于在虚拟场景中投放的虚拟物资具有较大的吸引力,可以促进更多的玩家去争夺虚拟物资,而不同阵营之间势必会进行战斗以淘汰部分玩家,可以大幅度减少玩家的数量,从而缩小单局游戏时长,间接提高人机交互效率。
(3)本次虚拟对战任务中存活的虚拟对象的存活数量达到设定数量。
该步骤中,设定数量用于作为游戏系统判断在虚拟场景中投放虚拟物资的启动条件,在本次虚拟对战任务进行过程中,若存活的虚拟对象的存活数量达到设定数量,则触发在虚拟场景中投放虚拟物资。
其中,设定数量可以由游戏开发者根据游戏设计设定的数值确定,还可以是通过人工智能技术对虚拟对战任务中的历史数据进行智能分析后确定。
这样一来,根据存活的虚拟对象的存活数量达到设定数量,触发在虚拟场景中投放虚拟物资,有助于将分散的玩家聚集起来,以增加不同玩家之间的对抗可能性,从而加快游戏中各个虚拟对象的淘汰速度,实现间接缩短单局游戏时长,提高人机交互效率的目的。
在步骤S102中,确定虚拟场景中与投放的虚拟物资对应的目标场景区域。这里,目标场景区域至少具有如下两种功能:
其一、目标场景区域可以用于投放虚拟物资。具体地,目标场景区域在虚拟场景中具有一定的界限或范围,虚拟对象可以在目标场景区域内移动一段距离或以当前移动速度在目标场景区域内移动一段时间。一种实施例中,系统进行投放虚拟物资时,预先确定一个空投区域为目标场景区域,在这个空投区域内随机投放虚拟物资;一种实施例中,系统预先确定进行投放虚拟物资时的精确位置,然后根据系统预设的规则确定该精确位置所对应的空投区域;其中,系统会将虚拟物资投放至该精确位置,游戏中的场景缩略地图会生成与空投区域对应的物资区域标识;另一种实施例中,系统同时确定用于投放虚拟物资的目标场景区域以及目标场景区域内进行投放虚拟物资时的精确位置,这里,目标场景区域和精确位置同时出现,相辅相成。
本公开实施例中,目标场景区域用于投放虚拟物资,可以使玩家在移动至目标场景区域后,控制虚拟对象在目标场景区域内搜索虚拟物资。由于确定了虚拟物资的搜索区域即为目标场景区域,有助于玩家预先了解虚拟物资的搜索区域,从而准确且及时的对虚拟对象的移动方向进行调整,以保证虚拟对象始终在目标场景区域内搜索虚拟物资,有效提高玩家对虚拟物资的搜索效率,有助于加快游戏进程。
其二、目标场景区域可以用作触发图形用户界面上显示方位指引标识的触发区域。此时,目标场景区域可以与虚拟场景中用于投放虚拟物资的精确位置无关。即可以是在虚拟场景中投放虚拟物资时,同步确定一个目标场景区域,该目标场景区域并不用于投放虚拟物资。但在虚拟场景中投放虚拟物资后,若玩家移动至该目标场景区域后,会触发图形用户界面上显示用于指引虚拟对象向虚拟物资移动的方位指引标识。
示例性的,在相关游戏中,上述目标场景区域可以用作游戏中奖励机制的其中一个环节,该奖励机制的设计思路如下:玩家完成指定任务即可为玩家提供移动至目标场景区域的线索或玩家凭运气移动至目标场景区域,当玩家移动至目标场景区域,就可触发在图形用户界面上显示方位指引标识,以使玩家根据方位指引标识在虚拟场景中快速搜索虚拟物资。通过设置这样的奖励机制,可以促进玩家积极完成指定任务或在虚拟场景中积极进行移动,有助于加快游戏进程。
本公开实施例中,通过设置基于“目标场景区域能够触发方位指引标识显示”的奖励机制,来鼓励多个虚拟对象在虚拟场景中搜索目标场景区域,并获得相应的虚拟奖励(该虚拟奖励即为图形用户界面上显示方位指引标识),以使虚拟对象尽快完成实现对虚拟物资的搜索,丰富游戏体验。同时,玩家在移动至目标场景区域后,可以根据显示的方位指引标识快速在虚拟场景中搜索虚拟物资,便于玩家尽快找到虚拟物资,有助于加快游戏进程,间接提高人机交互效率。
在步骤S103中,响应虚拟对象移动至目标场景区域内,在图形用户界面上显示方位指引标识,并根据虚拟物资在虚拟场景中的目标位置控制方位指引标识的指示方向。
上述步骤中,方位指引标识具有指引方向,该指引方向为虚拟对象的当前所处位置朝向虚拟物资在虚拟场景中的目标位置的方向,进而,玩家根据方位指引标识,可以控制虚拟对象从虚拟对象的当前所处位置朝向虚拟物资在虚拟场景中的目标位置移动。
具体地,方位指引标识可以包括二维方位指引标识和三维方位指引标识中的其中一种,方位指引标识的显示形式可以为平面箭头、立体箭头等,其中,平面箭头或立体箭头的指示方向均指向虚拟物资在虚拟场景中的目标位置。一种实施例中,方位指引标识可以设置在图形用户界面的边界处,以避免对图形用户界面中显示的部分虚拟场景造成遮挡;另一种实施例中,方位指引标识可以设置在虚拟对象的头顶,以便于控制虚拟对象的玩家及时观察到方位指引标识的变化,并根据方位指引标识的变化及时调整其行进路线。
举例说明,请参阅图2,图2为本公开实施例所提供的一种图形用户界面的示意图,如图2所示,虚拟对象201在进入虚拟场景的目标场景区域202后,会在图形用户界面上显示方位指引标识203,方位指引标识203的指示方向指向虚拟物资在虚拟场景中的目标位置,如图2所示,方位指引标识203的指示方向为虚拟对象201当前所处位置的左方,进而玩家根据方位指引标识203的指示方向,可以控制虚拟对象201向虚拟物资所在的目标位置移动。
此外,在虚拟对象移动至目标场景区域后,也可以在图形用户界面上显示文字提示信息,该文字提 示信息用于提示虚拟对象与虚拟物资在虚拟场景中的目标位置之间的距离,如该文字提示信息以弹窗的形式弹出;还可以输出语音提示信息,如虚拟对象与虚拟物资在虚拟场景中的目标位置不断缩小时,会发出“嘀嘀嘀”的声音,或语音播报“您与虚拟物资之间的距离达到XX”等,从而使得玩家在提示信息下尽快找到虚拟物资,从而节省玩家在虚拟场景中搜索虚拟物资的时间。
本公开实施例中,在图形用户界面上显示方位指引标识,可以为虚拟对象在虚拟场景中搜索虚拟物资提供精确的方向指引,使得虚拟对象根据方位指引标识提供的指示方向准确快速的移动至虚拟物资在虚拟场景中的目标位置,有助于虚拟对象在虚拟场景中快速找到虚拟物资,节省虚拟对象在虚拟场景中搜索虚拟物资的时间。并且,无需玩家一边查看场景缩略地图中显示的与虚拟物资对应的位置标识,一边控制虚拟对象向虚拟物资在虚拟场景中的目标位置移动,操作便捷,且玩家视线不会因为图形用户界面上显示过多的标识而受到影响,有助于提高玩家搜索虚拟物资的效率,使得玩家在进入目标场景区域后可以根据方位指引标识尽快找到该虚拟物资,提高了玩家在虚拟场景中搜索虚拟物资的速度,进而提高人机交互效率。
一种实施例中,本公开实施例将根据目标场景区域用于投放虚拟物资为例对本案进行如下具体说明:
当虚拟物资在虚拟场景中的目标位置位于目标场景区域内时,步骤S103中,响应虚拟对象移动至目标场景区域内,在图形用户界面上显示方位指引标识的步骤包括:响应虚拟对象移动至目标场景区域内,检测虚拟对象与目标场景区域内的虚拟物资之间的距离;响应虚拟对象与目标场景区域内的虚拟物资之间的距离小于预设距离阈值,在图形用户界面上显示方位指引标识。
该步骤中,由于虚拟物资在目标场景区域内,当虚拟对象移动至目标场景区域后,响应虚拟对象与虚拟物资之间的距离小于预设距离阈值,可以在图形用户界面上显示方位指引标识,玩家可以根据该方位指引标识控制虚拟对象朝向目标位置移动。
其中,目标场景区域可以设置为规则形状,如圆形,正方形等,若目标场景区域为圆形,则预设距离阈值小于目标场景区域对应的圆形区域的直径;若目标场景区域为正方形,则预设距离阈值小于目标场景区域对应的正方形区域的边长;目标场景区域还可以设置为不规则形状,这里,预设距离阈值可以根据游戏设计者的经验来设置。
这样一来,当虚拟对象移动至目标场景区域后,若在图形用户界面上显示方位指引标识,即可表征虚拟对象在向虚拟物资所在的目标位置靠近,进而提醒玩家及时调整其控制的虚拟对象在目标场景区域内的移动方向,使虚拟对象尽快向虚拟物资所在的目标位置移动,从而节省玩家搜索虚拟物资的时间,提高人机交互效率。
相关方案中,由于玩家能提前预测出空投物资在虚拟场景中的位置,从而控制虚拟对象提前移动至空投物资可能降落的位置,进而获取该空投物资,这样,一些老玩家可能会在空投物资可能降落的位置处蹲点,使得一些玩家,如新玩家不敢前往空投物资可能降落的位置处拾取空投物资,这样将拉长单局游戏的游戏时长,降低人机交互效率。
为解决上述存在的技术问题,本公开实施例提供了另一种游戏控制方法,请参阅图3,图3为本公开实施例所提供的另一种游戏控制方法的流程图。如图3中所示,本公开实施例提供的游戏控制方法,包括:
S301、响应本次虚拟对战任务符合预设条件,控制在虚拟场景中投放虚拟物资;
S302、确定虚拟场景中与投放的虚拟物资对应的目标场景区域;
S303、在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域显示与虚拟物资对应的物资区域标识;
S304、响应虚拟对象移动至目标场景区域内,在图形用户界面上显示方位指引标识,并根据虚拟物资在虚拟场景中的目标位置控制方位指引标识的指示方向;其中,目标位置位于目标场景区域内。
其中,针对步骤S301、步骤S302以及步骤S304的解释说明可以参考上述步骤S101至步骤S103的解释说明,重复之处不再赘述。
在步骤S303中,在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域显示与虚拟物资对应的物资区域标识。这里,目标位置位于目标场景区域内。
一种实施例中,在图形用户界面上显示有地图控件,响应于针对该地图控件的触控操作,在图形用户界面上显示场景缩略地图,场景缩略地图为整个虚拟场景的缩略图,其中包括地图区域,该地图区域与虚拟场景中的目标场景区域一一对应,由于虚拟物资在虚拟场景中的目标位置位于目标场景区域内,所以在地图区域上显示与虚拟物资对应的物资区域标识,玩家可以根据该物资区域标识,控制虚拟对象朝向目标位置移动。这里,虚拟场景、目标场景区域,以及虚拟物资在虚拟场景中的目标位置按照预设比例尺显示在地图控件对应的场景缩略地图中。
一种可选的实施例中,步骤S303具体包括:在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域处,叠加显示与虚拟物资对应的具有预设面积的物资区域标识。
上述实施例中,物资区域标识具有预设面积,即物资区域标识在场景缩略地图中的占用面积占场景缩略地图的总面积的比例等于预设比例阈值。这里,由于虚拟场景中的目标场景区域具有一定的范围,且显示目标场景区域的比例尺与显示场景缩略地图的比例尺相同,同时目标场景区域的区域面积大小与虚拟对象持续运动预设时间所得到的运动距离呈正相关关系,所以物资区域标识在场景缩略地图中具有一定的占用面积,进而可以得到:物资区域标识在场景缩略地图中的占用面积占场景缩略地图的总面积的比例等于预设比例阈值,其中,预设比例阈值可以根据目标场景区域的实际面积占整个虚拟场景的面积的比值确定。
其中,“叠加显示与虚拟物资对应的具有预设面积的物资区域标识”可以表示物资区域标识悬浮设置在地图区域处,这里,物资区域标识可以以半透明度的形式悬浮设置在地图区域处,以防止悬浮设置在地图区域处的物资区域标识对地图区域造成遮挡,从而影响玩家查看场景缩略地图的视线。
上述方式中,由于物资区域标识用于表征目标场景区域在虚拟场景中的方位信息,所以本公开实施例中的物资区域标识不再是如相关技术中所示的一个坐标点,但玩家可以根据场景缩略地图中显示的物资区域标识找到该目标场景区域,为玩家控制的虚拟对象移动至目标场景区域提供路线参考,有助于玩家快速到达目标场景区域。
这样一来,本公开实施例通过上述在场景缩略地图中与目标场景区域对应的地图区域显示与虚拟物资对应的物资区域标识,玩家可以控制虚拟对象根据场景缩略地图中显示的物资区域标识朝向目标场景区域移动,由于无需显示虚拟物资的精确位置,可以避免关于虚拟物资精确位置的具体计算,从而减少计算机资源的耗费;由于玩家无法预测虚拟物资在虚拟场景中的实际位置,这样使得虚拟物资在虚拟场景中的位置具有一定的随机性,可以兼顾玩家的个体差异以提高游戏的公平性;而老玩家无法事先在虚拟物资附近的位置处蹲点,可以促进更多的新玩家去争夺虚拟物资,从而提高新玩家的发育速度,并且由于虚拟物资所在的目标场景区域中聚集更多玩家,不同阵营之间势必会进行战斗以淘汰部分玩家,从而缩小单局游戏时长。
一种实施例中,在步骤S301中,控制在虚拟场景中投放虚拟物资的步骤具体还包括:在虚拟场景的预设高度生成虚拟物资;控制虚拟物资从预设高度移动至虚拟场景的目标位置。
上述步骤中,在虚拟场景中投放虚拟物资具有一段时间,在这段时间内,玩家可以根据场景缩略地图中显示的物资区域标识控制虚拟对象向目标场景区域移动,以为玩家在目标场景区域内搜索虚拟物资提供更多的部署时间,进而提高玩家的游戏体验。
进而,步骤S303具体包括:在控制虚拟物资从预设高度移动至虚拟场景的目标位置的过程中,在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域显示与虚拟物资对应的物资区域标识。
在上述方案的基础上,本公开实施例还包括:响应虚拟物资从预设高度移动至虚拟场景的目标位置,控制将物资区域标识更新为在场景缩略图的与目标位置对应的位置处显示的物资地点标识。
上述方案中,在控制虚拟物资从预设高度移动至虚拟场景的目标位置的过程中,在场景缩略地图的地图区域中显示与虚拟物资对应的物资区域标识,在虚拟物资从预设高度移动至虚拟场景的目标位置时,控制将物资区域标识更新为物资地点标识。其中,这里的物资地点标识用于表征虚拟物资在虚拟场景中具体的目标位置。
本公开实施例中,在虚拟场景中投放虚拟物资的过程中,在场景缩略地图的地图区域中显示与虚拟物资对应的物资区域标识,在虚拟物资从预设高度移动至虚拟场景的目标位置时,除了在场景缩略地图 的地图区域中显示与虚拟物资对应的物资地点标识,还在图形用户界面上显示方位指引标识。
这样一来,在虚拟物资的投放过程中,玩家根据物资区域标识在场景缩略地图上的方位控制虚拟对象向目标场景区域移动,其中,物资区域标识只表征虚拟物资在虚拟场景中的位置范围,由于玩家无法预测虚拟物资在虚拟场景中的实际位置,老玩家无法事先在虚拟物资附近的位置处蹲点,可以促进更多的新玩家去争夺虚拟物资,从而提高新玩家的发育速度,并且由于更多的玩家在相近时间段去搜索虚拟物资,不同阵营之间势必会进行战斗以淘汰部分玩家,从而缩小单局游戏时长。在虚拟物资从预设高度移动至虚拟场景的目标位置时,玩家可以同时根据方位指引标识和物资地点标识控制虚拟对象向目标位置移动并搜索虚拟物资,有助于提高玩家的搜索效率和搜索准确度,进而提高人机交互效率。
一种实施例中,虚拟场景中生成一个用于投放虚拟物资的目标场景区域,进而在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域显示一个与虚拟物资对应的物资区域标识;另一种实施例中,虚拟场景中生成多个用于投放虚拟物资的目标场景区域,进而在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域显示多个与虚拟物资对应的物资区域标识。这里,当场景缩略地图上显示多个物资区域标识时,为了对不同目标场景区域对应的物资区域标识进行区分,可以设置各个物资区域标识的形状和/或颜色不相同。具体地,本公开实施例中的物资区域标识具有一定的占用面积,进而可以向不同的物资区域标识中填充不同的颜色,或不同的图案,或不同的条纹来区分不同的物资区域标识。
一种具体的实施例中,本公开实施例还包括:对场景缩略地图中与不同目标场景区域对应的地图区域显示的与虚拟物资对应的物资区域标识进行区别显示;其中,不同目标场景区域用于投放不同等级的虚拟物资。
具体地,区别显示的显示形式包括以下项中的至少一项:显示亮度、显示形状、填充颜色。
上述方式中,对于不同等级的虚拟物资所在的目标场景区域所对应的场景缩略地图的地图区域中的物资区域标识进行区别显示的显示形式可以包括多种,以实现对于不同物资区域标识的区别显示,使其具有区分度,有助于玩家快速区分场景缩略地图上显示的不同等级的物资区域标识。
下面对显示形式分别包括显示亮度、显示形状、填充颜色,以及显示形式包括显示亮度、显示形状和填充颜色中的至少两种进行具体说明:
其一、当显示形式为显示亮度时,通过不同的显示亮度对不同等级的虚拟物资所在的目标场景区域所对应的地图区域中物资区域标识进行区别显示。
这里,显示亮度指的是物资区域标识在给定方向上一表面每单位投射面积的发光强度,其中,给定方向为垂直于图形用户界面的方向。显示亮度可以由极暗(亮度最小)到极亮(亮度最大)之间的变化。
根据显示亮度的上述特征,可以将显示亮度划分成多个亮度等级,显示亮度的亮度等级与目标场景区域内的虚拟物资的等级一一对应。其中,虚拟物资的等级与显示亮度的亮度等级呈正相关关系。
举例说明,假设用于投放至目标场景区域的虚拟物资包括五个等级,分别是低配物资级、普通物资级、稀有物资级、罕见物资级、超级物资级;为这五个等级的虚拟物资设置不同亮度等级的显示亮度,其中,与超级物资级相关的物资区域标识亮度最大,与低配物资级相关的物资区域标识亮度最小。
通过不同的显示亮度显示物资区域标识,有助于玩家区分不同目标场景区域内的虚拟物资的不同等级,便于玩家根据自己当前在虚拟场景中的位置做出合理的战术部署,从而到达适合该玩家的目标场景区域去搜刮虚拟物资。
其二、当显示形式为显示形状时,通过不同的显示形状对不同等级的虚拟物资所在的目标场景区域所对应的地图区域中的物资区域标识进行区别显示。
这里,显示形状指的是物资区域标识在场景缩略地图的地图区域中的存在或表现形式,如显示形状可以包括圆形、心形、正方形、五角形、不规则图形等。针对不同等级的虚拟物资所属的目标场景区域所包括的物资区域标识,可以采用不同的显示形状进行区别显示。
举例说明,假设用于投放至目标场景区域的虚拟物资包括五个等级,分别是低配物资级、普通物资级、稀有物资级、罕见物资级、超级物资级;如,可以使用圆形图标来表征低配物资级的虚拟物资所属的目标场景区域所对应的物资区域标识,可以使用不规则图形图标来表征超级物资级的虚拟物资所属的目标场景区域所对应的物资区域标识等。
通过不同的显示形状显示不同等级的虚拟物资所在的目标场景区域相对应的地图区域中物资区域标识,由于不同显示形状之间的区别较大,可以显著区分不同目标场景区域内的虚拟物资的不同等级,便于玩家及时知晓目标场景区域内的虚拟物资的等级。
其三、当显示形式为填充颜色时,通过不同的填充颜色对不同等级的虚拟物资所在的目标场景区域所对应的地图区域中物资区域标识进行区别显示。
这里,填充颜色包括红色、黄色、绿色、蓝色、紫色等。由于物资区域标识具有区域面积,进而为了区分与不同等级的虚拟物资相对应的物资区域标识,可以为不同等级的虚拟物资所在的目标场景区域相对应的地图区域中物资区域标识填充不同的颜色。
举例说明,与超级物资级相关的物资区域标识填充红色,与低配物资级相关的物资区域标识填充黄色。
通过不同的填充颜色显示与不同等级的虚拟物资所在的目标场景区域相对应的物资区域标识,由于不同填充颜色之间的区别较大,可以显著区分不同目标场景区域内的虚拟物资的不同等级,便于玩家及时知晓不同目标场景区域内的虚拟物资的等级。
此外,还可以将显示形式包括的显示亮度、显示形状和填充颜色中的任意两个组合显示,或三个组合显示。如通过显示亮度和填充颜色对不同等级的虚拟物资所在的目标场景区域所对应的物资区域标识进行区别显示;或通过显示亮度、显示形状和填充颜色对不同等级的虚拟物资所在的目标场景区域所对应的地图区域中物资区域标识进行区别显示。
需要说明的是,对于上述记载中所描述的关于各个显示形式的具体内容同样适用于将至少两种显示形式组合后的本实施例,此处不再赘述。
这样一来,通过多种显示形式的随机组合,显著实现了对不同的物资区域标识进行区分显示的目的,使玩家可以轻松分辨出不同物资区域标识之间的区别,有助于玩家及时知晓不同物资区域标识对应目标场景区域内的虚拟物资的等级,便于玩家做出合理的战术部署,提升了玩家的游戏体验。而且多种不同的显示形式可以满足不同玩家的游戏需求,适应不同玩家的游戏习惯,提升了玩家的视觉体验。
在相关方案中,为了使玩家能够较好的观察其与目标场景区域之间的位置关系,本公开实施例还包括:
在图形用户界面中显示的场景缩略地图中显示与虚拟对象对应的虚拟对象标识;其中,根据虚拟对象在虚拟场景中的移动实时更新虚拟对象标识在场景缩略地图中的位置。
该步骤中,玩家可以根据场景缩略地图中显示的虚拟对象标识和物资区域标识之间的相对位置控制虚拟对象向目标场景区域移动,并找到该目标场景区域。相应的,根据虚拟对象在虚拟场景中的方位信息,确定场景缩略地图中的虚拟对象标识的生成位置,这里,场景缩略地图中的虚拟对象标识的生成位置与虚拟对象在虚拟场景中的方位信息相对应。
由于相关游戏中包括多个阵营,每个阵营中包括多个虚拟对象,同一阵营下的各个虚拟对象之间属于队友关系。具体的,在场景缩略地图上,虚拟对象能够看到其队友在虚拟场景中的方位信息,这样一来,在场景缩略地图上可以同时显示多个虚拟对象标识,其中,场景缩略地图中显示的各个虚拟对象标识对应的虚拟对象属于同一阵营。当虚拟对象被淘汰时,该虚拟对象对应的虚拟对象标识会从场景缩略地图中消失。
示例性的,虚拟对象标识可以包括以下项中的任意一项:字母标识、文字标识、数字标识、图形标识、特殊符号标识,为了便于玩家区分虚拟对象标识和物资区域标识,可以将虚拟对象标识和物资区域标识设置成不同种类的标识,如使用不同的显示形状区分不同的物资区域标识,使用不同的颜色区分不同的虚拟对象标识,以保证更加直观的向玩家展示虚拟对象标识和物资区域标识。
这样一来,在场景缩略地图中显示物资区域标识的同时,还在图形用户界面上显示虚拟对象标识,使得玩家根据场景缩略地图中显示的虚拟对象标识和物资区域标识之间的相对位置控制虚拟对象向目标场景区域移动,能够提高虚拟对象向目标场景区域移动的移动速度和准确性,有助于玩家快速到达目标场景区域,避免玩家错失进入目标场景区域搜索虚拟物资的时机,间接提高了人机交互效率。
举例说明,请参阅图4,图4为本公开实施例所提供的另一种图形用户界面的示意图。如图4所示,在场景缩略地图204中,显示有物资区域标识205和虚拟对象标识206,其中,不同等级的虚拟物资所 在的目标场景区域所对应的场景缩略地图中的物资区域标识进行区别显示,如图4所示,物资区域标识205包括第一物资区域标识2051(黑圈)、第二物资区域标识2052(填充有部分黑色的圆圈)和第三物资区域标识2053(填充有网格的圆圈),针对第一物资区域标识2051(黑圈)来说,将圆圈全部填充黑色的第一物资区域标识2051表征第一虚拟物资移动至虚拟场景的目标位置处,将圆圈填充部分黑色的第二物资区域标识2052表征第二虚拟物资在从预设高度移动至虚拟场景的目标位置的过程中,其中,第一虚拟物资与第二虚拟物资的物资等级相同;将圆圈全部填充网格的第三物资区域标识2053表征第三虚拟物资移动至虚拟场景的目标位置处,且第三虚拟物资与第一虚拟物资的物资等级不相同。其中,虚拟对象201位于虚拟场景中,玩家可以根据物资区域标识205和虚拟对象标识206之间的相对位置关系控制虚拟对象201向目标场景区域移动。
为了使玩家合理安排其控制的虚拟对象移动至目标场景区域进行搜索虚拟物资的时间,本公开实施例采用如下方案:
在图形用户界面上显示计时控件;其中,计时控件用于根据开始在虚拟场景中投放虚拟物资的时刻与虚拟物资出现在目标场景区域内的时刻进行倒计时显示;根据计时控件中显示的倒计时调整场景缩略地图中与目标场景区域对应的地图区域显示的与虚拟物资对应的物资区域标识的显示形式。
这里,计时控件用于根据开始在虚拟场景中投放虚拟物资的时刻与虚拟物资出现在目标场景区域内的时刻进行倒计时显示,即从开始在虚拟场景中投放虚拟物资的时刻开始倒计时,在虚拟物资出现在目标场景区域内的时刻结束倒计时,并控制目标场景区域内出现虚拟物资。
这样一来,计时控件可以根据开始在虚拟场景中投放虚拟物资的时刻与虚拟物资出现在目标场景区域内的时刻进行倒计时显示,从而玩家可以准确掌握目标场景区域内出现虚拟物资的初始时间,进而合理安排该玩家移动至目标场景区域的时间,以实现及时在目标场景区域内搜索虚拟物资的目的,优化了游戏中的信息提示方式,可以促进人机交互。
具体地,随着计时控件中显示的倒计时的时间进度变化,场景缩略地图中的物资区域标识的显示形式也跟随倒计时的时间进度变化而发生变化。
这里,当显示形式为显示亮度时,随着计时控件中显示的倒计时的时间进度变化,场景缩略地图中的物资区域标识的显示亮度越来越大;当显示形式为显示形状时,随着计时控件中显示的倒计时的时间进度变化,场景缩略地图中的物资区域标识的显示形状越来越大(从无到有),其中,倒计时结束时刻所对应的物资区域标识的显示形状的占用面积与场景缩略地图的总面积的比例等于预设比例阈值;当显示形式为填充颜色时,随着计时控件中显示的倒计时的时间进度变化,场景缩略地图中的物资区域标识的填充面积越来越大,其中,倒计时结束时刻所对应的物资区域标识的填充面积等于物资区域标识在场景缩略地图中的占用面积。其中,在对物资区域标识进行填充时,可以采用颜色、图案、条纹等作为填充物。
示例性的,本公开实施例根据计时控件中显示的倒计时的时间进度,采用目标颜色对场景缩略地图中与目标场景区域对应的地图区域显示的与虚拟物资对应的物资区域标识进行填充;其中,倒计时的时间进度与物资区域标识的填充面积呈相关关系,目标颜色用于根据目标场景区域内投放的虚拟物资的等级确定。
这里,由于预先设置了不同等级的虚拟物资所对应的填充颜色,所以根据目标场景区域内投放的虚拟物资的等级可以确定出目标颜色。另外,倒计时的时间进度与物资区域标识的填充面积呈正相关关系,进而可以突出目标颜色用于区分不同物资区域标识的重要性。
这样一来,可以通过物资区域标识上的填充颜色的动态变化使玩家精确掌握能够在目标场景区域内搜索虚拟物资的初始时间,可以避免玩家在目标场景区域内没有出现虚拟物资而进行搜索所浪费的时间,有助于提高玩家的搜索效率。
另一种实施例中,本公开实施例将根据目标场景区域用作触发图形用户界面上显示方位指引标识的触发区域为例对本案进行如下具体说明:
请参阅图5,图5为本公开实施例所提供的另一种游戏控制方法的流程图。如图5中所示,本公开实施例提供的游戏控制方法,包括:
S501、响应本次虚拟对战任务符合预设条件,控制在虚拟场景中投放虚拟物资;
S502、确定虚拟场景中与投放的虚拟物资对应的目标场景区域;
S503、在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域显示与虚拟物资对应的物资区域标识;
S504、响应虚拟对象移动至目标场景区域内,在图形用户界面上显示方位指引标识,并根据虚拟物资在虚拟场景中的目标位置控制方位指引标识的指示方向;其中,目标位置不在目标场景区域内。
其中,针对步骤S501至步骤S503的解释说明可以参考上述步骤S301至步骤S303的解释说明,重复之处不再赘述。
针对步骤S504,目标场景区域内不存在虚拟物资,此时,目标场景区域用作触发图形用户界面上显示方位指引标识的触发区域。
本公开实施例中,玩家可以根据图形用户界面上显示的物资区域标识在虚拟场景中搜索目标场景区域,在虚拟对象移动至目标场景区域后,在图形用户界面上显示用于指引虚拟对象朝向虚拟物资移动的方位指引标识,也就是说,当玩家找到目标场景区域后,就可以获得指引该玩家找到虚拟物资的方向信息(方位指引标识),以使玩家根据方位指引标识控制虚拟对象在虚拟场景中快速搜索虚拟物资,这样设置可以促进玩家积极完成指定任务或在虚拟场景中积极进行移动以找到目标场景区域,并在玩家找到目标场景区域后提供指引虚拟对象向虚拟物资移动的方位指引标识,提高玩家对虚拟物资的搜索效率,从而加快游戏进程,提高人机交互效率。
一种可选的实施例中,本公开实施例还包括:响应目标场景区域内的虚拟物资被拾取,控制从场景缩略地图中与目标场景区域对应的地图区域中删除与虚拟物资对应的物资区域标识。
这样一来,玩家可以根据场景缩略地图中消失的物资区域标识及时更改玩家自身的行进路线,避免出现虚拟对象到达目标场景区域不仅无法拾取物资,还容易被其他玩家伏击的问题。
本公开实施例提供的游戏控制方法,玩家可以根据场景缩略地图中显示的物资区域标识以及虚拟对象标识之间的相对位置控制虚拟对象朝向目标场景区域移动;通过在虚拟对象移动至目标场景区域后,在图形用户界面上显示方位指引标识,以指引虚拟对象从虚拟对象的当前所处位置朝向虚拟物资移动。通过上述方式,由于无需显示虚拟物资的精确位置,可以避免关于虚拟物资精确位置的具体计算,从而减少计算机资源的耗费;由于玩家无法预测虚拟物资在虚拟场景中的实际位置,这样使得虚拟物资在虚拟场景中的位置具有一定的随机性,可以兼顾玩家的个体差异以提高游戏的公平性;而老玩家无法事先在虚拟物资附近的位置处蹲点,可以促进更多的新玩家去争夺虚拟物资,从而提高新玩家的发育速度,并且由于更多的玩家在相近时间段去搜索虚拟物资,不同阵营之间势必会进行战斗以淘汰部分玩家,从而缩小单局游戏时长;玩家在移动至目标场景区域后可以根据方位指引标识尽快找到该虚拟物资,提高了玩家在虚拟场景中搜索虚拟物资的速度,有助于缩短单局游戏时长,提高人机交互效率。
基于同一发明构思,本公开实施例中还提供了与游戏控制方法对应的游戏控制装置,由于本公开实施例中的装置解决问题的原理与本公开实施例上述游戏控制方法相似,因此装置的实施可以参见方法的实施,重复之处不再赘述。
请参阅图6、图7和图8,图6为本公开实施例所提供的一种游戏控制装置的结构示意图,图7为本公开实施例所提供的另一种游戏控制装置的结构示意图,图8为本公开实施例所提供的另一种游戏控制装置的结构示意图。如图6中所示,本公开实施例所提供的一种游戏控制装置,该装置600包括:
物资控制模块601,用于响应本次虚拟对战任务符合预设条件,控制在虚拟场景中投放虚拟物资;
区域确定模块602,用于确定虚拟场景中与投放的虚拟物资对应的目标场景区域;
方位指引模块603,用于响应虚拟对象移动至目标场景区域内,在图形用户界面上显示方位指引标识,并根据虚拟物资在虚拟场景中的目标位置控制方位指引标识的指示方向。
在本公开的一种可选的实施例中,目标位置位于目标场景区域内。
在本公开的一种可选的实施例中,方位指引模块603具体用于:
响应虚拟对象移动至目标场景区域内,检测虚拟对象与目标场景区域内的虚拟物资之间的距离;
响应虚拟对象与目标场景区域内的虚拟物资之间的距离小于预设距离阈值,在图形用户界面上显示方位指引标识。
进一步地,如图7所示,该装置600还包括标识显示模块604,标识显示模块604用于:
在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域显示与虚拟物资对应的物资区域标识。
在本公开的一种可选的实施例中,标识显示模块604具体用于:
在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域处,叠加显示与虚拟物资对应的具有预设面积的物资区域标识。
在本公开的一种可选的实施例中,物资控制模块601具体用于:
在虚拟场景的预设高度生成虚拟物资;
控制虚拟物资从预设高度移动至虚拟场景的目标位置。
在本公开的一种可选的实施例中,标识显示模块604具体还用于:
在控制虚拟物资从预设高度移动至虚拟场景的目标位置的过程中,在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域显示与虚拟物资对应的物资区域标识。
在本公开的一种可选的实施例中,该装置还包括标识更新模块(图中未示出),标识更新模块用于:
响应虚拟物资从预设高度移动至虚拟场景的目标位置,控制将物资区域标识更新为在场景缩略图的与目标位置对应的位置处显示的物资地点标识。
进一步地,如图8所示,该装置600还包括区别显示模块605,区别显示模块605用于:
对场景缩略地图中与不同目标场景区域对应的地图区域显示的与虚拟物资对应的物资区域标识进行区别显示;其中,不同目标场景区域用于投放不同等级的虚拟物资。
在本公开的一种可选的实施例中,该装置还包括计时显示模块(图中未示出),计时显示模块用于:
在图形用户界面上显示计时控件;其中,计时控件用于根据在虚拟场景的预设高度生成虚拟物资的时刻与虚拟物资从预设高度移动至虚拟场景的目标位置处的时刻进行倒计时显示;
根据计时控件中显示的倒计时调整场景缩略地图中与目标场景区域对应的地图区域显示的与虚拟物资对应的物资区域标识的显示形式。
在本公开的一种可选的实施例中,计时显示模块具体还用于:
根据计时控件中显示的倒计时的时间进度,采用目标颜色对场景缩略地图中与目标场景区域对应的地图区域显示的与虚拟物资对应的物资区域标识进行填充;其中,倒计时的时间进度与物资区域标识的填充面积呈相关关系,目标颜色用于根据目标场景区域内投放的虚拟物资的等级确定。
在本公开的一种可选的实施例中,该装置还包括对象显示模块(图中未示出),对象显示模块用于:
在图形用户界面中显示的场景缩略地图中显示与虚拟对象对应的虚拟对象标识;
其中,根据虚拟对象在虚拟场景中的移动实时更新虚拟对象标识在场景缩略地图中的位置。
在本公开的一种可选的实施例中,该装置还包括标识删除模块(图中未示出),标识删除模块用于:
响应目标场景区域内的虚拟物资被拾取,控制从场景缩略地图中与目标场景区域对应的地图区域中删除与虚拟物资对应的物资区域标识。
在本公开的一种可选的实施例中,预设条件包括以下项中的其中一项:
本次虚拟对战任务的游戏进程到达预设时间点;
本次虚拟对战任务中的虚拟对象执行虚拟载具召唤事件,其中,虚拟载具用于向虚拟场景投放虚拟物资;
本次虚拟对战任务中存活的虚拟对象的存活数量达到设定数量。
在本公开实施例提供的游戏控制装置中,玩家可以根据场景缩略地图中显示的物资区域标识以及虚拟对象标识之间的相对位置控制虚拟对象朝向目标场景区域移动;通过在虚拟对象移动至目标场景区域后,在图形用户界面上显示方位指引标识,以指引虚拟对象从虚拟对象的当前所处位置朝向虚拟物资移动。通过上述方式,由于无需显示虚拟物资的精确位置,可以避免关于虚拟物资精确位置的具体计算,从而减少计算机资源的耗费;由于玩家无法预测虚拟物资在虚拟场景中的实际位置,这样使得虚拟物资在虚拟场景中的位置具有一定的随机性,可以兼顾玩家的个体差异以提高游戏的公平性;而老玩家无法事先在虚拟物资附近的位置处蹲点,可以促进更多的新玩家去争夺虚拟物资,从而提高新玩家的发育速度,并且由于更多的玩家在相近时间段去搜索虚拟物资,不同阵营之间势必会进行战斗以淘汰部分玩家,从而缩小单局游戏时长;玩家在移动至目标场景区域后可以根据方位指引标识尽快找到该虚拟物资,提 高了玩家在虚拟场景中搜索虚拟物资的速度,有助于缩短单局游戏时长,提高人机交互效率。
请参阅图9,图9为本公开实施例所提供的一种电子设备的结构示意图。如图9中所示,电子设备900包括处理器901、存储器902和总线903。
存储器902存储有处理器901可执行的机器可读指令,当电子设备900运行时,处理器901与存储器902之间通过总线903通信,使得处理器901在运行时执行以下指令:
响应本次虚拟对战任务符合预设条件,控制在虚拟场景中投放虚拟物资;
确定虚拟场景中与投放的虚拟物资对应的目标场景区域;
响应虚拟对象移动至目标场景区域内,在图形用户界面上显示方位指引标识,并根据虚拟物资在虚拟场景中的目标位置控制方位指引标识的指示方向。
在本公开的一种可选的实施例中,目标位置位于目标场景区域内。
在本公开的一种可选的实施例中,处理器901在运行响应虚拟对象移动至目标场景区域内,在图形用户界面上显示方位指引标识时,具体执行如下指令:
响应虚拟对象移动至目标场景区域内,检测虚拟对象与目标场景区域内的虚拟物资之间的距离;
响应虚拟对象与目标场景区域内的虚拟物资之间的距离小于预设距离阈值,在图形用户界面上显示方位指引标识。
在本公开的一种可选的实施例中,处理器901还执行如下指令:
在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域显示与虚拟物资对应的物资区域标识。
在本公开的一种可选的实施例中,处理器901在运行在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域显示与虚拟物资对应的物资区域标识时,具体执行如下指令:
在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域处,叠加显示与虚拟物资对应的具有预设面积的物资区域标识。
在本公开的一种可选的实施例中,处理器901在运行控制在虚拟场景中投放虚拟物资的步骤时,具体执行如下指令:
在虚拟场景的预设高度生成虚拟物资;
控制虚拟物资从预设高度移动至虚拟场景的目标位置。
在本公开的一种可选的实施例中,处理器901在运行在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域显示与虚拟物资对应的物资区域标识的步骤时,具体执行如下指令:
在控制虚拟物资从预设高度移动至虚拟场景的目标位置的过程中,在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域显示与虚拟物资对应的物资区域标识。
在本公开的一种可选的实施例中,处理器901还执行如下指令:
响应虚拟物资从预设高度移动至虚拟场景的目标位置,控制将物资区域标识更新为在场景缩略图的与目标位置对应的位置处显示的物资地点标识。
在本公开的一种可选的实施例中,处理器901还执行如下指令:
对场景缩略地图中与不同目标场景区域对应的地图区域显示的与虚拟物资对应的物资区域标识进行区别显示;其中,不同目标场景区域用于投放不同等级的虚拟物资。
在本公开的一种可选的实施例中,处理器901还执行如下指令:
在图形用户界面上显示计时控件;其中,计时控件用于根据在虚拟场景的预设高度生成虚拟物资的时刻与虚拟物资从预设高度移动至虚拟场景的目标位置处的时刻进行倒计时显示;
根据计时控件中显示的倒计时调整场景缩略地图中与目标场景区域对应的地图区域显示的与虚拟物资对应的物资区域标识的显示形式。
在本公开的一种可选的实施例中,处理器901在运行根据计时控件中显示的倒计时调整场景缩略地图中与目标场景区域对应的地图区域显示的与虚拟物资对应的物资区域标识的显示形式时,具体执行如下指令:
根据计时控件中显示的倒计时的时间进度,采用目标颜色对场景缩略地图中与目标场景区域对应的地图区域显示的与虚拟物资对应的物资区域标识进行填充;其中,倒计时的时间进度与物资区域标识的 填充面积呈相关关系,目标颜色用于根据目标场景区域内投放的虚拟物资的等级确定。
在本公开的一种可选的实施例中,处理器901还执行如下指令:
在图形用户界面中显示的场景缩略地图中显示与虚拟对象对应的虚拟对象标识;
其中,根据虚拟对象在虚拟场景中的移动实时更新虚拟对象标识在场景缩略地图中的位置。
在本公开的一种可选的实施例中,处理器901还执行如下指令:
响应目标场景区域内的虚拟物资被拾取,控制从场景缩略地图中与目标场景区域对应的地图区域中删除与虚拟物资对应的物资区域标识。
在本公开的一种可选的实施例中,预设条件包括以下项中的其中一项:
本次虚拟对战任务的游戏进程到达预设时间点;
本次虚拟对战任务中的虚拟对象执行虚拟载具召唤事件,其中,虚拟载具用于向虚拟场景投放虚拟物资;
本次虚拟对战任务中存活的虚拟对象的存活数量达到设定数量。
本公开实施例提供的游戏控制方法,玩家可以根据场景缩略地图中显示的物资区域标识以及虚拟对象标识之间的相对位置控制虚拟对象朝向目标场景区域移动;通过在虚拟对象移动至目标场景区域后,在图形用户界面上显示方位指引标识,以指引虚拟对象从虚拟对象的当前所处位置朝向虚拟物资移动。通过上述方式,由于无需显示虚拟物资的精确位置,可以避免关于虚拟物资精确位置的具体计算,从而减少计算机资源的耗费;由于玩家无法预测虚拟物资在虚拟场景中的实际位置,这样使得虚拟物资在虚拟场景中的位置具有一定的随机性,可以兼顾玩家的个体差异以提高游戏的公平性;而老玩家无法事先在虚拟物资附近的位置处蹲点,可以促进更多的新玩家去争夺虚拟物资,从而提高新玩家的发育速度,并且由于更多的玩家在相近时间段去搜索虚拟物资,不同阵营之间势必会进行战斗以淘汰部分玩家,从而缩小单局游戏时长;玩家在移动至目标场景区域后可以根据方位指引标识尽快找到该虚拟物资,提高了玩家在虚拟场景中搜索虚拟物资的速度,有助于缩短单局游戏时长,提高人机交互效率。
本公开实施例还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时执行以下指令:
响应本次虚拟对战任务符合预设条件,控制在虚拟场景中投放虚拟物资;
确定虚拟场景中与投放的虚拟物资对应的目标场景区域;
响应虚拟对象移动至目标场景区域内,在图形用户界面上显示方位指引标识,并根据虚拟物资在虚拟场景中的目标位置控制方位指引标识的指示方向。
在本公开的一种可选的实施例中,目标位置位于目标场景区域内。
在本公开的一种可选的实施例中,计算机可读存储介质在运行响应虚拟对象移动至目标场景区域内,在图形用户界面上显示方位指引标识时,具体执行如下指令:
响应虚拟对象移动至目标场景区域内,检测虚拟对象与目标场景区域内的虚拟物资之间的距离;
响应虚拟对象与目标场景区域内的虚拟物资之间的距离小于预设距离阈值,在图形用户界面上显示方位指引标识。
在本公开的一种可选的实施例中,计算机可读存储介质还执行如下指令:
在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域显示与虚拟物资对应的物资区域标识。
在本公开的一种可选的实施例中,计算机可读存储介质在运行在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域显示与虚拟物资对应的物资区域标识时,具体执行如下指令:
在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域处,叠加显示与虚拟物资对应的具有预设面积的物资区域标识。
在本公开的一种可选的实施例中,计算机可读存储介质在运行控制在虚拟场景中投放虚拟物资的步骤时,具体执行如下指令:
在虚拟场景的预设高度生成虚拟物资;
控制虚拟物资从预设高度移动至虚拟场景的目标位置。
在本公开的一种可选的实施例中,计算机可读存储介质在运行在图形用户界面中显示的场景缩略地 图中与目标场景区域对应的地图区域显示与虚拟物资对应的物资区域标识的步骤时,具体执行如下指令:
在控制虚拟物资从预设高度移动至虚拟场景的目标位置的过程中,在图形用户界面中显示的场景缩略地图中与目标场景区域对应的地图区域显示与虚拟物资对应的物资区域标识。
在本公开的一种可选的实施例中,计算机可读存储介质还执行如下指令:
响应虚拟物资从预设高度移动至虚拟场景的目标位置,控制将物资区域标识更新为在场景缩略图的与目标位置对应的位置处显示的物资地点标识。
在本公开的一种可选的实施例中,计算机可读存储介质还执行如下指令:
对场景缩略地图中与不同目标场景区域对应的地图区域显示的与虚拟物资对应的物资区域标识进行区别显示;其中,不同目标场景区域用于投放不同等级的虚拟物资。
在本公开的一种可选的实施例中,计算机可读存储介质还执行如下指令:
在图形用户界面上显示计时控件;其中,计时控件用于根据在虚拟场景的预设高度生成虚拟物资的时刻与虚拟物资从预设高度移动至虚拟场景的目标位置处的时刻进行倒计时显示;
根据计时控件中显示的倒计时调整场景缩略地图中与目标场景区域对应的地图区域显示的与虚拟物资对应的物资区域标识的显示形式。
在本公开的一种可选的实施例中,计算机可读存储介质在运行根据计时控件中显示的倒计时调整场景缩略地图中与目标场景区域对应的地图区域显示的与虚拟物资对应的物资区域标识的显示形式时,具体执行如下指令:
根据计时控件中显示的倒计时的时间进度,采用目标颜色对场景缩略地图中与目标场景区域对应的地图区域显示的与虚拟物资对应的物资区域标识进行填充;其中,倒计时的时间进度与物资区域标识的填充面积呈相关关系,目标颜色用于根据目标场景区域内投放的虚拟物资的等级确定。
在本公开的一种可选的实施例中,计算机可读存储介质还执行如下指令:
在图形用户界面中显示的场景缩略地图中显示与虚拟对象对应的虚拟对象标识;
其中,根据虚拟对象在虚拟场景中的移动实时更新虚拟对象标识在场景缩略地图中的位置。
在本公开的一种可选的实施例中,计算机可读存储介质还执行如下指令:
响应目标场景区域内的虚拟物资被拾取,控制从场景缩略地图中与目标场景区域对应的地图区域中删除与虚拟物资对应的物资区域标识。
在本公开的一种可选的实施例中,预设条件包括以下项中的其中一项:
本次虚拟对战任务的游戏进程到达预设时间点;
本次虚拟对战任务中的虚拟对象执行虚拟载具召唤事件,其中,虚拟载具用于向虚拟场景投放虚拟物资;
本次虚拟对战任务中存活的虚拟对象的存活数量达到设定数量。
本公开实施例提供的游戏控制方法,玩家可以根据场景缩略地图中显示的物资区域标识以及虚拟对象标识之间的相对位置控制虚拟对象朝向目标场景区域移动;通过在虚拟对象移动至目标场景区域后,在图形用户界面上显示方位指引标识,以指引虚拟对象从虚拟对象的当前所处位置朝向虚拟物资移动。通过上述方式,由于无需显示虚拟物资的精确位置,可以避免关于虚拟物资精确位置的具体计算,从而减少计算机资源的耗费;由于玩家无法预测虚拟物资在虚拟场景中的实际位置,这样使得虚拟物资在虚拟场景中的位置具有一定的随机性,可以兼顾玩家的个体差异以提高游戏的公平性;而老玩家无法事先在虚拟物资附近的位置处蹲点,可以促进更多的新玩家去争夺虚拟物资,从而提高新玩家的发育速度,并且由于更多的玩家在相近时间段去搜索虚拟物资,不同阵营之间势必会进行战斗以淘汰部分玩家,从而缩小单局游戏时长;玩家在移动至目标场景区域后可以根据方位指引标识尽快找到该虚拟物资,提高了玩家在虚拟场景中搜索虚拟物资的速度,有助于缩短单局游戏时长,提高人机交互效率。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统、装置和单元的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
在本公开所提供的几个实施例中,应该理解到,所揭露的系统、装置和方法,可以通过其它的方式实现。以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分, 实际实现时可以有另外的划分方式,又例如,多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些通信接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个处理器可执行的非易失的计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对相关技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
最后应说明的是:以上所述实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应以权利要求的保护范围为准。

Claims (17)

  1. 一种游戏控制方法,其中,通过终端设备提供图形用户界面,所述图形用户界面上显示有本次虚拟对战任务的虚拟场景,所述方法包括:
    响应所述本次虚拟对战任务符合预设条件,控制在所述虚拟场景中投放虚拟物资;
    确定所述虚拟场景中与投放的虚拟物资对应的目标场景区域;
    响应虚拟对象移动至所述目标场景区域内,在所述图形用户界面上显示方位指引标识,并根据所述虚拟物资在所述虚拟场景中的目标位置控制所述方位指引标识的指示方向。
  2. 根据权利要求1所述的方法,其中,所述目标位置位于所述目标场景区域内。
  3. 根据权利要求2所述的方法,其中,响应虚拟对象移动至所述目标场景区域内,在所述图形用户界面上显示方位指引标识的步骤包括:
    响应虚拟对象移动至所述目标场景区域内,检测所述虚拟对象与所述目标场景区域内的虚拟物资之间的距离;
    响应所述虚拟对象与所述目标场景区域内的虚拟物资之间的距离小于预设距离阈值,在所述图形用户界面上显示方位指引标识。
  4. 根据权利要求2所述的方法,其中,所述方法还包括:
    在所述图形用户界面中显示的场景缩略地图中与所述目标场景区域对应的地图区域显示与所述虚拟物资对应的物资区域标识。
  5. 根据权利要求4所述的方法,其中,所述在所述图形用户界面中显示的场景缩略地图中与所述目标场景区域对应的地图区域显示与所述虚拟物资对应的物资区域标识,包括:
    在所述图形用户界面中显示的场景缩略地图中与所述目标场景区域对应的地图区域处,叠加显示与所述虚拟物资对应的具有预设面积的物资区域标识。
  6. 根据权利要求4所述的方法,其中,所述控制在所述虚拟场景中投放虚拟物资的步骤包括:
    在所述虚拟场景的预设高度生成所述虚拟物资;
    控制所述虚拟物资从所述预设高度移动至所述虚拟场景的目标位置。
  7. 根据权利要求6所述的方法,其中,所述在所述图形用户界面中显示的场景缩略地图中与所述目标场景区域对应的地图区域显示与所述虚拟物资对应的物资区域标识的步骤,包括:
    在控制所述虚拟物资从所述预设高度移动至所述虚拟场景的目标位置的过程中,在所述图形用户界面中显示的场景缩略地图中与所述目标场景区域对应的地图区域显示与所述虚拟物资对应的物资区域标识。
  8. 根据权利要求7所述的方法,其中,所述方法还包括:
    响应所述虚拟物资从所述预设高度移动至所述虚拟场景的目标位置,控制将所述物资区域标识更新为在所述场景缩略图的与所述目标位置对应的位置处显示的物资地点标识。
  9. 根据权利要求4所述的方法,其中,所述方法还包括:
    对所述场景缩略地图中与不同目标场景区域对应的地图区域显示的与所述虚拟物资对应的物资区域标识进行区别显示;其中,不同目标场景区域用于投放不同等级的虚拟物资。
  10. 根据权利要求7所述的方法,其中,所述方法还包括:
    在所述图形用户界面上显示计时控件;其中,所述计时控件用于根据在所述虚拟场景的预设高度生成所述虚拟物资的时刻与所述虚拟物资从所述预设高度移动至所述虚拟场景的目标位置处的时刻进行倒计时显示;
    根据所述计时控件中显示的倒计时调整所述场景缩略地图中与所述目标场景区域对应的地图区域显示的与所述虚拟物资对应的物资区域标识的显示形式。
  11. 根据权利要求10所述的方法,其中,所述根据所述计时控件中显示的倒计时调整所述场景缩略地图中与所述目标场景区域对应的地图区域显示的与所述虚拟物资对应的物资区域标识的显示形式,包括:
    根据所述计时控件中显示的倒计时的时间进度,采用目标颜色对所述场景缩略地图中与所述目标场景区域对应的地图区域显示的与所述虚拟物资对应的物资区域标识进行填充;其中,所述倒计时的时间进度与物资区域标识的填充面积呈相关关系,所述目标颜色用于根据所述目标场景区域内投放的虚拟物资的等级确定。
  12. 根据权利要求4所述的方法,其中,所述方法还包括:
    在所述图形用户界面中显示的场景缩略地图中显示与所述虚拟对象对应的虚拟对象标识;
    其中,根据所述虚拟对象在所述虚拟场景中的移动实时更新所述虚拟对象标识在所述场景缩 略地图中的位置。
  13. 根据权利要求4所述的方法,其中,所述方法还包括:
    响应所述目标场景区域内的虚拟物资被拾取,控制从所述场景缩略地图中与所述目标场景区域对应的地图区域中删除与所述虚拟物资对应的物资区域标识。
  14. 根据权利要求1所述的方法,其中,所述预设条件包括以下项中的其中一项:
    本次虚拟对战任务的游戏进程到达预设时间点;
    本次虚拟对战任务中的虚拟对象执行虚拟载具召唤事件,其中,所述虚拟载具用于向所述虚拟场景投放虚拟物资;
    本次虚拟对战任务中存活的虚拟对象的存活数量达到设定数量。
  15. 一种游戏控制装置,其中,通过终端设备提供图形用户界面,所述图形用户界面上显示有本次虚拟对战任务的虚拟场景,所述装置包括:
    物资控制模块,用于响应所述本次虚拟对战任务符合预设条件,控制在所述虚拟场景中投放虚拟物资;
    区域确定模块,用于确定所述虚拟场景中与投放的虚拟物资对应的目标场景区域;
    方位指引模块,用于响应虚拟对象移动至所述目标场景区域内,在所述图形用户界面上显示方位指引标识,并根据所述虚拟物资在所述虚拟场景中的目标位置控制所述方位指引标识的指示方向。
  16. 一种电子设备,其中,所述电子设备包括:处理器、存储器和总线,所述存储器存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储器之间通过总线通信,所述处理器执行所述机器可读指令,以执行如权利要求1至14任一所述游戏控制方法的步骤。
  17. 一种计算机可读存储介质,其中,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如权利要求1至14任一所述游戏控制方法的步骤。
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