WO2024037151A1 - 基于回合制对战的界面显示方法、装置、设备及介质 - Google Patents

基于回合制对战的界面显示方法、装置、设备及介质 Download PDF

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Publication number
WO2024037151A1
WO2024037151A1 PCT/CN2023/099526 CN2023099526W WO2024037151A1 WO 2024037151 A1 WO2024037151 A1 WO 2024037151A1 CN 2023099526 W CN2023099526 W CN 2023099526W WO 2024037151 A1 WO2024037151 A1 WO 2024037151A1
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WIPO (PCT)
Prior art keywords
battle
virtual
pet
skill
map
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PCT/CN2023/099526
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English (en)
French (fr)
Inventor
路鹏
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腾讯科技(深圳)有限公司
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Publication of WO2024037151A1 publication Critical patent/WO2024037151A1/zh

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling 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
    • A63F13/5378Controlling 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 displaying an additional top view, e.g. radar screens or maps
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/825Fostering virtual characters

Definitions

  • Embodiments of the present application relate to the field of virtual environments, and in particular to an interface display method, device, equipment and medium based on turn-based battles.
  • Open world games are games that support players to explore to a higher degree within the game world.
  • the map scope of open world games is often relatively large.
  • the turn-based battle mode focuses more on the order of turns during the battle. Only when it is the player character's turn, Only the player character can initiate an attack.
  • This application provides an interface display method, device, equipment and medium based on turn-based combat, eliminating the sense of separation between the world scene and the battle scene.
  • the technical solutions are as follows:
  • an interface display method based on turn-based combat is provided.
  • the method is executed by a terminal device.
  • the method includes:
  • the pet avatar In response to the triggering event of the turn-based battle, display the scene corresponding to the pet avatar located in the battle map.
  • the pet avatar is a virtual character released by the master avatar, and the battle map is a partial map in the world map;
  • the pet virtual character is controlled to release virtual skills on the battle map, and at least one of the skill intensity, skill effects and visual effects of the virtual skills is associated with environmental factors of the battle map.
  • an interface display device based on turn-based combat includes:
  • the display module is used to display the scene picture corresponding to the main control virtual character located in the world map;
  • the display module is also used to display the scene corresponding to the pet virtual character located in the battle map in response to the trigger event of the turn-based battle.
  • the pet virtual character is a virtual character released by the master virtual character, and the battle map is a part of the world map. map;
  • the control module is used to control the pet virtual character to release virtual skills on the battle map, and at least one of the skill intensity, skill effect and visual effect of the virtual skill is associated with the environmental factors of the battle map.
  • a terminal device includes: a processor and a memory.
  • the memory stores a computer program.
  • the computer program is loaded and executed by the processor to implement the above.
  • An interface display method based on turn-based combat.
  • a computer-readable storage medium stores a computer program.
  • the computer program is loaded and executed by a processor to implement the above-mentioned interface display method based on turn-based battles. .
  • a computer program product comprising computer instructions
  • the computer instructions are stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the interface display method based on turn-based combat provided by the above aspect.
  • the battle map can synchronize the map data of the world map when switching from the world scene to the battle scene, thus realizing the unification of the world map and the battle map. Eliminates the sense of separation between the two.
  • the server or terminal device only needs to maintain one copy of map data, which helps to save the resources consumed by the server or terminal device in storing and processing map data.
  • At least one of the skill intensity, skill effects and visual effects of virtual skills is associated with environmental factors, so that the release effect of virtual skills is enhanced or weakened under the influence of environmental factors, prompting players to think about the benefits.
  • a large virtual skill release method enhances the strategic nature of the game. It also helps to increase the dimension of pre-battle point selection. Before entering the turn-based battle, players can choose a battlefield that is beneficial to their own side (and/or a battlefield that is not beneficial to the opponent). The pet virtual character can release its power in the selected battlefield. Stronger skills with more gorgeous visual effects.
  • Figure 1 shows a schematic diagram of a scene screen of a world map provided by an exemplary embodiment
  • Figure 2 shows a schematic diagram of switching some maps in the world map to battle maps provided by an exemplary embodiment
  • Figure 3 shows a structural block diagram of a computer system provided by an exemplary embodiment
  • Figure 4 shows a flow chart of an interface display method based on turn-based combat provided by an exemplary embodiment
  • Figure 5 shows a schematic diagram of emotional special effects provided by an exemplary embodiment
  • Figure 6 shows a schematic diagram of a first affinity special effect provided by an exemplary embodiment
  • Figure 7 shows a schematic diagram of a second affinity special effect provided by another exemplary embodiment
  • Figure 8 shows a schematic diagram of a first conflict special effect provided by an exemplary embodiment
  • Figure 9 shows a schematic diagram of a second conflict special effect provided by an exemplary embodiment
  • Figure 10 shows a schematic diagram of the visual effects of basic virtual skills provided by a pet virtual character provided by an exemplary embodiment
  • Figure 11 shows a schematic diagram of the visual effects of fused virtual skills provided by an exemplary embodiment
  • Figure 12 shows a schematic diagram of the visual effects of fused virtual skills provided by another exemplary embodiment
  • Figure 13 shows a schematic diagram of the visual effects of fused virtual skills provided by another exemplary embodiment
  • Figure 14 shows a flow chart of a turn-based battle process provided by an exemplary embodiment
  • Figure 15 shows a flow chart of an interface display method based on turn-based combat provided by another exemplary embodiment
  • Figure 16 shows a flow chart of an interface display method based on turn-based combat provided by another exemplary embodiment
  • Figure 17 shows a structural block diagram of an interface display device for turn-based combat provided by an exemplary embodiment
  • Figure 18 shows a structural block diagram of a terminal device provided by an exemplary embodiment.
  • Open world games refer to games that support players to explore to a higher degree within the game world.
  • the map scope of open world games is often relatively large.
  • the map in the open world game is the world map.
  • Turn-based battle refers to a battle in which both sides take turns to attack or defend or improve attributes according to the order of the turn. fighting mode. Different from real-time battle mode, turn-based battle pays more attention to the sequence during the battle.
  • a complete round in a turn-based battle can mean that all camps in the battle have taken turns to perform active operations of attack, defense, or attribute improvement; a complete round can also refer to camp A completing the active operation of attack, defense, or attribute improvement.
  • the map in the turn-based battle is the battle map.
  • the world map consists of multiple plots. Each plot is a polygonal plot.
  • the polygonal plot can be any one of square, rectangle, and hexagon.
  • each plot is a 50cm x 50cm square.
  • Each plot has its own surface form. Surface forms include grass, stone, water, etc.
  • the multiple plots included in the world map can be of the same type, or a combination of multiple different types of plots.
  • the time of the open world game is controlled through the TOD (Time of Day, 24-hour time) system.
  • TOD Time of Day, 24-hour time
  • the world map will have weather, day and night, four seasons, festivals and other time-related factors.
  • a battle map is a subset of the world map. It is understandable that when entering a turn-based battle, the battle map in the battle scene and the world map in the world scene use the same map data. When not entering a turn-based battle, the world server loads the map data of the world map. When entering a turn-based battle, the battle server loads the data of partial maps of the world map, so that the battle map and the partial maps share the same map data.
  • the reference determined by the pet avatar 12 in the world map will be used.
  • One or more plots within a certain range of the center are determined as battle map 16.
  • the reference position is the position where the pet avatar 12 is located, or a suitable combat position closest to the pet avatar 12 .
  • the battle map 16 includes all plots within a circular range centered on the reference position and with a predetermined length as the radius; in some embodiments, the battle map 16 includes the reference position as the center and a predetermined length as the radius. and width of all plots within a rectangle.
  • World scene refers to the scene corresponding to the world map.
  • the world scene is displayed in the user interface, one or more plots in the world map can be displayed in the user interface.
  • the user interface displays one or more plots where the master virtual character or the pet avatar is currently located on the world map, as well as some interface elements related to the above-mentioned displayed plots, the master avatar, the pet avatar, etc. .
  • the battle scene refers to the scene corresponding to the battle map.
  • the battle map can be displayed in the user interface, such as displaying all or part of the land parcels included in the battle map.
  • the user interface displays one or more plots where the master virtual character or the pet avatar is currently located in the battle map, as well as some interface elements related to the above-mentioned displayed plots, the master avatar, the pet avatar, etc. .
  • the world scene and the battle scene can be switched, for example, from the world scene to the battle scene, or from the battle scene to the world scene.
  • the virtual camera can adopt different shooting perspectives when displaying world scenes and combat scenes. For example, when displaying the world scene, the virtual camera shoots the world scene from the perspective of the master virtual character (such as the first-person perspective or the third-person perspective of the master virtual character) to obtain the display screen of the world scene; when displaying the battle scene , the virtual camera shoots the battle scene from an intermediate perspective (for example, the virtual camera is located in the middle and diagonally above the two sides of the battle) to obtain a display screen of the battle scene.
  • the allowed user operations can also be different.
  • the user when displaying a world scene, the user is allowed to manually adjust the viewing angle, and the user is allowed to control the movement of the main virtual character or pet avatar; when displaying a battle scene, the user is not allowed to manually adjust the viewing angle, and the user is not allowed to control the main virtual character.
  • the movement of characters or pet virtual characters, etc. Through the above method, the user can make a perceptual distinction between the world scene and the battle scene.
  • the battle map used in the battle scene is one or more places in the world map. blocks, so the switching between the world scene and the battle scene does not bring a strong sense of tearing, but a very smooth and natural switching.
  • Virtual environment It is the virtual environment displayed (or provided) when the application is running on the terminal.
  • the virtual environment can be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictitious environment.
  • the virtual world can be any one of a two-dimensional virtual world, a 2.5-dimensional virtual world, and a three-dimensional virtual world, which is not limited in this application.
  • the following embodiments illustrate that the virtual world is a three-dimensional virtual world.
  • Master virtual character refers to the movable object played by the player in the virtual world.
  • the master virtual character can be a virtual character, a virtual animal, an animation character, etc., such as a character or animal displayed in a three-dimensional virtual world.
  • the master virtual character is a three-dimensional model created based on animation skeleton technology.
  • Each master virtual character has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world.
  • Pet virtual character refers to a movable object controlled by artificial intelligence (AI) in the virtual world.
  • Pet virtual characters can be virtual creatures, virtual animals, virtual monsters, virtual elves, virtual pets, etc., such as: movable objects in the form of animals or other forms displayed in the three-dimensional virtual world.
  • the pet avatar can be captured, raised, upgraded and other interactive operations by the master avatar to perform at least one of the interactive operations.
  • the pet avatar can assist the main control avatar in performing at least one of interactive operations such as collecting, fighting, and changing land plots.
  • FIG. 3 shows a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
  • the computer system 100 includes: a first terminal 120, a server 140, a second terminal 160 and a third terminal 180.
  • a terminal may also be called a terminal device, and both have the same meaning.
  • the "first terminal” may be referred to as the "first terminal device”.
  • the first terminal 120 has an application program supporting a virtual environment installed and running.
  • the application can be any of a three-dimensional map program, a virtual reality (VR) application, an augmented reality (AR) program, an open world game program, an RPG program, a turn-based game program, and a turn-based RPG program.
  • the first terminal 120 is a terminal used by the first user. The first user uses the first terminal 120 to control the first virtual character located in the virtual environment to perform activities. The first virtual character serves as the master virtual character.
  • the activities include but are not limited to: Adjust body posture, walk, run, jump, ride, drive, aim, pick up, capture pet avatar, control pet avatar, raise pet avatar, use pet avatar to pick, use pet avatar to fight, use throwing At least one of the following types of props can be used to attack other virtual characters.
  • the first virtual character is a first virtual character, such as a simulated character object or an animation character object.
  • the first user controls the first virtual character to perform activities through the UI controls on the virtual environment screen, and the first user controls the first virtual character to throw the pet avatar through the UI controls on the virtual environment screen.
  • the first terminal 120 is connected to the server 140 through a wireless network or a wired network.
  • the server 140 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center.
  • the server 140 includes a processor 144 and a memory 142.
  • the memory 142 further includes a receiving module 1421, a control module 1422 and a sending module 1423.
  • the receiving module 1421 is used to receive requests sent by the client, such as determining the location of the enemy virtual character. request; the control module 1422 is used to control the rendering of the virtual environment screen; the sending module 1423 is used to send a response to the client, such as sending the location of the enemy virtual character to the client.
  • the server 140 is used to provide background services for applications supporting three-dimensional virtual environments.
  • the server 140 undertakes the main calculation work, and the first terminal 120, the second terminal 160 and the third terminal 180 undertake the secondary calculation work; or the server 140 undertakes the secondary calculation work, and the first terminal 120, the second terminal 160 and the third terminal 180 undertake the main computing work; or, the server 140, the first terminal 120, the second terminal 160 and the third terminal 180 use a distributed computing architecture to perform collaborative computing.
  • the second terminal 160 installs and runs an application program that supports a virtual environment.
  • the second terminal 160 is a terminal used by the second user.
  • the second user uses the second terminal 160 to control the second virtual character located in the virtual environment to perform activities.
  • the second virtual character also serves as the master virtual character.
  • the third terminal 180 installs and runs applications that support virtual environments.
  • the third terminal 180 is a terminal used by a third user.
  • the third user uses the third terminal 180 to control the third virtual character located in the virtual environment to perform activities.
  • the third virtual character also serves as the master virtual character.
  • the first virtual character, the second virtual character and the third virtual character are in the same virtual environment.
  • the first avatar, the second avatar and the third avatar belong to different camps, or the first avatar, the second avatar and the third avatar belong to the same camp.
  • the application programs installed on the first terminal 120, the second terminal 160 and the third terminal 180 are the same, or the application programs installed on the three terminals are of the same type on different operating system platforms (Android or IOS). app.
  • the first terminal 120 may generally refer to one of a plurality of terminals
  • the second terminal 160 may generally refer to one of a plurality of terminals
  • the third terminal 160 may generally refer to one of the plurality of terminals.
  • the terminal 180 may generally refer to one of multiple terminals. This embodiment only takes the first terminal 120, the second terminal 160 and the third terminal 180 as an example.
  • the device types of the first terminal 120 , the second terminal 160 and the third terminal 180 are the same or different.
  • the device types include: smart phones, smart watches, smart TVs, tablet computers, wearable devices, vehicle-mounted terminals, e-book readers, At least one of an MP3 player, an MP4 player, a laptop computer and a desktop computer.
  • the following embodiments take the terminal including a smart phone as an example.
  • the master virtual character can be replaced by the first master virtual character controlled by the first user, and the pet virtual character can be replaced by the first pet virtual character corresponding to the first master virtual character.
  • Figure 4 shows a flow chart of an interface display method based on turn-based battles provided by an exemplary embodiment of the present application.
  • the method is executed by the terminal (or an application program that supports a virtual environment) shown in Figure 3.
  • the method includes:
  • Step 420 Display the scene screen corresponding to the main control virtual character located in the world map.
  • World map refers to the map used to host the activities of the master virtual character.
  • the world map includes castles, markets, shopping streets, parks, forests, hillsides, volcanoes, ports, beaches, and the like.
  • the world map is a map network extended with multiple scenic spots as key nodes.
  • the world map has more map resources for players to explore, it is also called a "big world”.
  • Master virtual character refers to the movable object played by the player in the virtual world.
  • Pet virtual character refers to a movable object controlled by artificial intelligence in the virtual world.
  • the master virtual character owns at least one pet virtual character, and the master virtual character releases the pet virtual character by throwing a spherical virtual prop.
  • the pet avatar can interact with the master avatar in the virtual world.
  • the interaction includes: during the process of the master avatar feeding the pet avatar food, the pet avatar surrounds the master avatar. The avatar jumps up and down to ask for more food from the master avatar; the pet avatar picks fruits in the virtual environment and delivers the fruits to the master avatar; the pet avatar sprays when the master avatar wants to barbecue The pet avatar and the main control avatar race; the pet avatar also assists or replaces the main control avatar in fighting.
  • the pet avatar will serve as a companion of the master avatar and accompany the master avatar on his adventures.
  • the pet avatar and the master avatar have a accompanying growth mechanism, and the level of the pet avatar is affected by the level of the master avatar.
  • the pet avatar may not be at a higher level than the master avatar.
  • Step 440 in response to the triggering event of the turn-based battle, display the scene screen corresponding to the pet virtual character located in the battle map.
  • the triggering event of the turn-based battle is used to start the turn-based battle of the pet virtual character.
  • the triggering events of the turn-based battle include but are not limited to the following implementation methods: 1.
  • the master virtual character is active in the world map. If the master virtual character or the pet virtual character breaks into the territory of the wild virtual character in the wild, , triggers a turn-based battle between the master virtual character and the wild virtual character. 2.
  • the master virtual character moves in the world map.
  • the terminal In response to the master virtual character, the terminal actively throws the spherical virtual props containing the pet virtual character to the wild virtual character and releases the pet virtual character.
  • the pet virtual character finds that there are wild animals around it, virtual character, the main control virtual character actively initiates a turn-based battle against the wild virtual character.
  • the first master virtual character encounters the second master virtual character on the world map.
  • the first master virtual character starts a dialogue with the second master virtual character.
  • the terminal responds to the operation agreed by both parties at the end of the dialogue to start a turn-based battle. Start a turn-based battle; among them, the first main control virtual character is the main control avatar controlled by the first player; the second main control avatar is the main control avatar controlled by the second player, or an NPC set by the game (Non -Player Character, non-player character).
  • the first main control avatar encounters the second main control avatar on the world map.
  • the second main control avatar launches a surprise attack on the first main control avatar.
  • the first main control avatar is forced into a turn-based battle.
  • the terminal responds to the triggering event of the turn-based battle and confirms the turn-based battle, and the user interface switches from a scene screen showing the world map to a scene screen showing the battle map.
  • the terminal performs smooth transition between the two types of scene images by playing animation.
  • the content of the animation includes: the master virtual character throws a spherical virtual prop, and the pet avatar is released from the spherical virtual prop.
  • the content of the animation includes provocative scenes of the enemy virtual character.
  • the master avatar before entering the turn-based battle, the master avatar has released the pet avatar, and the pet avatar and the master avatar are located on the world map. After entering the turn-based battle, the master avatar does not need to release the pet. virtual character. In another embodiment, before entering the turn-based battle, the pet avatar is not on the world map. After entering the turn-based battle, the master virtual character releases the pet avatar.
  • the terminal After entering the turn-based battle, the terminal displays a scene screen corresponding to the pet virtual character located in the battle map, where the battle map is part of the world map.
  • the upper part of Figure 2 is part of the world map
  • the lower part of Figure 2 is the battle map.
  • the world map includes multiple plots, some of the maps in the world map and the battle map contain the same number of plots, the partial maps and the plots included in the battle map correspond to each other, and the environmental factors remain consistent.
  • the scene screen of the battle map includes pet avatars and enemy avatars.
  • the enemy avatar may be a second master avatar controlled by the second player, or may be a second pet avatar.
  • Step 460 Control the pet virtual character to release virtual skills on the battle map. At least one of the skill intensity, skill effect and visual effect of the virtual skill is associated with the environmental factors of the battle map.
  • virtual skills refer to skills possessed by pet avatars, and pet avatars can release virtual skills in the battle map.
  • the pet virtual character has at least one virtual skill, and the terminal controls the pet virtual character to release the first virtual skill in the battle map in response to the operation of the skill control corresponding to the first virtual skill.
  • the skill strength of the virtual skill refers to the intensity of the virtual skill.
  • a virtual skill is used to deduct 1 health point from the enemy virtual character, and another virtual skill is used to deduct 3 health points from the hostile virtual character.
  • the skill effect of a virtual skill refers to the impact on at least one virtual character in the virtual environment after the virtual skill is released.
  • a virtual skill is used to deduct the health value of an enemy virtual character
  • another virtual skill is used to deduct the health value of an enemy virtual character. Increase the health of your pet avatar.
  • the visual effect of the virtual skill refers to the display style of the virtual skill releasing process.
  • the release effect of virtual skills is not fixed, but is related to the environmental factors of the battle map where the pet virtual character is located.
  • the release effect of virtual skills is affected by the environmental factors of the battle map. That is, when the same pet virtual character releases the same virtual skill in a battle map with different environmental factors, the release effect of the virtual skill will not be the same. same.
  • the release effect of the virtual skill includes at least one of the skill intensity, skill effect and visual effect of the virtual skill.
  • the release effect of virtual skills includes skill intensity and skill effect.
  • a skill control is displayed in the scene screen of the battle map.
  • the pet virtual character is controlled to release virtual skills on the battle map.
  • At least one of skill intensity, skill effect and visual effect of the virtual skill is associated with environmental factors of the battle map.
  • the battle map corresponds to at least two environmental factors.
  • the at least two environmental factors refer to two types of environmental factors determined by dividing the battle map from different dimensions.
  • environmental factors include weather conditions, day and night conditions, surface morphology, temperature conditions, etc.
  • environmental factors can increase the release effect of virtual skills.
  • the virtual skill is a fire skill and the battle map is a forest environment (the surface shape is a forest)
  • the skill strength (power) the skill effect (smoke effect)
  • visual effect (flame size) of the fire skill in the forest environment will be obtained Significantly enhanced.
  • the user interface will also switch from a scene screen showing the battle map to a scene screen showing the world map.
  • the terminal performs smooth transition of the screen by playing animation.
  • the content of the animation includes at least one of the following: an upset picture of the losing party and a reward picture of the winning party.
  • the method shown in Figure 4 also includes: during the turn-based battle, if the environmental factors of some maps change due to reasons other than the turn-based battle, the terminal synchronously changes the location of the battle map. envirnmental factor. That is, during the battle, the environmental factors of the battle map will change following the changes of the environmental factors of the world map.
  • reasons outside of turn-based battles refer to reasons that are not related to turn-based battles, that is, events that occur in the world map that change environmental factors.
  • the terminal changes the j-th environmental factor of the battle map; where the i-th environmental factor is any one of weather conditions, day and night conditions, and surface morphology;
  • the j environmental factor is any one of weather conditions, day and night conditions, and surface morphology, and i and j are both positive integers.
  • the pet avatar and the enemy avatar are engaged in a turn-based battle, and the master avatar is holding a bonfire party in the world map. If during the battle on the battle map, a fire unfortunately breaks out in the world map, causing parts of the map to If the grassland is ignited, the burning effect will be synchronized to the battle map, changing the environmental factors of the plots in the battle map.
  • the pet avatar and the enemy avatar are engaged in a turn-based battle.
  • the world map changes from sunny to rainy, and the weather conditions on the battle map will also change from sunny to rainy.
  • the pet avatar and the enemy avatar are engaged in a turn-based battle.
  • the world map changes from sunny to rainy.
  • the plots in the battle map were originally burning, and the flames in the battle map It will be extinguished and the original "flaming" surface form will be changed into a grassland.
  • the method shown in Figure 4 further includes: during the turn-based battle, if environmental factors of the battle map change due to reasons within the turn-based battle, synchronously changing part of the map environmental factors. That is, during the battle, the environmental factors of the world map will change following the changes of the environmental factors of the battle map.
  • reasons within the turn-based battle refer to reasons related to the turn-based battle, that is, events that occur in the battle map that change environmental factors.
  • reasons within turn-based battles include changes in environmental factors in the battle map caused by the release of virtual skills by pet virtual characters.
  • the nth environmental factor of part of the map changes, change the nth environmental factor of the battle map; where the mth environmental factor is any one of weather conditions, day and night conditions, and surface morphology; the nth environmental factor Environmental factors are any one of weather conditions, day and night conditions, and surface morphology, and m and n are both positive integers.
  • the pet avatar and the enemy avatar are engaged in a turn-based battle.
  • the fire skills released by the pet avatar cause the grass in the battle map to be ignited.
  • the ignition effect will be synchronized to the world map, changing the scene in the world map. Environmental factors of the plot.
  • the pet avatar and the enemy avatar are engaged in a turn-based battle.
  • the ice skills released by the pet avatar cause the water flow in the battle map to be frozen.
  • the freezing effect will be synchronized to the world map, causing the places in the world map to freeze.
  • Blocks (with surface form of water flow) are also frozen, and the surface form is changed to ice.
  • the pet avatar and the enemy avatar are engaged in a turn-based battle.
  • the pet avatar in the battle map releases water skills.
  • the water skills extinguish the flames in the battle map, and the "flames burn” in the world map.
  • the landform of the plot changes to grassland.
  • the battle map can synchronize the map data of the world map, realizing the world map and the world map.
  • the unification of the battle map eliminates the sense of separation between the two.
  • the server or terminal only needs to maintain one copy of map data, which helps to save resources consumed by the server or terminal device in storing and processing map data.
  • At least one of the skill intensity, skill effects and visual effects of virtual skills is associated with environmental factors, so that the release effect of virtual skills is enhanced or weakened under the influence of environmental factors, prompting players to think about the benefits.
  • a large virtual skill release method enhances the strategic nature of the game. It also adds the dimension of pre-battle point selection. Before entering the turn-based battle, players can choose a battlefield that is beneficial to their own side (and/or a battlefield that is not beneficial to the opponent). The pet virtual character is choosing On the battlefield, you can release skills with stronger power and more gorgeous visual effects.
  • the world map and the battle map maintain synchronization of environmental factors, further eliminating the sense of separation between the world scene and the battle scene.
  • step 460 "at least one of the skill intensity, skill effect and visual effect of the virtual skill is associated with the environmental factors of the battle map" involved in step 460 can be further subdivided into:
  • the skill strength and/or skill effect of the virtual skill is associated with the emotional state of the pet virtual character towards the battle map.
  • the pet virtual character has an emotion management system, and the emotion management system is used to manage the emotional state of the pet virtual character.
  • environmental factors of the battle map can affect the emotional state of the pet avatar, and the emotional state of the pet avatar can affect the release effect of the virtual skills of the pet avatar.
  • the battle map is a grass-based environment and the pet avatar loves grass
  • the skill power of the skills released by the pet avatar in the grass-based environment will be enhanced, and the virtual skills will have additional restraint effects.
  • the weather condition of the battle map is raining and the pet avatar hates rainy days
  • the skill power of the virtual skills released by the pet avatar in a grass-based environment will be reduced.
  • the terminal will also display emotional special effects on the user interface based on the emotional state of the pet virtual character towards the battle map.
  • the user interface will also display the impact of the emotional state of the pet virtual character on the virtual skills.
  • the smiley face in Figure 5 represents the pet avatar 501's love for the battle map.
  • the "Smiley Face” special effect receiving the trigger operation it displays "Affinity [Strong], the elf likes the surrounding environment very much, and the damage is increased by 50%", that is, showing the "Affinity State” will increase the skill strength by 50%.
  • the battle map corresponds to at least two environmental factors.
  • the environmental factors include weather conditions, day and night conditions, surface morphology, temperature conditions, etc.
  • the scene screen corresponding to the battle map also displays affinity special effects used to represent the pet avatar in an affinity state
  • the affinity state is used to represent that the pet virtual character can adapt to environmental factors, and the release effect of virtual skills is enhanced under the influence of environmental factors.
  • the terminal determines whether the pet avatar is in an affinity state based on the difference between the number of environmental factors that the pet avatar likes and the number of environmental factors that the pet avatar dislikes in the battle map of the current turn-based battle.
  • the weather of the battle map is sunny, and the surface shape of the battle map is floor tiles; the pet avatar likes sunny days, and the pet avatar does not like and dislike floor tiles, then determine the environmental factor that the pet avatar likes among the two environmental factors. (1) more than aversive environmental factors (0).
  • the battle map corresponds to a first environmental factor and a second environmental factor.
  • S1 can be further subdivided into S1-1 and S1-2 described below.
  • the scene screen corresponding to the battle map also displays the first affinity special effect used to indicate that the pet avatar is in the first affinity state;
  • the pet avatar is in the first affinity state, and the user interface will display the first affinity special effect.
  • the smiley face shown in Figure 6 is the first affinity special effect
  • the pet avatar 601 shown in Figure 6 is in the first affinity state.
  • the first environmental factor is weather conditions or day and night conditions
  • the second environmental factor is ground surface morphology
  • the first environmental factor is ground surface morphology
  • the second environmental factor is weather conditions or day and night conditions.
  • the first environmental factor when the pet avatar likes weather conditions, the first environmental factor is day and night conditions, and the second environmental factor is the surface form; when the pet avatar hates weather conditions, the first environmental factor is weather conditions, and the second environmental factor is surface morphology.
  • the environmental factors of the battle map are sunny, daytime and grass. If the pet avatar likes sunny days, then confirm If it is determined that the pet avatar likes daytime, it is determined that the pet avatar likes both the first environmental factor and the second environmental factor.
  • the scene screen corresponding to the battle map also displays the second affinity special effect used to represent the pet avatar in the second affinity state.
  • the pet avatar is in the second affinity state, and the user interface will display the second affinity special effect.
  • the smiling face shown in Figure 7 is the second affinity special effect.
  • the pet virtual character 701 shown in Figure 7 is in the second affinity state. Comparing Figures 6 and 7, it can be seen that the smiling face ratio in Figure 6 7’s smile is brighter, that is, the degree of affinity in the first affinity state is greater than the degree of affinity in the second affinity state.
  • the first affinity state is better than the second affinity state, that is, the release effect of the virtual skill when the pet avatar is in the first affinity state is better than when the pet avatar is in the third affinity state.
  • the release effect of the same virtual skill is better than the second affinity state.
  • the first environmental factor is weather conditions or day and night conditions
  • the second environmental factor is ground surface morphology
  • the first environmental factor is ground surface morphology
  • the second environmental factor is weather conditions or day and night conditions.
  • the first environmental factor when the pet avatar likes weather conditions, the first environmental factor is day and night conditions, and the second environmental factor is the surface form; when the pet avatar hates weather conditions, the first environmental factor is weather conditions, and the second environmental factor is surface morphology.
  • the environmental factors of the battle map are sunny days, dark nights and grass.
  • the terminal first determines that the pet avatar likes sunny days, then determines that the pet avatar does not hate the dark night, and then determines that the pet avatar likes the first environmental factor and does not hate the second.
  • Environmental factors or the pet avatar does not dislike the first environmental factor and likes the second environmental factor).
  • the weather of the battle map is rainy
  • the surface shape of the battle map is floor tiles. If the pet avatar hates rainy days and does not hate floor tiles, then it is determined that the pet avatar prefers fewer (0) environmental factors among the two environmental factors. Disgusting environmental factors (1).
  • the battle map corresponds to a first environmental factor and a second environmental factor.
  • S2 can be further subdivided into S2-1 and S2-2 described below.
  • the skill intensity and skill effect of the virtual skill change.
  • the skill intensity of the virtual skill is weaker than the original skill intensity of the virtual skill.
  • the original skill intensity refers to the virtual skill's ability to change in different situations. Skill strength when affected by environmental factors.
  • the pet avatar is in the first conflict state, and the user interface will display the first conflict special effect.
  • the crying face shown in Figure 8 is the first conflict special effect
  • the pet avatar 801 shown in Figure 8 is in the first conflict state.
  • the first environmental factor is weather conditions or day and night conditions
  • the second environmental factor is surface morphology
  • the first environmental factor is surface morphology
  • the second environmental factor is weather conditions or day and night conditions.
  • the first environmental factor when the pet avatar likes weather conditions, the first environmental factor is day and night conditions, and the second environmental factor is the surface form; when the pet avatar hates weather conditions, the first environmental factor is weather conditions, and the second environmental factor is surface morphology.
  • the environmental factors of the battle map are rainy days, daytime and sand. If the pet avatar hates rainy days, then it is determined that the pet avatar hates sand. Then it is determined that the pet avatar hates both the first environmental factor and the second environmental factor.
  • the scene screen corresponding to the battle map also displays a second conflict special effect used to represent that the pet avatar is in a second conflict state.
  • the ability of the second conflict state to weaken the release effect of the virtual skill is lower than the ability of the first conflict state to weaken the release effect of the virtual skill.
  • the ability to weaken the release effect of a skill For example, the original skill strength of a certain virtual skill is 10. When the pet avatar is in the first conflict state, the skill strength of the virtual skill is 5; when the pet avatar is in the second conflict state, The skill strength of this virtual skill is 7.5. For example, if the weather of the battle map is rainy, the surface shape of the battle map is floor tiles, the pet avatar hates rainy days, and the pet avatar does not like floor tiles, then the pet avatar is in the second conflict state, and the user interface will display the second conflict special effect. .
  • the crying face shown in Figure 9 is the second conflict special effect.
  • the pet avatar 901 shown in Figure 9 is in the second conflict state. Comparing Figures 8 and 9, it can be seen that the crying face ratio in Figure 8
  • the crying face of 9 is more gloomy, that is, the degree of resistance in the first resistance state is greater than that in the second resistance state.
  • the first environmental factor is weather conditions or day and night conditions
  • the second environmental factor is surface morphology
  • the first environmental factor is surface morphology
  • the second environmental factor is weather conditions or day and night conditions.
  • the first environmental factor when the pet avatar likes weather conditions, the first environmental factor is day and night conditions, and the second environmental factor is the surface form; when the pet avatar hates weather conditions, the first environmental factor is weather conditions, and the second environmental factor is surface morphology.
  • the environmental factors of the battle map are day, night and sand. If the pet avatar likes the day, then it is determined that the pet avatar does not like the night. If the pet avatar hates sand, then it is determined that the pet avatar hates the first environmental factor and Does not like the second environmental factor (or the pet avatar does not like the first environmental factor and hates the second environmental factor).
  • the above method also divides the world map and the battle map into multiple plots.
  • the plots of some maps (in the world map) correspond to the plots of the battle map one-to-one, and the environmental factors on the plots also correspond one-to-one. Plots with different environmental factors will have different effects on skills. Therefore, the above method further enriches the connection between the world map and the battle map, and the connection between the world map and the turn-based battle.
  • the power of skills that are affected from the dimension of the environmental factors of the land can be subdivided into the power of skills that are affected by the land where the pet avatar is located and the land where the enemy avatar is, further improving the strategic nature of the game.
  • step 460 "at least one of the skill intensity, skill effect and visual effect of the virtual skill is associated with the environmental factors of the battle map" involved in step 460 can be further subdivided into:
  • the visual effects of virtual skills are obtained by integrating the environmental factors of the battle map and the attributes of the basic virtual skills of the pet virtual character. That is, the terminal superimposes the environmental factors of the battle map and the attributes of the basic virtual skills of the pet virtual character to determine the visual effects of the virtual skills.
  • basic virtual skills refer to virtual skills that are not affected by environmental factors.
  • the attributes of basic virtual skills are used to characterize the release effect of the initial virtual skills.
  • the battle map is a fire environment (the surface shape is flame)
  • the basic virtual skills of the pet avatar are wind skills
  • the pet avatar will release the virtual skill "Flame” that combines wind and fire attributes. tornado”.
  • the battle map is a water environment (the surface shape is water flow)
  • the basic virtual skills of the pet avatar are light skills
  • the pet avatar will release virtual skills that combine light attributes and water attributes.
  • the virtual skills have "sparkling" visual effects.
  • the battle map includes at least two tiles.
  • the visual effects of the virtual skills are based on the fusion of the environmental factors of the land where the pet avatar is located and the attributes of the virtual skills possessed by the pet avatar; and/or, the visual effects of the virtual skills are based on the location of the enemy avatar.
  • the environmental factors of the plot are merged with the attributes of the virtual skills of the pet avatar.
  • the enemy avatar is the target avatar of the virtual skill.
  • the land where the pet avatar is located is a fire land (the surface shape is flame), and the basic virtual skills of the pet avatar are wind skills, then the skills released by the pet avatar will appear as "fire tornadoes".
  • the visual effect of the virtual skill is obtained by merging the environmental factors of the land where the enemy avatar is located with the attributes of the virtual skill of the pet avatar.
  • the land where the enemy avatar is located is a water land (the surface shape is water flow), and the basic virtual skills of the pet avatar are light skills, then the skills released by the pet avatar will show a "sparkling" effect. Visual effect.
  • the land where the enemy avatar is located is windy (the weather condition is windy), and the basic virtual skills of the pet avatar are fire skills, then the skills released by the pet avatar appear as "flame tornadoes".
  • whether the visual effect of the virtual skill is related to the environmental factors of the plot where the enemy avatar is located, or whether it is related to the environmental factors of the plot where the pet avatar is located, is determined by the release destination of the virtual skill. For example, if the release destination of the virtual skill is the land plot where the pet avatar is located, the terminal determines that the visual effect of the virtual skill is related to the environmental factors of the land plot where the pet avatar is located; if the release destination of the virtual skill is the enemy The terminal determines that the visual effects of the virtual skills are related to the environmental factors of the land plot where the enemy's avatar is located.
  • FIG. 10 shows the basic virtual skills (light skills) possessed by the pet virtual character 1001.
  • Figure 11 shows the basic virtual skills (light skills) possessed by the pet avatar 1101.
  • the plot where the enemy avatar is located is a water plot, and the user interface displays a "sparkling" visual effect.
  • Figure 12 shows the basic virtual skills (light-based skills) possessed by the pet avatar 1201.
  • the plot where the enemy avatar is located is a fire-based plot, and the user interface displays a "flaming" visual effect.
  • Figure 13 shows the basic virtual skills (light skills) possessed by the pet avatar 1301.
  • the plot where the enemy avatar is located is a grass-based plot (the surface shape is grass), and the user interface displays "grass growth”. Visual effect.
  • the skill intensity of the fused virtual skill is greater than the skill intensity of the basic virtual skill; and/or the skill effect of the fused virtual skill is better than the skill effect of the basic virtual skill.
  • the skill strength of "Fire Tornado” is greater than the skill strength of the wind skill possessed by the pet avatar. "Fire Tornado” will also have an additional burning effect compared to the wind skills of the pet avatar.
  • the skill intensity of the "sparkling" virtual skill is greater than the skill intensity of the light skill possessed by the pet avatar.
  • the "Sparkling” virtual skill will also have an additional hysteresis effect compared to the light skills of the pet avatar.
  • the visual effects of setting virtual skills are obtained based on the fusion of the environmental factors of the battle map and the attributes of the basic virtual skills of the pet virtual character. Taking into account the attributes of the virtual skills and the environmental factors of the battle map, when the two When fusion is supported, virtual skills with more gorgeous visual effects will be obtained, and the power of this skill will be enhanced.
  • the environmental factors of the plot where the pet avatar and the enemy avatar are located may be different.
  • the visual effects of virtual skills may be based on the fusion of environmental factors of the land where the pet avatar is located and the attributes of the basic virtual skills, or may be based on the environmental factors of the land where the enemy avatar is located and the basic virtual skills. Obtained from the fusion of attributes, players can consider their own land and the enemy's land when choosing to release virtual skills, further enhancing the strategic nature of the game.
  • the battle map includes at least two plots.
  • the following will introduce the way in which the pet virtual character releases virtual skills in two different rounds in the turn-based battle.
  • Figure 14 shows a flowchart of the turn-based battle process provided by this application as an example.
  • Step 460 in Figure 4 can be replaced by step 462 in Figure 14.
  • steps 463-1, 463-2, 463-3, and 464 are also included.
  • Step 461-1 obtain the environmental factors of the first plot and the third plot; the first plot refers to the plot where the pet avatar is in the first round, and the third plot refers to the plot where the enemy avatar is in the first round. The plot of land where it is located.
  • the pet avatar may be in different plots in different rounds (herein refers to different spatial positions), and the enemy avatar may also be in different plots in different rounds.
  • the reasons include at least one of the following:
  • the pet avatar is affected by the skills of the enemy avatar and is forced to move to different plots; schematically, during the enemy avatar's turn, the enemy avatar releases a skill towards the pet avatar, and the pet avatar is affected by the skill.
  • the pet avatar moves from the current plot to another plot due to forced displacement effects such as knockback and knockback.
  • the pet virtual character is affected by the game settings and actively moves to different plots; schematically, the game settings pet every time the avatar releases a virtual skill, the pet avatar will move from the current plot to another plot.
  • the environmental factors of the first plot include, but are not limited to, weather conditions, day and night conditions, temperature conditions and surface morphology of the first plot.
  • the environmental factors of the third plot include but are not limited to the weather conditions, day and night conditions, temperature conditions and surface morphology of the third plot.
  • the environmental factors of the first plot are of the same type as the environmental factors of the third plot. For example, if the environmental factors of the third plot include weather conditions and surface morphology, then the environmental factors of the first plot also include weather. conditions and surface morphology.
  • Step 461-2 Display the first emotional special effect used to represent the emotional state of the pet virtual character towards the first plot;
  • the terminal displays the first emotional special effect of the pet virtual character on the emotional state of the first plot on the user interface based on the acquired environmental factors of the first plot.
  • emotional special effects please refer to the above introduction related to Figures 5-9, and will not be repeated here.
  • the emotional special effect is used to affect the skill intensity and/or skill effect of the virtual skill. If the emotional special effect is affinity, the skill intensity of the virtual skill is enhanced and the skill effect is optimized; if the emotional special effect is resistance, the virtual skill The skill strength has been reduced and the skill effect has been weakened.
  • Step 461-3 Obtain the first virtual skill based on the fusion of the environmental factors of the first plot and the attributes of the basic virtual skills of the pet virtual character; and/or, based on the environmental factors of the third plot and the basic attributes of the pet virtual character.
  • the attributes of virtual skills are fused to obtain the first virtual skill;
  • the first virtual skill refers to the virtual skill released by the pet virtual character in the first round.
  • the terminal fuses the obtained environmental factors of the third plot and the attributes of the basic virtual skills of the pet virtual character to obtain the first virtual skill.
  • the first virtual skill obtained by fusion will appear as "a raging fire”.
  • skill fusion please refer to the above introduction related to Figures 10-13, and will not be repeated here.
  • the fused virtual skills have different visual effects from the base virtual skills.
  • the skill intensity of the fused virtual skills is greater than the skill intensity of the basic virtual skills; and/or the skill effect of the fused virtual skills is better than the skill effect of the basic virtual skills.
  • Step 462 control the pet virtual character to release the first virtual skill in the first round
  • Step 463-1 obtain the environmental factors of the second plot and the fourth plot
  • the second plot refers to the plot where the pet avatar is located in the second round
  • the fourth plot refers to the plot where the enemy avatar is located in the second round.
  • the first round and the second round refer to different rounds
  • the first plot and the second plot are different plots. Different plots means that the first plot and the second plot are geographically different, or the environmental factors of the first plot and the second plot are different.
  • the environmental factors of the second plot include but are not limited to weather conditions, day and night conditions of the second plot, Temperature conditions and surface morphology.
  • the environmental factors of the fourth plot include but are not limited to the weather conditions, day and night conditions, temperature conditions and surface morphology of the fourth plot.
  • pet avatars may be in different plots in different rounds (here refers to different environmental factors), and enemy avatars may also be in different plots in different rounds.
  • the reasons include at least one of the following:
  • the enemy avatar releases an ice skill at the subordinate avatar, and the ice skill freezes the water plot (surface shape is water flow) where the slave avatar is located, then the water plot will change into an ice plot (surface Formed as ice), the surface form of the land will be maintained in subsequent turn-based battles. That is, the environmental factors of the battle map are related to the battle situation during the battle of the turn-based battle.
  • the weather conditions in the world map change from sunny to rainy
  • the weather conditions in the battle map will also change from sunny to rainy. That is, the environmental factors of the battle map are related to the environmental factors of the world map.
  • the environmental factors change with the virtual skills released by the pet virtual character, which helps to enhance the richness of the turn-based battle gameplay. .
  • adjusting environmental factors through the combat situation of turn-based battles eliminates the need for the server to actively adjust environmental factors, which helps reduce the processing pressure on the server.
  • Step 463-2 Display the second emotional special effect used to represent the emotional state of the pet avatar towards the second plot;
  • the terminal displays the second emotional special effect of the emotional state of the pet virtual character on the second plot on the user interface based on the acquired environmental factors of the second plot.
  • emotional special effects please refer to the above introduction related to Figures 5-9, and will not be repeated here.
  • emotional special effects are used to affect the skill intensity and/or skill effects of virtual skills. If the emotional special effects are affinity, the skill intensity of the virtual skills will be enhanced and the skill effects will be optimized; if the emotional special effects are resistance, the virtual skills will The skill strength has been reduced and the skill effect has been weakened.
  • the emotional state of the pet virtual character is visualized, making the expression of the emotional state more intuitive.
  • Step 463-3 Obtain the second virtual skill based on the fusion of the environmental factors of the second plot and the attributes of the virtual skill of the pet virtual character; and/or, obtain the second virtual skill based on the environmental factors of the fourth plot and the virtual skills of the pet virtual character.
  • the attributes are fused to obtain the second virtual skill;
  • the second virtual skill refers to the virtual skill released by the pet virtual character in the second round.
  • the terminal fuses the obtained environmental factors of the fourth plot and the attributes of the basic virtual skills of the pet virtual character to obtain the second virtual skill.
  • skill fusion please refer to the above introduction related to Figures 10-13, and will not be repeated here.
  • the fused virtual skills have different visual effects from the base virtual skills.
  • the skill intensity of the fused virtual skills is greater than the skill intensity of the basic virtual skills; and/or the skill effect of the fused virtual skills is better than the skill effect of the basic virtual skills.
  • Step 464 Control the pet virtual character to release the second virtual skill in the second round.
  • the environmental factors of the plots in the battle map will change as the environmental factors of the plots of the world map change.
  • the environmental factors of the plots in the battle map will change according to the turn-based battle situation, and the impact of the changed plots on the skills of the pet avatar (skill intensity/skill effects/visual effects) will also change. , thereby improving the strategic nature of the game.
  • Figure 15 shows a flowchart of an interface display method based on turn-based combat provided by an exemplary embodiment of the present application.
  • the method is executed by the terminal (or an application that supports a virtual environment) shown in Figure 3.
  • the method includes:
  • Step 1501 enter combat
  • the terminal After the battle is initiated, the terminal will select the battlefield at the appropriate location closest to the initiation location.
  • the battlefield is a circular area with a radius equal to 10.
  • the battlefield includes multiple plots, and the plots are 0.5*0.5 rectangular blocks.
  • the terminal After selecting the battlefield, the terminal will detect the battlefield's surface morphology, weather conditions, day and night conditions, etc., and record it as battlefield information.
  • Step 1502 obtain the environmental factors of the plot in the battlefield
  • Environmental factors include two parts.
  • the first part is the plot material, which is to obtain the plot material of the plot corresponding to the coordinate range of the virtual characters of both parties. Through this material, the corresponding environment enumeration is matched in the planning configuration table; for example, the planning configuration table is configured with flames Material, water flow material, ice material, grass material, floor tile material, etc., the pet avatar is in the grass material and the enemy avatar is in the water flow material.
  • the second part is the TOD environment, which obtains the combination of weather conditions and day and night conditions of the plot corresponding to the coordinate range of the virtual characters of both parties, and matches the corresponding environment enumeration in the planning configuration table; for example, the planning configuration table is configured with Sunny Day Configurations such as daytime, sunny night, rainy day, rainy night, windy day, windy night, etc. will ensure that both virtual characters are in sunny daytime.
  • the planning configuration table is configured with Sunny Day Configurations such as daytime, sunny night, rainy day, rainy night, windy day, windy night, etc. will ensure that both virtual characters are in sunny daytime.
  • Step 1503 start fighting
  • Step 1504 determine the emotional state of the pet virtual character to two environmental factors
  • step 1502 two environmental factors (a combination of plot material + weather conditions and day and night conditions) have been obtained, and the step of determining the emotional state of the pet virtual character towards the two environmental factors is executed.
  • Step 1505-1 determine that the pet avatar is averse to both environmental factors
  • step 1505-2 is executed.
  • Step 1505-2 determine that the pet avatar has strong resistance to the land where it is located (skill power -50%);
  • Step 1506-1 determine whether the pet avatar dislikes one environmental factor and does not like or dislike another environmental factor
  • step 1506-2 is executed.
  • Step 1506-2 determine that the pet avatar has weak resistance to the land where it is located (skill power -25%);
  • the pet avatar has weak resistance to the land where it is located, and the skill power of the pet avatar's skills is weakened by 25%.
  • Step 1507-1 determine whether the pet avatar hates one environment and likes another environment
  • step 1507-2 is executed.
  • Step 1507-2 determine no effect
  • Step 1508-1 determine whether the pet avatar likes one environment and does not like or dislike another environment
  • step 1508-2 is executed.
  • Step 1508-2 determine that the pet avatar has a weak affinity for the land where it is located (skill power +25%);
  • the pet avatar has a weak affinity for the land where it is located, and the skill power of the avatar's skills is enhanced by 25%.
  • Step 1509-1 determine that the pet avatar likes both environmental factors
  • step 1509-2 is executed.
  • Step 1509-2 confirm that the pet avatar has a strong affinity for the land where it is located (skill power +50%);
  • Step 1510 determine to release the skill
  • Step 1511 whether there are environmental factors that can be integrated
  • the terminal determines whether there are environmental factors that can be integrated between the land where the pet avatar is located and the land where the enemy avatar is located. If so, step 1512 is executed. If not, step 1513 is executed.
  • Step 1512 Determine the skill after the skill form change is released
  • the terminal performs skill fusion based on the determined environmental factors that can be fused, combined with the regular skills of the pet virtual character, and determines the skills that will be released after the changed skill form.
  • Step 1513 determine to release regular skills
  • the terminal determines that there are no environmental factors that can be integrated, and then determines that the pet virtual character releases regular skills.
  • Step 1514 release the final skill.
  • At least one of the skill intensity, skill effect and visual effect of the virtual skill is associated with environmental factors, thereby enhancing the strategic nature of the game. Added the dimension of pre-battle point selection. Before entering the turn-based battle, players can choose a battlefield that is beneficial to their own side (and/or a battlefield that is not beneficial to the opponent). The pet virtual character can release stronger power in the selected battlefield. Skills with more gorgeous visual effects.
  • Figure 16 shows a flow chart of an interface display method based on turn-based combat provided by an exemplary embodiment of the present application.
  • the execution subject of the method embodiment shown in Figure 16 can be the terminal shown in Figure 3 (or support a virtual environment application), the method may include the following steps (steps 1601 to 1605):
  • Step 1601 When the battle control process detects that a participant in the turn-based battle initiates a battle behavior, it sends a request to initiate a battle behavior to the first server.
  • the battle control process is a process used to process content associated with battle scenes.
  • the battle control process can realize the rendering of the above-mentioned battle process, such as rendering the behaviors of pet virtual characters and enemy units during the battle.
  • the participants in the turn-based battle may refer to the above-mentioned pet avatar, or may refer to the enemy unit of the pet avatar.
  • Battle behaviors may refer to combat behaviors that participants perform in response to the player's battle control operations, such as releasing skills, normal attacks, escaping, using virtual props, defense, etc.
  • combat behavior may also refer to combat behavior to be performed by artificial intelligence-controlled participants, which is not limited in the embodiments of this application.
  • the first server is the background server of the application program, which corresponds to the battle control process.
  • the first server can process the control signals generated by the player in the battle scene by executing the battle processing logic to advance the above battle process.
  • the first server may also be used to handle initiation requests for combat actions.
  • the first server can perform logical processing on the combat behavior by executing the combat behavior processing logic, generate combat rendering information, and perform rendering and display of the combat behavior.
  • the first server is the same as the introduction in the above embodiment, and will not be described again here.
  • the request to initiate a battle behavior is used to request to initiate the rendering of the battle behavior and to obtain the information required for the rendering of the battle behavior, that is, the battle rendering information.
  • the initiation request may include identification information of the combat behavior, such as identification information of skills, identification information of virtual props, etc.
  • the player can choose to start a turn-based battle.
  • the battle screen display process of the turn-based battle can be as follows:
  • the scene control process obtains the basic information corresponding to the participants in the turn-based battle and the environmental information corresponding to the battle scene, and sends the basic information and environmental information to the second server.
  • the scene control process is a process used to process content associated with world scenes.
  • the scene control process can control the rendering of the virtual character's activities in the world scene.
  • the scene control process and the battle control process are two different processes that are independent of each other.
  • the above-mentioned basic information may refer to the character information required in the battle, such as the health value, level, attributes, skills of the participants, attributes, skills of the enemy units and other information.
  • the above basic information may include the level and health value of the master virtual character, the attributes and skills of the pet avatar used by the master virtual character, the attributes and skills of enemy units, and other information.
  • the environmental information corresponding to the battle scene may refer to the environmental information corresponding to the battle map, such as land information, time information, weather information, etc.
  • the environmental affinity between the pet avatar and the battle scene can be determined based on the environmental information to determine the final gain or debuff effect of the pet avatar's skills in the first round of battle.
  • the second server is the background server of the target application, which corresponds to the scene control process.
  • the second server can process the control signals generated by the player in the world scene by executing scene processing logic to realize the advancement and rendering of the master virtual character's activities in the world scene.
  • the introduction of the second server is the same as that in the above embodiment and will not be described again here.
  • the second server After receiving the basic information and the environment information, the second server sends the basic information and the environment information to the first server.
  • the battle control process receives the battle screen of the turn-based battle from the first server; wherein the battle screen of the turn-based battle is generated by the first server based on the basic information and environmental information sent by the second server.
  • the battle screen may refer to a screen where the pet avatar and the enemy unit battle in a battle scene.
  • the first server can generate a battle screen (or battle screen rendering information) based on the basic information and environmental information from the second server by executing the battle behavior processing logic, and send it to the battle control process.
  • the battle control process displays the battle screen of the turn-based battle.
  • the battle control process can directly display the battle screen in the user interface, or render the battle screen according to the battle screen rendering information, which is not limited in the embodiments of the present application.
  • Step 1602 The battle control process receives battle rendering information from the first server; wherein the battle rendering information is used to render the battle behavior.
  • the battle rendering information may refer to a series of behavior control parameters related to the battle behavior in the time dimension. Based on these behavior control parameters, the pet virtual character can be controlled to complete a set of actions or performances. For example, when the battle behavior is to release a skill, the battle control process controls the pet virtual character to complete a set of skill release actions based on the battle rendering information, thereby completing the rendering of the skill release.
  • Step 1603 the scene control process receives the halo rendering information from the second server; the halo rendering information is generated by the second service based on the halo information sent by the first server, and the halo information is used to indicate the halo triggered by the battle behavior. Elements in the combat scenes of turn-based combat have an impact.
  • Halo rendering information can refer to a series of element control parameters related to the halo in the time dimension. According to these element control parameters, some elements (such as fire elements) can be controlled to complete their impact on the environment (such as land plots). For example, when the halo is a flame halo, according to the corresponding halo rendering information, the conversion process of the fire element converting the plot from grass attribute to fire attribute can be rendered.
  • the second server runs halo processing logic, and by logically processing the halo indicated by the halo information (such as the identification information of the halo), the halo rendering information corresponding to the halo can be obtained.
  • the second server is generating the halo rendering After rendering the information, send the halo rendering information to the scene control process.
  • the first server determines that the combat behavior triggers the halo
  • it sends the halo information to the second server.
  • the battle behavior cannot trigger the aura
  • only the battle behavior is logically processed, and information such as the damage caused, the Buff added, the displacement generated, etc. are determined to generate the battle rendering information.
  • the first server also maintains a relationship table between the combat behavior and the halo, and the relationship table can be queried to determine whether the combat behavior can trigger the halo.
  • the halo information of the halo can also be determined based on the relationship table.
  • Step 1604 The scene control process sends halo rendering information to the battle control process.
  • the scene control process can first cache the halo rendering information, and then send the halo rendering information to the battle control process after caching the halo rendering information. This allows the battle control process to first obtain the battle rendering information, and then obtain the halo rendering information, so as to realize the rendering of the battle behavior and the halo in sequence (to avoid rendering the halo first without warning), making the connection between the battle behavior and the halo more natural. Smooth.
  • Step 1605 In the process of rendering the battle behavior according to the battle rendering information, the battle control process renders the halo according to the halo rendering information.
  • the battle control process After receiving the battle rendering information and the halo rendering information, the battle control process renders the halo according to the halo rendering information in the process of rendering the battle behavior according to the battle rendering information. When only halo rendering information is received, the battle control process no longer renders the halo.
  • the battle control process and the scene control process share a halo rendering interface.
  • the battle control process calls the halo rendering interface to render the halo based on the halo rendering information.
  • the scene control process replaces the battle control process and calls the halo rendering interface to complete the connection rendering of the halo.
  • the scene control process renders the halo according to cached halo rendering information.
  • the scene control process calls the halo rendering interface, and renders and displays the remaining halo corresponding to the turn-based battle based on the cached halo rendering information.
  • the remaining halo refers to the comprehensive halo rendering information of all the halo rendering information. Auras displayed in the virtual world (for example, in turn-based battles, some auras are not rendered).
  • the scene control process also performs halo statistics based on the cached halo rendering information, and dynamically updates the remaining halo corresponding to the turn-based battle, so that after the turn-based battle ends, the seamless connection Rendering showing remaining auras for turn-based combat.
  • the battle control side will synchronize the settlement data of the turn-based battle to the scene control side at one time.
  • the first server will synchronize settlement data such as health consumption, experience value acquisition, and virtual resource consumption in the turn-based battle to the second server at one time.
  • the display timing and display position of the halo can be indicated through the battle rendering tag corresponding to the battle behavior.
  • the battle rendering tag may include the identification information of the turn-based battle, the identification information of the battle behavior, the identification information of the halo, the location corresponding to the halo (such as the plot, affected characters, etc.), the rendering details of the battle behavior, etc. Specifically, this process may include the following:
  • the scene control process receives the battle rendering tag from the second server; the battle rendering tag is generated by the first server based on the battle behavior when the battle behavior satisfies the trigger halo.
  • the first server determines that the battle behavior triggers the halo, it generates the battle rendering tag of the battle behavior, then generates a call request based on the battle rendering information and the halo information, and uses RPC (Remote Procedure Call) to call The request is sent to the second server, which then sends the battle rendering tag to the scene control process.
  • RPC Remote Procedure Call
  • the scene control process sends the battle rendering tag to the battle control process.
  • the scene control process After receiving the battle rendering tag and aura rendering information from the second server, the scene control process sends the battle rendering tag and the aura rendering information together to the battle control process.
  • the battle control process renders the halo according to the halo rendering information during the process of rendering the battle behavior according to the battle rendering information according to the display timing and display position indicated by the battle rendering tag.
  • the battle control process determines the display timing and display position of the halo based on the rendering details of the battle behavior in the battle rendering tag and the corresponding position of the halo, and during the process of rendering and displaying the battle behavior, when the display timing is reached , a halo is rendered at the display location (such as the target parcel). For example, after the release process of the skill that triggers the halo is rendered, the halo is rendered to achieve a natural connection between the two renderings.
  • the type of the plot is transformed into the fire type under the influence of the aura of the fire type, that is, the picture of the burning grass on the plot is rendered; or, in the initial state of the plot
  • the type of the plot is converted to ice type under the influence of the aura of the ice type, that is, the picture of the water on the plot being frozen is rendered; or, when the initial type of the plot is earth type
  • the type of the plot is converted to the grass type under the influence of the halo of the grass type, that is, a picture of grass growing on the plot is rendered, which is not limited in the embodiment of the present application.
  • the battle control process sends a rendering end notification of the battle behavior to the first server.
  • the combat control process sends a rendering end notification of the combat behavior to the first server.
  • the rendering end notification is used to inform the first server of the battle behavior and the completion of the aura rendering.
  • the first server After receiving the rendering end notification, the first server generates an acquisition request for updated environment information, and sends the acquisition request to the second server to obtain the updated environment information. After acquiring the updated environment information, the first server obtains the updated environment information according to the updated environment information. Determine the affinity between a participant and updated environmental information, which affects the skill strength of the participant. Among them, the acquisition request is used to request to obtain updated environment information.
  • the acquisition request may include identification information corresponding to the combat behavior, information about the land parcel affected by the halo, etc.
  • the updated environment information refers to the environmental information of the battle scene after being affected by the halo, such as The attributes of the plot after being affected by the halo.
  • the first server can obtain updated environment information corresponding to the halo based on the halo information.
  • the battle control process receives the affinity rendering animation from the first server; the affinity rendering animation is generated by the first server based on the updated environment information sent by the second server.
  • the updated environment information refers to the battle scene being affected by the halo.
  • the affinity rendering animation is used to indicate the affinity between the participant and the updated environmental information. The affinity affects the skill strength of the participant.
  • the environmental information may include weather information, land area information and time information.
  • the first server can combine the environment information and the attributes of the participants to determine the affinity between the participants and the environment. For example, you can choose to obtain the weather potential energy and land potential energy corresponding to the participant, and then determine the affinity between the participant and the environment based on the weather potential energy and land potential energy, combined with the attribute information of the participant.
  • the weather potential energy can be determined based on weather information and time information. For example, a clear sky at night will give the "ghost" potential energy, while a clear sky in the morning will give the "light” potential energy.
  • the plot potential energy is determined by the type of plot the participant is on. For example, a plot with the grass attribute has "grass" potential energy.
  • the participants' dislike and liking of the environment include the following different levels: strong affinity, weak affinity, indifference, weak resistance, and strong resistance.
  • the participant's attributes are compatible with both the weather potential energy and the land potential energy (that is, the participant likes both the land plot and the weather), a strong affinity effect will be obtained, and the affinity will be increased by 2; if the participant's attributes are only compatible with the weather If the potential energy is compatible with one of the potential energies of the plot and does not conflict with the other (that is, the participant only likes one and does not dislike the other), then a weaker affinity effect will be obtained, and the affinity will be increased by 1; if the participant's If the attribute is only compatible with one of the weather potential energy and the land potential energy, and conflicts with the other (that is, the participant only likes one and hates the other), no effect will be obtained, and the affinity will be increased by 0; if participating If the party's attributes conflict with one of the weather potential energy and the land potential energy, and are not suitable for the other (that is, the participating party only hates one and does not like the other), it will obtain a weak conflict effect and the affinity will be reduced by 1; If the
  • the corresponding affinity of the participant is positive, it is deemed that the environmental affinity of the participant has been triggered, and the participant's combat behavior will be enhanced, such as increasing the range of the skill, the attack power of the skill, the attack effect of the skill, etc. If the corresponding affinity of the participant is negative, it is deemed that the participant is resistant to the environment, and the participant's combat behavior will be debuffed, such as reducing the range of skills, the attack power of skills, and the attack effect of skills, etc. If the corresponding affinity of a participant is 0, the ability to influence the participant's combat behavior will not be adjusted.
  • the first server uses the same method as above to obtain the affinity between the participant and the updated environment information, and then generates an affinity rendering animation based on the affinity.
  • different affinities correspond to different affinity rendering animations.
  • the affinity rendering animation corresponding to strong affinity is a big face
  • the affinity rendering animation corresponding to weak affinity is a smiling face
  • the affinity rendering animation corresponding to strong conflict is an angry face.
  • the affinity rendering animation may be an icon, a dynamic icon, animation, etc., which is not limited in the embodiments of the present application.
  • the first server delivers the generated affinity rendering animation to the battle control process.
  • the battle control process displays affinity rendering animation.
  • the battle control process can display the affinity rendering animation near the participant.
  • the technical solution provided by the embodiments of this application supports the implementation of the combat behavior processing logic through the combat control process and the first server to obtain the combat rendering information, and supports the implementation of the halo processing logic through the scene control process and the second server. , to obtain halo rendering information, without having to maintain a battle behavior processing logic and aura processing logic on both the battle control side and the scene control side, and only need to maintain one scene information on the scene control side, thereby reducing the cost of turn-based battles. Redundancy in business logic and data maintenance, thereby reducing maintenance overhead.
  • the halo processing logic and battle behavior processing logic can be decoupled, thereby improving the independence of business logic and reducing the maintenance and cost of turn-based battles. Extended difficulty.
  • the underlying code originally belonging to the first server or the second server does not need to be compatible with the first server or the second server, the difficulty of code development is reduced.
  • the scene control process provides the halo rendering information to the battle control process, realizing information interaction between the battle control side and the scene control side, thus This enables the battle control side and the scene control side to behave consistently, improving the integration between the battle control side and the scene control side.
  • the battle rendering tag is used to indicate the display position and display timing of the halo, which not only reduces the amount of data transmission, but also enables a natural and smooth connection between the rendering of the battle behavior and the rendering of the halo, thus reducing the time required for each interaction.
  • the amount of data transmission is improved, and the rendering effect of the battle is improved, as well as the synchronization of the halo rendering between the battle control side and the scene control side, further improving the integration between the world scene and the battle scene.
  • Figure 17 shows a structural block diagram of an interface display device for turn-based battles provided by an exemplary embodiment of the present application.
  • the device includes:
  • the display module 1701 is used to display the scene picture corresponding to the main virtual character located in the world map.
  • the display module 1701 is also used to display the scene corresponding to the pet virtual character located in the battle map in response to the trigger event of the turn-based battle.
  • the pet virtual character is a virtual character released by the master virtual character
  • the battle map is a virtual character in the world map. Part of the map.
  • the control module 1702 is used to control the pet virtual character to release virtual skills on the battle map. At least one of the skill intensity, skill effect and visual effect of the virtual skill is associated with the environmental factors of the battle map.
  • At least one of skill intensity and skill effect of the virtual skill is associated with the emotional state of the pet virtual character towards the battle map.
  • the battle map corresponds to at least two environmental factors, and the at least two environmental factors are of different types; among the at least two environmental factors, the pet virtual character likes more environmental factors than dislikes them.
  • the scene screen corresponding to the battle map also displays affinity special effects used to indicate that the pet avatar is in an affinity state; in When the environmental factor that the pet avatar likes out of at least two environmental factors is less than the environmental factor that it hates, the scene corresponding to the battle map also displays a conflict special effect used to represent the pet avatar in a state of resistance; among which, the affinity state corresponds to The skill intensity is higher than the skill intensity corresponding to the resistance state, and the skill effects corresponding to the affinity state are better than the skill effects corresponding to the resistance state.
  • the at least two environmental factors include a first environmental factor and a second environmental factor; when the pet virtual character likes both the first environmental factor and the second environmental factor, the scene screen corresponding to the battle map
  • the first affinity special effect used to indicate that the pet avatar is in the first affinity state is also displayed; when the pet avatar likes the first environmental factor and does not dislike the second environmental factor, the scene screen corresponding to the battle map is also useful.
  • the second affinity special effect is used to represent the pet virtual character in the second affinity state; among them, the affinity degree of the first affinity state is greater than the affinity degree of the second affinity state, and the skill intensity corresponding to the first affinity state is high Compared with the skill intensity corresponding to the second affinity state, the skill effect corresponding to the first affinity state is better than the skill effect corresponding to the second affinity state.
  • the at least two environmental factors include a first environmental factor and a second environmental factor; in the case where the pet avatar hates both the first environmental factor and the second environmental factor, the scene screen corresponding to the battle map
  • the first conflict special effect used to represent the pet avatar is in a state of first conflict is also displayed; when the pet avatar hates the first environmental factor and does not like the second environmental factor, the scene corresponding to the battle map also displays a special effect used to represent the first conflict state.
  • the second conflict special effect of the pet virtual character in the second conflict state wherein, the resistance degree of the first resistance state is greater than the resistance degree of the second resistance state, and the skill intensity corresponding to the first resistance state is lower than the skill intensity corresponding to the second resistance state. ;
  • the skill effect corresponding to the first conflict state is weaker than the skill effect corresponding to the second conflict state.
  • the first environmental factor is weather conditions or day and night conditions
  • the second environmental factor is ground surface morphology; or, the first environmental factor is ground surface morphology, and the second environmental factor is weather conditions or day and night conditions.
  • the first environmental factor when the pet avatar likes weather conditions, the first environmental factor is day and night conditions, and the second environmental factor is the surface form; when the pet avatar hates weather conditions, the first environmental factor The first factor is weather conditions, and the second environmental factor is surface morphology.
  • the first environmental factor when the pet avatar likes the weather conditions, the first environmental factor is the surface form, and the second environmental factor is the day and night conditions; when the pet avatar hates the weather conditions, the first environmental factor The first factor is the surface morphology, and the second environmental factor is the weather conditions.
  • the visual effects of the virtual skills are obtained by merging the environmental factors of the battle map with the attributes of the basic virtual skills of the pet virtual character.
  • the battle map includes at least two plots; the visual effects of the virtual skills are obtained by merging the environmental factors of the plot where the pet avatar is located with the attributes of the virtual skills of the pet avatar; And/or, the visual effect of the virtual skill is obtained based on the fusion of the environmental factors of the land where the enemy avatar is located and the attributes of the virtual skill of the pet avatar, and the enemy avatar is the target avatar of the virtual skill.
  • the skill intensity of the fused virtual skill is greater than the skill intensity of the basic virtual skill; and/or the skill effect of the fused virtual skill is better than the skill effect of the basic virtual skill.
  • the battle map includes at least two plots; the control module 1702 is also used to control the pet avatar to release the first virtual skill in the first round, and the pet avatar is in the first place in the first round. block; control the pet avatar to release the second virtual skill in the second round, and the pet avatar is in the second block in the second round; among them, the first round and the second round are different rounds, and the first block and the second block are Lots are different lots.
  • the display module 1701 is further configured to display a first emotional special effect used to represent the emotional state of the pet virtual character to the land where it is located; to display a first emotional special effect used to represent the pet virtual character to the land where it is located; Secondary emotional effects for emotional states.
  • control module 1702 is also configured to obtain the environmental factors of the first plot; and obtain the first virtual skill based on the fusion of the environmental factors of the first plot with the attributes of the basic virtual skills of the pet virtual character. ; Acquire the environmental factors of the second plot; obtain the second virtual skill based on the fusion of the environmental factors of the second plot with the attributes of the basic virtual skills of the pet virtual character.
  • control module 1702 is also configured to obtain the environmental factors of the third plot; and obtain the first virtual skill based on the fusion of the environmental factors of the first plot with the attributes of the basic virtual skills of the pet virtual character.
  • the third plot is the plot where the enemy avatar was in the first round; obtain the environmental factors of the fourth plot; obtained by fusing the environmental factors of the second plot with the attributes of the basic virtual skills of the pet avatar.
  • the second virtual skill; the fourth plot is the plot where the enemy virtual character is in the second round.
  • the environmental factors of the battle map are associated with the battle situation during the battle of the turn-based battle.
  • the display module 1701 is also used to display combat traces on part of the world map after the turn-based battle ends.
  • the display module 1701 is also used to change the environmental factors of the battle map when the environmental factors of part of the map change during the turn-based battle.
  • the display module 1701 is also used to change the j-th environmental factor of the battle map when the i-th environmental factor of part of the map changes; where the i-th environmental factor is weather conditions, day and night conditions and any one of surface morphology; the jth environmental factor is any one of weather conditions, day and night conditions and surface morphology, i and j are both positive integers.
  • the display module 1701 is also used to change the environmental factors of part of the map when the environmental factors of the battle map change during the turn-based battle.
  • the display module 1701 is also used to change the nth environmental factor of the battle map when the mth environmental factor of part of the map changes; where the mth environmental factor is weather conditions, day and night conditions and any one of surface morphology; the nth environmental factor is any one of weather conditions, day and night conditions, and surface morphology, and m and n are both positive integers.
  • FIG 18 shows a structural block diagram of a terminal device 1800 provided by an exemplary embodiment of the present application.
  • the terminal device 1800 can be a portable mobile terminal, such as: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Compression Standard Audio Layer 3), MP4 (Moving Picture Experts Group Audio Layer IV, Motion Picture Expert compresses standard audio levels 4) players, laptops or desktop computers.
  • the terminal device 1800 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal, and other names.
  • the terminal device 1800 includes: a processor 1801 and a memory 1802.
  • the processor 1801 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc.
  • the processor 1801 can adopt at least one hardware form among DSP (Digital Signal Processing, digital signal processing), FPGA (Field-Programmable Gate Array, field programmable gate array), and PLA (Programmable Logic Array, programmable logic array).
  • DSP Digital Signal Processing, digital signal processing
  • FPGA Field-Programmable Gate Array, field programmable gate array
  • PLA Programmable Logic Array, programmable logic array
  • the processor 1801 can also include a main processor and a co-processor.
  • the main processor is a processor used to process data in the wake-up state, also called CPU (Central Processing Unit, central processing unit); the co-processor is A low-power processor used to process data in standby mode.
  • the processor 1801 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is responsible for rendering and drawing content that needs to be displayed on the display screen.
  • the processor 1801 may also include an AI (Artificial Intelligence, artificial intelligence) processor, which is used to process computing operations related to machine learning.
  • AI Artificial Intelligence, artificial intelligence
  • Memory 1802 may include one or more computer-readable storage media, which may be non-transitory. Memory 1802 may also include high-speed random access memory, and non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1802 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1801 to implement the turn-based processing provided by the method embodiments in this application.
  • Figure 18 does not constitute a limitation on the terminal device 1800, and may include more or fewer components than shown, or combine certain components, or adopt different component arrangements.
  • This application also provides a computer-readable storage medium, in which at least one program is stored, and the At least one program is loaded and executed by the processor to implement the turn-based battle-based interface display method provided by the above method embodiment.
  • the present application provides a computer program product, which includes computer instructions stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the interface display method based on turn-based combat provided by the above method embodiment.

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Abstract

本申请公开了一种基于回合制对战的界面显示方法、装置、设备及介质,属于虚拟环境领域。所述方法包括:显示位于世界地图中的主控虚拟角色对应的场景画面(420);响应于回合制对战的触发事件,显示位于战斗地图中的宠物虚拟角色对应的场景画面,宠物虚拟角色是主控虚拟角色释放的虚拟角色,战斗地图是世界地图中的部分地图(440);控制宠物虚拟角色在战斗地图上释放虚拟技能,虚拟技能的技能强度、技能效果和视觉效果中的至少一种与战斗地图的环境因素相关联(460)。上述方案消除了世界场景与战斗场景的割裂感。

Description

基于回合制对战的界面显示方法、装置、设备及介质
本申请要求于2022年08月19日提交的、申请号为202211001670.6、发明名称为“基于回合制对战的界面显示方法、装置、设备及介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及虚拟环境领域,特别涉及一种基于回合制对战的界面显示方法、装置、设备及介质。
背景技术
开放世界游戏是支持玩家在游戏世界内进行较高程度探索的游戏,开放世界游戏的地图范围往往较为庞大。当玩家角色在游戏世界探索时,经常会发生各种各样的战斗,与即时战斗模式不同的是,回合制战斗模式更侧重对战过程中的回合顺序,仅当轮到玩家角色的回合时,玩家角色才可主动发起进攻。
相关技术中,在玩家角色与敌方角色展开回合制对战之前,将开辟独立的战斗空间,战斗空间的内部环境是预先设定的。双方角色在战斗空间内展开对战,以及在对战结束后重新回到开放世界。
然而,相关技术中回合制战斗模式的战斗空间与开放世界彼此独立,战斗空间与开放世界具有清晰的边界,如何消除回合制战斗模式导致的边界感,成为亟需解决的技术问题。
发明内容
本申请提供了一种基于回合制对战的界面显示方法、装置、设备及介质,消除了世界场景与战斗场景的割裂感。所述技术方案如下:
根据本申请的一方面,提供了一种基于回合制对战的界面显示方法,所述方法由终端设备执行,所述方法包括:
显示位于世界地图中的主控虚拟角色对应的场景画面;
响应于回合制对战的触发事件,显示位于战斗地图中的宠物虚拟角色对应的场景画面,宠物虚拟角色是主控虚拟角色释放的虚拟角色,战斗地图是世界地图中的部分地图;
控制宠物虚拟角色在战斗地图上释放虚拟技能,虚拟技能的技能强度、技能效果和视觉效果中的至少一种与战斗地图的环境因素相关联。
根据本申请的另一方面,提供了一种基于回合制对战的界面显示装置,所述装置包括:
显示模块,用于显示位于世界地图中的主控虚拟角色对应的场景画面;
显示模块,还用于响应于回合制对战的触发事件,显示位于战斗地图中的宠物虚拟角色对应的场景画面,宠物虚拟角色是主控虚拟角色释放的虚拟角色,战斗地图是世界地图中的部分地图;
控制模块,用于控制宠物虚拟角色在战斗地图上释放虚拟技能,虚拟技能的技能强度、技能效果和视觉效果中的至少一种与战斗地图的环境因素相关联。
根据本申请的一个方面,提供了一种终端设备,所述终端设备包括:处理器和存储器,所述存储器存储有计算机程序,所述计算机程序由所述处理器加载并执行以实现如上所述的基于回合制对战的界面显示方法。
根据本申请的一方面,提供了一种计算机可读存储介质,所述存储介质存储有计算机程序,所述计算机程序由处理器加载并执行以实现如上所述的基于回合制对战的界面显示方法。
根据本申请的一方面,提供了一种计算机程序产品,所述计算机程序产品包括计算机指 令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述方面提供的基于回合制对战的界面显示方法。
本申请实施例提供的技术方案带来的有益效果至少包括:
通过设置用于回合制对战的战斗地图与世界地图共用同一份地图数据,使得当由世界场景切换为战斗场景时,战斗地图能够同步世界地图的地图数据,实现了世界地图和战斗地图的统一,消除了二者之间的割裂感。通过这种方法使得服务器或者终端设备只需维护一份地图数据,有助于节省服务器或者终端设备存储以及处理地图数据消耗的资源。
并且,本方案中将虚拟技能的技能强度、技能效果和视觉效果中的至少一种与环境因素相关联,使得虚拟技能的释放效果在环境因素的影响下获得增益或者削弱,促使玩家思考收益较大的虚拟技能释放方法,增强了游戏的策略性。还有助于增加战前选点的维度,玩家在进入回合制对战之前,可选择有利于己方的战场(和/或不利于对方的战场),宠物虚拟角色在选择出的战场中能释放威力更强、视觉效果更华丽的技能。
附图说明
为了更清楚地说明本申请实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍。
图1示出了一个示例性实施例提供的世界地图的场景画面的示意图;
图2示出了一个示例性实施例提供的世界地图中的部分地图切换为战斗地图的示意图;
图3示出了一个示例性实施例提供的计算机系统的结构框图;
图4示出了一个示例性实施例提供的基于回合制对战的界面显示方法的流程图;
图5示出了一个示例性实施例提供的情绪特效的示意图;
图6示出了一个示例性实施例提供的第一亲和特效的示意图;
图7示出了另一个示例性实施例提供的第二亲和特效的示意图;
图8示出了一个示例性实施例提供的第一抵触特效的示意图;
图9示出了一个示例性实施例提供的第二抵触特效的示意图;
图10示出了一个示例性实施例提供的宠物虚拟角色具有的基础虚拟技能的视觉效果的示意图;
图11示出了一个示例性实施例提供的融合后的虚拟技能的视觉效果的示意图;
图12示出了另一个示例性实施例提供的融合后的虚拟技能的视觉效果的示意图;
图13示出了另一个示例性实施例提供的融合后的虚拟技能的视觉效果的示意图;
图14示出了一个示例性实施例提供的回合制对战过程的流程图;
图15示出了另一个示例性实施例提供的基于回合制对战的界面显示方法的流程图;
图16示出了另一个示例性实施例提供的基于回合制对战的界面显示方法的流程图;
图17示出了一个示例性实施例提供的基于回合制对战的界面显示装置的结构框图;
图18示出了一个示例性实施例提供的终端设备的结构框图。
具体实施方式
应当理解的是,在本文中提及的“若干个”是指一个或者多个,“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。
首先,对本申请实施例中涉及的名词进行简单介绍:
开放世界游戏:开放世界游戏指支持玩家在游戏世界内进行较高程度探索的游戏,开放世界游戏的地图范围往往较为庞大。在本申请中,开放世界游戏中的地图即为世界地图。
回合制对战:回合制对战指对战双方根据回合顺序轮流进行攻击或防御或属性提升的战 斗模式。与即时战斗模式不同的是,回合制对战更注重对战过程中的顺序。回合制对战中一个完整的回合可以是指对战中的所有阵营轮流执行完攻击或防御或属性提升的主动操作;一个完整的回合也可以是指阵营A执行完攻击或防御或属性提升的主动操作。在本申请中,回合制对战中的地图即为战斗地图。
世界地图:世界地图包括多个地块。每个地块是一块多边形地块。该多边形地块为正方形、长方形、六边形中的任意一种。例如,每个地块是50厘米×50厘米的正方形。每一个地块都拥有自己的地表形态。地表形态包括草、石头、水等。另外,世界地图所包括的多个地块,可以采用同一种类型的地块,也可以采用多种不同类型地块的组合。
可选的,开放世界游戏的时间是通过TOD(Time of Day,24小时时间)系统控制的。在TOD系统的控制下,世界地图上将具有天气、昼夜、四季、节日等与时间有关的因素。
战斗地图:战斗地图是世界地图中的部分地图。可以理解的是,在进入回合制对战时,战斗场景中的战斗地图和世界场景中的世界地图使用的是同一份地图数据。在未进入回合制对战时,世界服务器加载世界地图的地图数据,进入回合制对战时,战斗服务器加载世界地图的部分地图的数据,使得战斗地图与部分地图共用同一份地图数据。
参考图1和图2所示,在虚拟环境10中,当宠物虚拟角色12在世界地图中的某个地点遭遇野生虚拟角色14进入战斗时,将世界地图中以宠物虚拟角色12所确定的参考位置为中心的一定范围内的一个或多个地块,确定为战斗地图16。该参考位置是宠物虚拟角色12所在的位置,或者,离宠物虚拟角色12最近的合适战斗位置。在一些实施例中,该战斗地图16包括以参考位置为中心,预定长度为半径的圆形范围内的所有地块;在一些实施例中,该战斗地图16包括以参考位置为中心,预定长度和宽度的矩形范围内的所有地块。
世界场景和战斗场景:世界场景是指世界地图所对应的场景,当用户界面中显示世界场景时,用户界面中可以显示世界地图中的一个或多个地块。例如,用户界面中显示主控虚拟角色或宠物虚拟角色在世界地图中当前所处的一个或多个地块,以及与上述显示地块、主控虚拟角色、宠物虚拟角色等相关的一些界面元素。
战斗场景是指战斗地图所对应的场景,当用户界面中显示战斗场景时,用户界面中可以显示战斗地图,如显示战斗地图所包含的全部或部分地块。例如,用户界面中显示主控虚拟角色或宠物虚拟角色在战斗地图中当前所处的一个或多个地块,以及与上述显示地块、主控虚拟角色、宠物虚拟角色等相关的一些界面元素。
世界场景和战斗场景可以切换,例如从世界场景切换至战斗场景,也可以从战斗场景切换至世界场景。
在显示世界场景和战斗场景时,虚拟摄像机可以采用不同的拍摄视角。例如,在显示世界场景时,虚拟摄像机以主控虚拟角色的视角(如主控虚拟角色的第一人称视角或者第三人称视角)对世界场景进行拍摄,得到世界场景的显示画面;在显示战斗场景时,虚拟摄像机以中间视角(如虚拟摄像机位于战斗双方的中间且斜上方的位置处)对战斗场景进行拍摄,得到战斗场景的显示画面。可选地,在世界场景和战斗场景中,除了上述拍摄视角有所不同之外,所允许的用户操作也可以有所不同。例如,在显示世界场景时,允许用户手动调整视角、允许用户控制主控虚拟角色或者宠物虚拟角色的走位;在显示战斗场景时,则不允许用户手动调整视角、不允许用户控制主控虚拟角色或者宠物虚拟角色的走位等。通过上述方式,可以让用户从感知上对世界场景和战斗场景做一个区分,但是由于世界场景和战斗场景共用相同的世界地图,战斗场景所使用的战斗地图是世界地图中的一个或多个地块,因此世界场景和战斗场景的切换并不会带来强烈的撕裂感,而是非常平滑自然的切换。
虚拟环境:是应用程序在终端上运行时显示(或提供)的虚拟环境。该虚拟环境可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的环境。虚拟世界可以是二维虚拟世界、2.5维虚拟世界和三维虚拟世界中的任意一种,本申请对此不加以限定。下述实施例以虚拟世界是三维虚拟世界来举例说明。
主控虚拟角色:是指玩家在虚拟世界中扮演的可活动对象。主控虚拟角色可以是虚拟人物、虚拟动物、动漫人物等,比如:在三维虚拟世界中显示的人物、动物。可选地,主控虚拟角色是基于动画骨骼技术创建的三维立体模型。每个主控虚拟角色在三维虚拟世界中具有自身的形状和体积,占据三维虚拟世界中的一部分空间。
宠物虚拟角色:是指由人工智能(Artificial Intelligence,AI)在虚拟世界中控制的可活动对象。宠物虚拟角色可以是虚拟生物、虚拟动物、虚拟怪物、虚拟精灵、虚拟宠物等,比如:在三维虚拟世界中显示的呈动物或者其他形态的可活动对象。宠物虚拟角色可以被主控虚拟角色执行捕捉、养育、升级等互动操作中的至少一种。宠物虚拟角色可以辅助主控虚拟角色进行采集、战斗、改变地块等互动操作中的至少一种。
图3示出了本申请一个示例性实施例提供的计算机系统的结构框图。该计算机系统100包括:第一终端120、服务器140、第二终端160和第三终端180。
在本申请提供的实施例中,终端也可以称为终端设备,两者具有相同的含义。例如,“第一终端”可以称为“第一终端设备”。
第一终端120安装和运行有支持虚拟环境的应用程序。该应用程序可以是三维地图程序、虚拟现实(Virtual Reality,VR)应用程序、增强现实(Augmented Reality,AR)程序、开放世界游戏程序、RPG程序、回合制游戏程序、回合制RPG程序中的任意一种。第一终端120是第一用户使用的终端,第一用户使用第一终端120控制位于虚拟环境中的第一虚拟角色进行活动,第一虚拟角色作为主控虚拟角色,该活动包括但不限于:调整身体姿态、行走、奔跑、跳跃、骑行、驾驶、瞄准、拾取、捕捉宠物虚拟角色、控制宠物虚拟角色、养育宠物虚拟角色、使用宠物虚拟角色进行采摘、使用宠物虚拟角色进行战斗、使用投掷类道具、攻击其他虚拟角色中的至少一种。示例性的,第一虚拟角色是第一虚拟人物,比如仿真人物对象或动漫人物对象。示例性的,第一用户通过虚拟环境画面上的UI控件来控制第一虚拟角色进行活动,第一用户通过虚拟环境画面上的UI控件来控制第一虚拟角色投掷宠物虚拟角色。第一终端120通过无线网络或有线网络与服务器140相连。
服务器140包括一台服务器、多台服务器、云计算平台和虚拟化中心中的至少一种。示例性的,服务器140包括处理器144和存储器142,存储器142又包括接收模块1421、控制模块1422和发送模块1423,接收模块1421用于接收客户端发送的请求,如确定敌方虚拟角色的位置请求;控制模块1422用于控制虚拟环境画面的渲染;发送模块1423用于向客户端发送响应,如向客户端发送敌方虚拟角色的位置。服务器140用于为支持三维虚拟环境的应用程序提供后台服务。可选地,服务器140承担主要计算工作,第一终端120、第二终端160和第三终端180承担次要计算工作;或者,服务器140承担次要计算工作,第一终端120、第二终端160和第三终端180承担主要计算工作;或者,服务器140、第一终端120、第二终端160和第三终端180四者之间采用分布式计算架构进行协同计算。
第二终端160安装和运行有支持虚拟环境的应用程序。第二终端160是第二用户使用的终端,第二用户使用第二终端160控制位于虚拟环境中的第二虚拟角色进行活动,第二虚拟角色同样作为主控虚拟角色。第三终端180安装和运行有支持虚拟环境的应用程序。第三终端180是第三用户使用的终端,第三用户使用第三终端180控制位于虚拟环境中的第三虚拟角色进行活动,第三虚拟角色同样作为主控虚拟角色。
可选地,第一虚拟角色、第二虚拟角色和第三虚拟角色处于同一虚拟环境中。第一虚拟角色、第二虚拟角色和第三虚拟角色属于不同阵营,或者,第一虚拟角色、第二虚拟角色和第三虚拟角色属于同一阵营。
可选地,第一终端120、第二终端160和第三终端180上安装的应用程序是相同的,或三个终端上安装的应用程序是不同操作系统平台(安卓或IOS)上的同一类型应用程序。第一终端120可以泛指多个终端中的一个,第二终端160可以泛指多个终端中的一个,第三终 端180可以泛指多个终端中的一个,本实施例仅以第一终端120、第二终端160和第三终端180来举例说明。第一终端120、第二终端160和第三终端180的设备类型相同或不同,该设备类型包括:智能手机、智能手表、智能电视、平板电脑、可穿戴设备、车载终端、电子书阅读器、MP3播放器、MP4播放器、膝上型便携计算机和台式计算机中的至少一种。以下实施例以终端包括智能手机来举例说明。
在下文中,主控虚拟角色均可替换为第一用户控制的第一主控虚拟角色、宠物虚拟角色均可替换为与第一主控虚拟角色对应的第一宠物虚拟角色。
图4示出了本申请一个示例性实施例提供的基于回合制对战的界面显示方法的流程图,以该方法由图3所示的终端(或支持虚拟环境的应用程序)执行进行举例说明,该方法包括:
步骤420,显示位于世界地图中的主控虚拟角色对应的场景画面。
世界地图:指用于承载主控虚拟角色的活动的地图。在一个实施例中,世界地图包括城堡、集市、商业街、公园、森林、山坡、火山、港口、沙滩等等。世界地图是以多个景点作为关键节点延伸得到的地图网络。可选地,因为世界地图具有较多的地图资源供玩家探索,故其也被称为“大世界”。
主控虚拟角色:指玩家在虚拟世界中扮演的可活动对象。宠物虚拟角色:指由人工智能在虚拟世界中控制的可活动对象。可选地,主控虚拟角色拥有至少一个宠物虚拟角色,,主控虚拟角色通过投掷球状虚拟道具,释放宠物虚拟角色。
可选地,宠物虚拟角色在虚拟世界中能够与主控虚拟角色进行互动行为,示例性地,互动行为包括:在主控虚拟角色投喂宠物虚拟角色食物的过程中,宠物虚拟角色环绕主控虚拟角色上蹦下跳,向主控虚拟角色索取更多食物;宠物虚拟角色在虚拟环境中采摘果实,并将果实交付给主控虚拟角色;宠物虚拟角色在主控虚拟角色欲烧烤时,喷射出火焰;宠物虚拟角色与主控虚拟角色进行赛跑;,宠物虚拟角色还辅助或替代主控虚拟角色进行战斗。
在上述示例中,宠物虚拟角色将作为主控虚拟角色的伙伴陪伴着主控虚拟角色冒险。可选地,宠物虚拟角色与主控虚拟角色具有伴随成长机制,宠物虚拟角色的等级受到主控虚拟角色的等级的影响。例如,宠物虚拟角色的等级不得高于主控虚拟角色的等级。
步骤440,响应于回合制对战的触发事件,显示位于战斗地图中的宠物虚拟角色对应的场景画面。
回合制对战的触发事件用于展开宠物虚拟角色的回合制对战。可选地,回合制对战的触发事件包括但不限于以下几种实现方式:1.主控虚拟角色在世界地图中活动,若主控虚拟角色或宠物虚拟角色在野外闯入野生虚拟角色的领地,则触发主控虚拟角色与野生虚拟角色之间的回合制对战。2.主控虚拟角色在世界地图中活动,终端响应于主控虚拟角色主动向野外虚拟角色投掷存放有宠物虚拟角色的球状虚拟道具,释放宠物虚拟角色,若宠物虚拟角色发现在其周围存在野生虚拟角色,则主控虚拟角色主动向野外虚拟角色发起回合制对战。3.第一主控虚拟角色在世界地图中遭遇第二主控虚拟角色,第一主控虚拟角色与第二主控虚拟角色展开对话,终端响应于对话末尾双方约定展开回合制对战的操作,开启回合制对战;其中,第一主控虚拟角色是第一玩家控制的主控虚拟角色;第二主控虚拟角色是第二玩家控制的主控虚拟角色,或者是游戏设定的NPC(Non-Player Character,非玩家角色)。4.第一主控虚拟角色在世界地图中遭遇第二主控虚拟角色,第二主控虚拟角色向第一主控虚拟角色发起突袭,第一主控虚拟角色被迫进入回合制对战。
可选地,终端响应于回合制对战的触发事件,确认进行回合制对战,用户界面将由显示世界地图的场景画面切换显示战斗地图的场景画面。
在一个实施例中,终端通过播放动画的方式进行两类场景画面之间的平滑过渡。可选地,动画的内容包括:主控虚拟角色投掷出球状虚拟道具,从球状虚拟道具中释放出宠物虚拟角色。可选地,动画的内容包括敌方虚拟角色的挑衅画面。
在一个实施例中,进入回合制对战之前,主控虚拟角色已释放宠物虚拟角色,宠物虚拟角色与主控虚拟角色位于世界地图中,则进入回合制对战之后,主控虚拟角色无需再释放宠物虚拟角色。在另一个实施例中,进入回合制对战之前,宠物虚拟角色未处于世界地图中,则进入回合制对战之后,主控虚拟角色再释放宠物虚拟角色。
进入回合制对战之后,终端显示位于战斗地图中的宠物虚拟角色对应的场景画面,其中,战斗地图是世界地图中的部分地图。结合参考图2,图2的上半部分为世界地图中的部分地图,图2的下半部分为战斗地图。在一个实施例中,世界地图包括多个地块,世界地图中的部分地图与战斗地图包含的地块数量相同,部分地图与战斗地图包含的地块相互对应,环境因素保持一致。
可选的,战斗地图的场景画面中包括宠物虚拟角色和敌方虚拟角色。敌方虚拟角色可以是第二玩家控制的第二主控虚拟角色,也可以是第二宠物虚拟角色。
步骤460,控制宠物虚拟角色在战斗地图上释放虚拟技能,虚拟技能的技能强度、技能效果和视觉效果中的至少一种与战斗地图的环境因素相关联。
在一些实施例中,虚拟技能是指宠物虚拟角色拥有的技能,宠物虚拟角色能够在战斗地图中释放虚拟技能。可选地,宠物虚拟角色具有至少一个虚拟技能,终端响应于针对第一虚拟技能对应的技能控件的操作,控制所述宠物虚拟角色在战斗地图中释放第一虚拟技能。
可选地,虚拟技能的技能强度是指虚拟技能的作用强度,例如某个虚拟技能用于扣除敌对虚拟角色的1点生命值,另一个虚拟技能用于扣除敌对虚拟角色的3点生命值。
可选地,虚拟技能的技能效果是指:释放虚拟技能后对虚拟环境中的至少一个虚拟角色造成的影响,例如某个虚拟技能用于扣除敌对虚拟角色的生命值,另一个虚拟技能用于提升宠物虚拟角色的生命值。
可选地,虚拟技能的视觉效果是指虚拟技能释放过程的显示样式。
在本方案中,虚拟技能的释放效果不是固定的,而是与宠物虚拟角色所处的战斗地图的环境因素相关。换句话说,虚拟技能的释放效果受到战斗地图的环境因素的影响,也即,同一个宠物虚拟角色在具有不同环境因素的战斗地图中释放相同的虚拟技能时,该虚拟技能的释放效果并不相同。可选地,虚拟技能的释放效果包括上述虚拟技能的技能强度、技能效果和视觉效果中的至少一个。例如,虚拟技能的释放效果包括技能强度和技能效果。
在一些实施例中,战斗地图的场景画面中显示有技能控件,响应于技能控件接收到触发操作,控制宠物虚拟角色在战斗地图上释放虚拟技能。虚拟技能的技能强度、技能效果和视觉效果中的至少一种与战斗地图的环境因素相关联。
在一个实施例中,战斗地图对应有至少两个环境因素,上述至少两个环境因素是指从不同维度对战斗地图进行划分而确定出的两类环境因素。可选地,环境因素包括天气状况、昼夜情况、地表形态、温度情况等。
可选地,环境因素能够使得虚拟技能的释放效果获得增益。例如,虚拟技能为火系技能,战斗地图为森林环境(地表形态为森林),火系技能在森林环境下的技能强度(威力)、技能效果(烟雾效果)和视觉效果(火焰大小)将得到明显增强。
可选地,在回合制对战结束之后,用户界面还将由显示战斗地图的场景画面切换为显示世界地图的场景画面。在一个实施例中,终端通过播放动画的方式进行画面的平滑过渡。可选地,动画的内容包括以下至少之一:失败方的懊恼画面、获胜方的奖励画面。
返回世界地图的场景画面之后,世界地图的部分地图上将显示刚刚结束的回合制对战导致的作战痕迹。示意性的,回合制对战中双方的激烈战斗,导致战斗地图中草地被点燃,则返回世界地图后,世界地图中的草地也被点燃。若在战斗地图中火灾已被扑灭,则世界地图中将显示燃烧后的痕迹。
通过在世界地图中显示作战痕迹,使得世界地图和作战地图共用同一个地图数据成为可能,有助于实现作战地图与世界地图中的部分地图能保持一致,从而降低终端设备在切换作 战地图与世界地图过程中的图像处理压力。
可选地,图4所示的方法还包括:在回合制对战的过程中,存在因所述回合制对战之外的原因导致部分地图的环境因素发生变化的情况下,终端同步改变战斗地图的环境因素。即,对战过程中,战斗地图的环境因素将跟随世界地图的环境因素的改变而发生变化。可选地,回合制对战之外的原因指与回合制对战无关的原因,即世界地图中发生的改变环境因素的事件。
通过将部分地图的环境因素发生的变化同步给战斗地图的环境因素,有助于提升回合制对战过程中的真实性,有助于降低世界地图与战斗地图之间的割裂感。
可选地,在部分地图的第i环境因素发生变化的情况下,终端改变战斗地图的第j环境因素;其中,第i环境因素是天气状况、昼夜情况和地表形态中的任意一种;第j环境因素是天气状况、昼夜情况和地表形态中的任意一种,i、j均为正整数。
示意性的,宠物虚拟角色与敌方虚拟角色正在展开回合制对战,主控虚拟角色在世界地图中在举行篝火晚会,若在战斗地图的对战过程中,世界地图中不幸发生火灾,使得部分地图的草地被点燃,则该燃烧效果将同步至战斗地图中,改变了战斗地图内地块的环境因素。
示意性的,宠物虚拟角色与敌方虚拟角色正在展开回合制对战,对战过程中,世界地图由原来的晴天变为雨天,则战斗地图的天气状况也将由晴天变为雨天。
示意性的,宠物虚拟角色与敌方虚拟角色正在展开回合制对战,对战过程中,世界地图由原来的晴天变为雨天,战斗地图中的地块原来处于燃烧的状态,则战斗地图中的火焰将被扑灭,由原来“火焰燃烧”的地表形态改变为草地。
在一个实施例中,图4所示的方法还包括:在回合制对战的过程中,存在因所述回合制对战之内的原因导致战斗地图的环境因素发生变化的情况下,同步改变部分地图的环境因素。即,对战过程中,世界地图的环境因素将跟随战斗地图的环境因素的改变而发生变化。
可选地,回合制对战之内的原因指与回合制对战相关的原因,即战斗地图中发生的改变环境因素的事件。例如,回合制对战之内的原因包括宠物虚拟角色释放虚拟技能导致战斗地图中环境因素发生变化。
可选地,在部分地图的第m环境因素发生变化的情况下,改变战斗地图的第n环境因素;其中,第m环境因素是天气状况、昼夜情况和地表形态中的任意一种;第n环境因素是天气状况、昼夜情况和地表形态中的任意一种,m、n均为正整数。
示意性的,宠物虚拟角色与敌方虚拟角色正在展开回合制对战,宠物虚拟角色释放的火系技能使得战斗地图中的草地被点燃,该点燃效果将同步至世界地图中,改变了世界地图内地块的环境因素。
示意性的,宠物虚拟角色与敌方虚拟角色正在展开回合制对战,宠物虚拟角色释放的冰系技能使得战斗地图中的水流被冰冻,冰冻效果将同步至世界地图中,使得世界地图中的地块(地表形态为水流)也被冰冻,地表形态被改变为冰。
示意性的,宠物虚拟角色与敌方虚拟角色正在展开回合制对战,对战过程中,战斗地图中的宠物虚拟角色释放水系技能,水系技能扑灭了战斗地图中的火焰,则世界地图中“火焰燃烧”的地块的地表形态改变为草地。
综上所述,通过设置用于回合制对战的战斗地图与世界地图共用同一份地图数据,使得当由世界场景切换为战斗场景时,战斗地图能够同步世界地图的地图数据,实现了世界地图和战斗地图的统一,消除了二者之间的割裂感。通过这种方法使得服务器或者终端只需维护一份地图数据,有助于节省服务器或者终端设备存储以及处理地图数据过程中消耗的资源。
并且,本方案中将虚拟技能的技能强度、技能效果和视觉效果中的至少一种与环境因素相关联,使得虚拟技能的释放效果在环境因素的影响下获得增益或者削弱,促使玩家思考收益较大的虚拟技能释放方法,增强了游戏的策略性。还增加了战前选点的维度,玩家在进入回合制对战之前,可选择有利于己方的战场(和/或不利于对方的战场),宠物虚拟角色在选择 出的战场中能释放威力更强、视觉效果更华丽的技能。
并且,在回合制对战过程中,世界地图与战斗地图保持着环境因素的同步,进一步消除了世界场景与战斗场景之间的割裂感。
基于图4所示的可选实施例,步骤460中涉及到的“虚拟技能的技能强度、技能效果和视觉效果中的至少一种与战斗地图的环境因素相关联”,可以进一步细分为:虚拟技能的技能强度和/或技能效果与宠物虚拟角色对战斗地图的情绪状态相关联。这相当于,在本方案中宠物虚拟角色具有情绪管理系统,情绪管理系统用于管理宠物虚拟角色的情绪状态。可选地,地,战斗地图的环境因素能够影响宠物虚拟角色的情绪状态,宠物虚拟角色的情绪状态能够影响该宠物虚拟角色的虚拟技能的释放效果。
例如,战斗地图为草系环境,宠物虚拟角色喜爱草地,则在草系环境下宠物虚拟角色释放的技能的技能威力得到增强,且虚拟技能将附带额外的束缚效果。又例如,战斗地图的天气状况为正在下雨,宠物虚拟角色厌恶雨天,则在草系环境下宠物虚拟角色释放的虚拟技能的技能威力被削减。
在一个实施例中,终端基于宠物虚拟角色对战斗地图的情绪状态,在用户界面上还将显示情绪特效。可选的,终端响应于接收到情绪特效触发操作,用户界面还将显示宠物虚拟角色的情绪状态对虚拟技能的影响。示意性的,图5的笑脸表示宠物虚拟角色501对战斗地图的喜爱。响应于“笑脸”特效接收到触发操作,显示出“亲和【强】,精灵非常喜欢周围的环境,伤害增加50%”,即显示出“亲和状态”将提升技能强度50%。
通过将环境因素与宠物虚拟角色的情绪状态相关联,有助于帮助玩家掌握环境因素对虚拟技能的释放效果的影响,帮助玩家更快适应游戏玩法。
在一个实施例中,战斗地图对应有至少两个环境因素,环境因素包括天气状况、昼夜情况、地表形态、温度情况等。
S1,在至少两个环境因素中宠物虚拟角色喜爱的环境因素多于厌恶的环境因素的情况下,战斗地图对应的场景画面还显示有用于表征宠物虚拟角色处于亲和状态的亲和特效;
在一些实施例中,亲和状态用于表征宠物虚拟角色能够适应环境因素,虚拟技能的释放效果在环境因素的影响下得到增益。可选地,终端根据当前回合制对战的战斗地图中:宠物虚拟角色喜爱的环境因素的数量与宠物虚拟角色厌恶的环境因素的数量之间的差距,确定宠物虚拟角色是否处于亲和状态。
示例性的,战斗地图的天气为晴天,战斗地图的地表形态为地砖;宠物虚拟角色喜爱晴天,宠物虚拟角色不喜爱且不厌恶地砖,则确定宠物虚拟角色在两个环境因素中喜爱的环境因素(1个)多于厌恶的环境因素(0个)。
在一个实施例中,战斗地图对应有第一环境因素和第二环境因素。S1可进一步细分为下述S1-1和S1-2。
S1-1,在宠物虚拟角色同时喜爱第一环境因素和第二环境因素的情况下,战斗地图对应的场景画面还显示有用于表征宠物虚拟角色处于第一亲和状态的第一亲和特效;
示例性的,战斗地图的天气为晴天,战斗地图的地表形态为草地,宠物虚拟角色同时喜爱晴天和草地,则宠物虚拟角色处于第一亲和状态,用户界面将显示第一亲和特效。示意性的,图6示出的笑脸即为第一亲和特效,图6示出的宠物虚拟角色601处于第一亲和状态。
可选地,第一环境因素为天气状况或昼夜情况,第二环境因素为地表形态;或者,第一环境因素为地表形态,第二环境因素为天气状况或昼夜情况。
在一个实施例中,在宠物虚拟角色喜爱天气状况的情况下,第一环境因素为昼夜情况,第二环境因素为地表形态;在宠物虚拟角色厌恶天气状况的情况下,第一环境因素为天气状况,第二环境因素为地表形态。
示意性的,战斗地图的环境因素为晴天、白天和草地,宠物虚拟角色喜爱晴天,则再确 定宠物虚拟角色喜爱白天,则确定宠物虚拟角色同时喜爱第一环境因素和第二环境因素。
S1-2,在宠物虚拟角色喜爱第一环境因素且不厌恶第二环境因素的情况下,战斗地图对应的场景画面还显示有用于表征宠物虚拟角色处于第二亲和状态的第二亲和特效;
示例性的,战斗地图的天气为晴天,战斗地图的地表形态为地砖,宠物虚拟角色喜爱晴天,但是不厌恶地砖,则宠物虚拟角色处于第二亲和状态,用户界面将显示第二亲和特效。示意性的,图7示出的笑脸即为第二亲和特效,图7示出的宠物虚拟角色701处于第二亲和状态,对比图6和图7,可以看出图6的笑脸比图7的笑脸更加灿烂,也即第一亲和状态的亲和程度大于第二亲和状态的亲和程度。
可选地,第一亲和状态优于第二亲和状态,也即,在宠物虚拟角色处于第一亲和状态时虚拟技能的释放效果,优于,在宠物虚拟角色处于第而亲和状态时同一虚拟技能的释放效果。
可选地,第一环境因素为天气状况或昼夜情况,第二环境因素为地表形态;或者,第一环境因素为地表形态,第二环境因素为天气状况或昼夜情况。
在一个实施例中,在宠物虚拟角色喜爱天气状况的情况下,第一环境因素为昼夜情况,第二环境因素为地表形态;在宠物虚拟角色厌恶天气状况的情况下,第一环境因素为天气状况,第二环境因素为地表形态。
示意性的,战斗地图的环境因素为晴天、黑夜和草地,终端先确定宠物虚拟角色喜爱晴天,则再确定宠物虚拟角色不厌恶黑夜,则确定宠物虚拟角色喜爱第一环境因素且不厌恶第二环境因素(或者宠物虚拟角色不厌恶第一环境因素且喜爱第二环境因素)。
通过设置至少两种亲和状态,细化了环境因素对虚拟技能释放效果的影响,在不引入较大计算开销的情况下,丰富了虚拟技能的使用方法,有助于提升游戏的可玩性。
S2,在至少两个环境因素中宠物虚拟角色喜爱的环境因素少于厌恶的环境因素的情况下,战斗地图对应的场景画面还显示有用于表征宠物虚拟角色处于抵触状态的抵触特效;
示例性的,战斗地图的天气为雨天,战斗地图的地表形态为地砖;宠物虚拟角色厌恶雨天,且不厌恶地砖,则确定宠物虚拟角色在两个环境因素中喜爱的环境因素(0个)少于厌恶的环境因素(1个)。
在一个实施例中,战斗地图对应有第一环境因素和第二环境因素。S2可进一步细分为下述S2-1和S2-2。
S2-1,在宠物虚拟角色同时厌恶第一环境因素和第二环境因素的情况下,战斗地图对应的场景画面还显示有用于表征宠物虚拟角色处于第一抵触状态的第一抵触特效;
可选地,宠物虚拟角色处于第一抵触状态时,虚拟技能的技能强度、技能效果发生变化,例如,虚拟技能的技能强度弱于虚拟技能的原始技能强度,原始技能强度是指虚拟技能在不受环境因素影响时的技能强度。
示例性的,战斗地图的天气为雨天,战斗地图的地表形态为沙地,宠物虚拟角色同时厌恶雨天和沙地,则宠物虚拟角色处于第一抵触状态,用户界面将显示第一抵触特效。示意性的,图8示出的哭脸即为第一抵触特效,图8示出的宠物虚拟角色801处于第一抵触状态。
可选的,第一环境因素为天气状况或昼夜情况,第二环境因素为地表形态;或者,第一环境因素为地表形态,第二环境因素为天气状况或昼夜情况。
在一个实施例中,在宠物虚拟角色喜爱天气状况的情况下,第一环境因素为昼夜情况,第二环境因素为地表形态;在宠物虚拟角色厌恶天气状况的情况下,第一环境因素为天气状况,第二环境因素为地表形态。
示意性的,战斗地图的环境因素为雨天、白天和沙地,宠物虚拟角色厌恶雨天,则再确定宠物虚拟角色厌恶沙地,则确定宠物虚拟角色同时厌恶第一环境因素和第二环境因素。
S2-2,在宠物虚拟角色厌恶第一环境因素且不喜爱第二环境因素的情况下,战斗地图对应的场景画面还显示有用于表征宠物虚拟角色处于第二抵触状态的第二抵触特效。
可选地,第二抵触状态对虚拟技能的释放效果的削弱能力,低于,第一抵触状态对虚拟 技能的释放效果的削弱能力,例如,某个虚拟技能的原始技能强度为10,宠物虚拟角色处于第一抵触状态时,该虚拟技能的技能强度为5;宠物虚拟角色处于第二抵触状态时,该虚拟技能的技能强度为7.5。示例性的,战斗地图的天气为雨天,战斗地图的地表形态为地砖,宠物虚拟角色厌恶雨天,宠物虚拟角色不喜爱地砖,则宠物虚拟角色处于第二抵触状态,用户界面将显示第二抵触特效。示意性的,图9示出的哭脸即为第二抵触特效,图9示出的宠物虚拟角色901处于第二抵触状态,对比图8和图9,可以看出图8的哭脸比图9的哭脸更加阴郁,也即第一抵触状态的抵触程度大于第二抵触状态的抵触程度。
可选的,第一环境因素为天气状况或昼夜情况,第二环境因素为地表形态;或者,第一环境因素为地表形态,第二环境因素为天气状况或昼夜情况。
在一个实施例中,在宠物虚拟角色喜爱天气状况的情况下,第一环境因素为昼夜情况,第二环境因素为地表形态;在宠物虚拟角色厌恶天气状况的情况下,第一环境因素为天气状况,第二环境因素为地表形态。
示意性的,战斗地图的环境因素为白天、黑夜和沙地,宠物虚拟角色喜爱白天、则再确定宠物虚拟角色不喜爱黑夜,宠物虚拟角色厌恶沙地,则确定宠物虚拟角色厌恶第一环境因素且不喜爱第二环境因素(或者宠物虚拟角色不喜爱第一环境因素且厌恶第二环境因素)。
综上所述,通过设置虚拟技能的技能强度和/或技能效果与宠物虚拟角色对战斗地图的情绪状态相关联,考虑宠物虚拟角色对战斗地图的情绪状态,当宠物虚拟角色亲和战斗地图时,使其释放的虚拟技能具有更大的威力。
并且,上述方法还将世界地图与战斗地图划分为多个地块,部分地图(世界地图中的)的地块与战斗地图的地块一一对应,地块上的环境因素也一一对应,不同环境因素的地块将对技能产生不同的影响。因此,上述方法进一步丰富了世界地图与战斗地图的联系,以及世界地图与回合制对战的联系。从地块的环境因素的维度影响技能的威力,可细分为根据宠物虚拟角色所处的地块、敌方虚拟角色所处的地块影响技能的威力,进一步提高了游戏的策略性。
基于图4所示的可选实施例,步骤460中涉及到的“虚拟技能的技能强度、技能效果和视觉效果中的至少一种与战斗地图的环境因素相关联”,可以进一步细分为:虚拟技能的视觉效果是根据战斗地图的环境因素与宠物虚拟角色具有的基础虚拟技能的属性融合得到的。也即,终端对战斗地图的环境因素和宠物虚拟角色具有的基础虚拟技能的属性进行叠加,确定虚拟技能的视觉效果。
在一些实施例中,基础虚拟技能是指未受到环境因素影响时的虚拟技能。基础虚拟技能的属性用于表征初始虚拟技能的释放效果。
例如,战斗地图为火系环境(地表形态为火焰),宠物虚拟角色具有的基础虚拟技能为风系技能,则在火系环境下宠物虚拟角色将释放融合风属性与火属性的虚拟技能“火焰龙卷风”。例如,战斗地图为水系环境(地表形态为水流),宠物虚拟角色具有的基础虚拟技能为光系技能,则在水系环境下宠物虚拟角色将释放融合光属性与水属性后的虚拟技能,融合后的虚拟技能具有“波光粼粼”的视觉效果。
在一个实施例中,战斗地图包括至少两个地块。虚拟技能的视觉效果是根据宠物虚拟角色的所处地块的环境因素与宠物虚拟角色具有的虚拟技能的属性融合得到的;和/或,虚拟技能的视觉效果是根据敌方虚拟角色的所处地块的环境因素与宠物虚拟角色具有的虚拟技能的属性融合得到的,敌方虚拟角色是虚拟技能的目标虚拟角色。
例如,宠物虚拟角色所处的地块为火系地块(地表形态为火焰),宠物虚拟角色具有的基础虚拟技能为风系技能,则宠物虚拟角色释放的技能表现为“火焰龙卷风”。
又例如,宠物虚拟角色所处的地块正在下雨(天气状况为雨天),宠物虚拟角色具有的基础虚拟技能为水系技能,则宠物虚拟角色释放的技能表现为“水龙卷”。
在一个实施例中,虚拟技能的视觉效果是根据敌方虚拟角色的所处地块的环境因素与宠物虚拟角色具有的虚拟技能的属性融合得到的。
例如,敌方虚拟角色所处的地块为水系地块(地表形态为水流),宠物虚拟角色具有的基础虚拟技能为光系技能,则宠物虚拟角色释放的技能表现出“波光粼粼”的视觉效果。
又例如,敌方虚拟角色所处的地块正在刮风(天气状况为刮风),宠物虚拟角色具有的基础虚拟技能为火系技能,则宠物虚拟角色释放的技能表现为“火焰龙卷风”。
可选地,虚拟技能的视觉效果与敌方虚拟角色的所处地块的环境因素有关,还是与宠物虚拟角色的所处地块的环境因素有关,由虚拟技能的释放目的地确定。例如,若虚拟技能的释放目的地为宠物虚拟角色的所处地块,则终端确定虚拟技能的视觉效果与宠物虚拟角色的所处地块的环境因素有关;若虚拟技能的释放目的地为敌方虚拟角色的所处地块,则终端确定虚拟技能的视觉效果与敌方虚拟角色的所处地块的环境因素有关。
示意性的,图10示出了宠物虚拟角色1001具有的基础虚拟技能(光系技能)。图11示出了宠物虚拟角色1101具有的基础虚拟技能(光系技能),敌方虚拟角色所处的地块为水系地块,用户界面显示出“波光粼粼”的视觉效果。图12示出了宠物虚拟角色1201具有的基础虚拟技能(光系技能),敌方虚拟角色所处的地块为火系地块,用户界面显示出“火光四射”的视觉效果。图13示出了宠物虚拟角色1301具有的基础虚拟技能(光系技能),敌方虚拟角色所处的地块为草系地块(地表形态为草),用户界面显示出“草木生长”的视觉效果。
在一个实施例中,融合后的虚拟技能的技能强度大于基础虚拟技能的技能强度;和/或,融合后的虚拟技能的技能效果优于基础虚拟技能的技能效果。
例如,“火焰龙卷风”的技能强度大于宠物虚拟角色具有的风系技能的技能强度。“火焰龙卷风”相比于宠物虚拟角色具有的风系技能,还将额外附带灼烧效果。
又例如,“波光粼粼”的虚拟技能的技能强度大于宠物虚拟角色具有的光系技能的技能强度。“波光粼粼”的虚拟技能相比于宠物虚拟角色具有的光系技能,还将额外附带迟滞效果。
综上所述,通过设置虚拟技能的视觉效果是根据战斗地图的环境因素与宠物虚拟角色具有的基础虚拟技能的属性融合得到的,考虑到虚拟技能的属性与战斗地图的环境因素,当二者支持融合时,将得到视觉效果更华丽的虚拟技能,该技能的威力将得到提升。
并且,考虑到战斗地图包括多个地块,宠物虚拟角色与敌方虚拟角色所处的地块的环境因素可能不同。虚拟技能的视觉效果可能是根据宠物虚拟角色所处的地块的环境因素与基础虚拟技能的属性融合得到的,也可能是根据敌方虚拟角色所处的地块的环境因素与基础虚拟技能的属性融合得到的,玩家在选择释放的虚拟技能时,可以考虑己方的所处地块与敌方的所处地块,进一步增强了游戏的策略性。
基于图4所示的实施例中,战斗地图包括至少两个地块,下面将以回合制对战中的两个不同回合展开介绍,宠物虚拟角色释放虚拟技能的方式。图14示出了本申请示例性提供的回合制对战过程的流程图,图4中的步骤460可被替换为图14中的步骤462,步骤462之前还包括步骤461-1、461-2和461-3,步骤462之后还包括步骤463-1、463-2、463-3、464。
步骤461-1,获取第一地块和第三地块的环境因素;第一地块指宠物虚拟角色在第一回合的所处地块,第三地块指敌方虚拟角色在第一回合的所处地块。
在本申请提供的回合制对战过程中,宠物虚拟角色在不同回合可能处于不同地块(此处指空间位置不同),敌方虚拟角色在不同回合也可能处于不同地块。
以宠物虚拟角色进行说明,其原因包括以下中的至少一种:
·宠物虚拟角色受敌方虚拟角色的技能影响,被迫移动至不同地块;示意性的,在敌方虚拟角色的回合,敌方虚拟角色朝宠物虚拟角色释放技能,宠物虚拟角色受到该技能产生的击飞、击退等强制位移的效果,宠物虚拟角色从当前所处地块移动至另一地块。
·宠物虚拟角色受到游戏设定的影响,主动移动至不同地块;示意性的,游戏设定宠物 虚拟角色每释放完一次虚拟技能,宠物虚拟角色将从当前所处地块移动至另一地块。
·宠物虚拟角色每次释放技能前,寻找合适的地块;示意性的,在第一回合,宠物虚拟角色释放虚拟技能之前,检测当前所处地块是否适合释放技能,若不适合,宠物虚拟角色主动移动至合适地块。例如,在之前回合,宠物虚拟角色被敌方虚拟角色强制移动至地表形态为火焰的地块,宠物虚拟角色在第一回合释放技能之前,主动移动至距离最近的地表形态为草地的地块。
在一个实施例中,第一地块的环境因素包括但不限于第一地块的天气状况、昼夜情况、温度情况和地表形态。第三地块的环境因素包括但不限于第三地块的天气状况、昼夜情况、温度情况和地表形态。可选地,第一地块的环境因素与第三地块的环境因素的类型相同,例如,第三地块的环境因素包括天气状况和地表形态,则第一地块的环境因素也包括天气状况和地表形态。
步骤461-2,显示用于表征宠物虚拟角色对第一地块的情绪状态的第一情绪特效;
终端根据获取的第一地块的环境因素,在用户界面上显示宠物虚拟角色对第一地块的情绪状态的第一情绪特效。关于情绪特效的详细内容请参考上述与图5-图9相关的介绍,此处不再赘述。
可选地,情绪特效用于影响虚拟技能的技能强度和/或技能效果,若情绪特效为亲和,则虚拟技能的技能强度得到增强,技能效果得到优化;若情绪特效为抵触,则虚拟技能的技能强度得到削减,技能效果得到减弱。
需要说明的是,每次宠物虚拟角色释放虚拟技能之前,均重新获取宠物虚拟角色所处地块的环境因素,并基于该环境因素显示情绪特效。因此,在回合制对战过程中,宠物虚拟角色每回合释放的技能与宠物虚拟角色的所处地块息息相关。
步骤461-3,根据第一地块的环境因素与宠物虚拟角色具有的基础虚拟技能的属性融合得到第一虚拟技能;和/或,根据第三地块的环境因素与宠物虚拟角色具有的基础虚拟技能的属性融合得到第一虚拟技能;
第一虚拟技能指宠物虚拟角色在第一回合释放的虚拟技能。
例如,终端根据获取的第三地块的环境因素,以及宠物虚拟角色具有的基础虚拟技能的属性进行融合,得到第一虚拟技能。例如,第三地块的地表形态为草地,宠物虚拟角色具有火属性的基础虚拟技能,则融合得到的第一虚拟技能表现为“熊熊燃烧的大火”。关于技能融合的详细内容请参考上述与图10-图13相关的介绍,此处不再赘述。
可选的,融合后的虚拟技能具有与基础虚拟技能不同的视觉效果。融合后的虚拟技能的技能强度大于基础虚拟技能的技能强度;和/或,融合后的虚拟技能的技能效果优于基础虚拟技能的技能效果。
需要说明的是,每次宠物虚拟角色释放虚拟技能之前,均重新获取宠物虚拟角色所处地块的环境因素,并判断是否需要进行技能融合,若按照预先配置确定进行技能融合,则将在用户界面上显示融合后的视觉效果。因此,在回合制对战过程中,宠物虚拟角色每回合释放的技能与宠物虚拟角色的所处地块息息相关。
步骤462,控制宠物虚拟角色在第一回合释放第一虚拟技能;
结合上述宠物虚拟角色的情绪状态和技能融合,第一虚拟技能的技能强度、技能效果和视觉效果中的至少一种将受到影响。控制宠物虚拟角色在第一回合释放第一虚拟技能。
步骤463-1,获取第二地块和第四地块的环境因素;
第二地块指宠物虚拟角色在第二回合的所处地块,第四地块指敌方虚拟角色在第二回合的所处地块。在本申请中,第一回合与第二回合指的是不同的回合,第一地块与第二地块是不同的地块。不同的地块指的是,第一地块与第二地块在地理位置上不同,或者,第一地块与第二地块的环境因素不同。
在一个实施例中,第二地块的环境因素包括但不限于第二地块的天气状况、昼夜情况、 温度情况和地表形态。第四地块的环境因素包括但不限于第四地块的天气状况、昼夜情况、温度情况和地表形态。
在本申请提供的回合制对战过程中,宠物虚拟角色在不同回合可能处于不同地块(此处指环境因素不同),敌方虚拟角色在不同回合也可能处于不同地块。
以宠物虚拟角色为例,其原因包括以下中的至少一种:
·在战斗地图中,受到己方阵营的虚拟角色和/或对方阵营的虚拟角色的技能影响,地块的环境因素受到改变;
例如,敌方虚拟角色朝从属虚拟角色释放冰系技能,冰系技能将冰冻从属虚拟角色所处的水系地块(地表形态为水流),则该水系地块将变化为冰系地块(地表形态为冰),在之后的回合制对战中将维持该地块的地表形态。也即,战斗地图的环境因素与回合制对战的战斗过程中的战斗情况相关联。
·在世界地图中,地块的环境因素发生改变,则战斗地图中对应的地块的环境因素也随之发生改变;
例如,在世界地图中,天气状况由原来的晴天变为雨天,则战斗地图中天气状况也由晴天变为雨天。也即,战斗地图的环境因素与世界地图的环境因素相关联。
通过将环境因素与回合制对战的战斗过程中的战斗情况相关联,在回合制对战过程中,环境因素随着宠物虚拟角色释放的虚拟技能发生变化,有助于提升回合制对战玩法的丰富性。而且,通过回合制对战的战斗情况调整环境因素,无需服务器主动对环境因素进行调整,有助于减轻服务器的处理压力。
步骤463-2,显示用于表征宠物虚拟角色对第二地块的情绪状态的第二情绪特效;
终端根据获取的第二地块的环境因素,在用户界面上显示宠物虚拟角色对第二地块的情绪状态的第二情绪特效。关于情绪特效的详细内容请参考上述与图5-图9相关的介绍,此处不再赘述。
可选的,情绪特效用于影响虚拟技能的技能强度和/或技能效果,若情绪特效为亲和,则虚拟技能的技能强度得到增强,技能效果得到优化;若情绪特效为抵触,则虚拟技能的技能强度得到削减,技能效果得到减弱。
通过显示情绪状态对应的情绪特效,对宠物虚拟角色的情绪状态进行可视化,使得情绪状态的表达更加直观。
需要说明的是,每次宠物虚拟角色释放虚拟技能之前,均重新获取宠物虚拟角色所处地块的环境因素,并基于该环境因素显示情绪特效。因此,在回合制对战过程中,宠物虚拟角色每回合释放的技能与宠物虚拟角色的所处地块息息相关。
步骤463-3,根据第二地块的环境因素与宠物虚拟角色具有的虚拟技能的属性融合得到第二虚拟技能;和/或,根据第四地块的环境因素与宠物虚拟角色具有的虚拟技能的属性融合得到第二虚拟技能;
第二虚拟技能指宠物虚拟角色在第二回合释放的虚拟技能。
例如,终端根据获取的第四地块的环境因素,以及宠物虚拟角色具有的基础虚拟技能的属性进行融合,得到第二虚拟技能。关于技能融合的详细内容请参考上述与图10-图13相关的介绍,此处不再赘述。
可选的,融合后的虚拟技能具有与基础虚拟技能不同的视觉效果。融合后的虚拟技能的技能强度大于基础虚拟技能的技能强度;和/或,融合后的虚拟技能的技能效果优于基础虚拟技能的技能效果。
需要说明的是,每次宠物虚拟角色释放虚拟技能之前,均重新获取宠物虚拟角色所处地块的环境因素,并判断是否需要进行技能融合,若按照预先配置确定进行技能融合,则将在用户界面上显示融合后的视觉效果。因此,在回合制对战过程中,宠物虚拟角色每回合释放的技能与宠物虚拟角色的所处地块息息相关。
步骤464,控制宠物虚拟角色在第二回合释放第二虚拟技能。
结合上述宠物虚拟角色的情绪状态和技能融合,第二虚拟技能的技能强度、技能效果和视觉效果中的至少一种将受到影响。控制宠物虚拟角色在第二回合释放第二虚拟技能。
综上所述,通过设置世界地图的地块与战斗地图的地块是一一对应的,战斗地图内的地块的环境因素会随着世界地图的地块的环境因素变化而随之变化,战斗地图内的地块的环境因素会随着回合制对战的对战情况而发生变化,变化后的地块对宠物虚拟角色的技能产生的影响(技能强度/技能效果/视觉效果)也将发生变化,进而提高了游戏的策略性。
图15示出了本申请一个示例性实施例提供的基于回合制对战的界面显示方法的流程图,以该方法由图3所示的终端(或支持虚拟环境的应用程序)执行进行举例说明,该方法包括:
步骤1501,进入战斗;
战斗发起后,终端会在发起位置最近的合适位置选择出战场,可选的,战场为半径等于10的圆形区域。可选的,战场包括多个地块,地块为0.5*0.5的矩形块。选择完战场后,终端将检测战场的地表形态、天气状况和昼夜情况等,记录为战场的信息。
步骤1502,获取战场内地块的环境因素;
环境因素包括两部分。第一部分是地块材质,获取双方虚拟角色所处坐标范围对应的地块的地块材质,通过此材质,在策划配置表中,匹配对应的环境枚举;例如,策划配置表中配置有火焰材质、水流材质、冰材质、草地材质、地砖材质等等,匹配得到宠物虚拟角色处于草地材质、敌方虚拟角色处于水流材质。
第二部分是TOD环境,获取双方虚拟角色所处坐标范围对应的地块的天气状况和昼夜情况的组合,在策划配置表中,匹配对应的环境枚举;例如,策划配置表中配置有晴天白天、晴天夜晚、雨天白天、雨天夜晚、刮风白天、刮风夜晚等配置,匹配得到双方虚拟角色均处于晴天白天。
步骤1503,开始战斗;
确定宠物虚拟角色与敌方虚拟角色开始战斗。
步骤1504,判断宠物虚拟角色对两种环境因素的情绪状态;
在上述步骤1502中已获取到两种环境因素(地块材质+天气状况和昼夜情况的组合),执行判断宠物虚拟角色对两种环境因素的情绪状态的步骤。
步骤1505-1,确定宠物虚拟角色对两种环境因素都厌恶;
在宠物虚拟角色对所处地块的两种环境因素都厌恶的情况下,执行步骤1505-2。
步骤1505-2,确定宠物虚拟角色对所处地块产生强力抵触(技能威力-50%);
确定宠物虚拟角色对所处地块产生强力抵触,并减弱宠物虚拟角色的技能的技能威力50%。
步骤1506-1,确定宠物虚拟角色厌恶一种环境因素,对另一种环境因素不喜爱且不厌恶;
在宠物虚拟角色厌恶所处地块的一种环境因素,对另一种环境因素不喜爱且不厌恶的情况下,执行步骤1506-2。
步骤1506-2,确定宠物虚拟角色对所处地块产生较弱抵触(技能威力-25%);
确定宠物虚拟角色对所处地块产生较弱抵触,并减弱宠物虚拟角色的技能的技能威力25%。
步骤1507-1,确定宠物虚拟角色厌恶一种环境,喜爱另一种环境;
在宠物虚拟角色厌恶所处地块的一种环境,喜爱另一种环境的情况下,执行步骤1507-2。
步骤1507-2,确定无效果;
确定宠物虚拟角色对所处地块无感觉,并且宠物虚拟角色的技能的技能威力不会发生变化。
步骤1508-1,确定宠物虚拟角色喜爱一种环境,对另一种环境不喜爱且不厌恶;
在宠物虚拟角色喜爱一种环境,对另一种环境不喜爱且不厌恶的情况下,执行步骤1508-2。
步骤1508-2,确定宠物虚拟角色对所处地块产生较弱亲和(技能威力+25%);
确定宠物虚拟角色对所处地块产生较弱亲和,并增强虚拟角色的技能的技能威力25%。
步骤1509-1,确定宠物虚拟角色对两种环境因素都喜爱;
在宠物虚拟角色对两种环境因素都喜爱的情况下,执行步骤1509-2。
步骤1509-2,确定宠物虚拟角色对所处地块产生强力亲和(技能威力+50%);
确定宠物虚拟角色对所处地块产生较强亲和,并增强虚拟角色的技能的技能威力50%。
步骤1510,确定释放技能;
确定宠物虚拟角色将释放虚拟技能。
步骤1511,是否存在可以融合的环境因素;
终端判断宠物虚拟角色的所处地块和敌方虚拟角色的所处地块是否存在可以融合的环境因素,若是则执行步骤1512,若否则执行步骤1513。
步骤1512,确定释放技能形态变化后的技能;
终端根据判断出的可以融合的环境因素,结合宠物虚拟角色的常规技能进行技能融合,确定将释放技能形态变化后的技能。
步骤1513,确定释放常规技能;
终端判断出不存在可以融合的环境因素,则确定宠物虚拟角色释放常规技能。
步骤1514,释放最终技能。
控制宠物虚拟角色释放最终技能。
综上所述,通过设置用于回合制对战的战斗地图与世界地图共用同一份地图数据,使得当由世界场景切换为战斗场景时,消除了二者之间的割裂感。
并且,虚拟技能的技能强度、技能效果和视觉效果中的至少一种与环境因素相关联,增强了游戏的策略性。增加了战前选点的维度,玩家在进入回合制对战之前,可选择有利于己方的战场(和/或不利于对方的战场),宠物虚拟角色在选择出的战场中能释放威力更强、视觉效果更华丽的技能。
接下来将介绍基于回合制对战的界面显示方法的技术侧的相关内容。
图16示出了本申请一个示例性实施例提供的基于回合制对战的界面显示方法的流程图,图16所示的方法实施例的执行主体可以是图3所示的终端(或支持虚拟环境的应用程序),该方法可以包括如下几个步骤(步骤1601~步骤1605):
步骤1601,对战控制进程在检测到回合制对战的参与方发起对战行为的情况下,向第一服务器发送对战行为的发起请求。
在本申请实施例中,对战控制进程是一种用于处理与战斗场景相关联内容的进程。示例性地,对战控制进程可以实现上述对战过程的渲染,如对战过程中宠物虚拟角色和敌方单位的行为进行渲染。
回合制对战的参与方可以是指上述宠物虚拟角色,也可以是指宠物虚拟角色的敌方单位。对战行为可以是指参与方响应于玩家的对战控制操作,所要执行的战斗行为,诸如释放技能、普通攻击、逃跑、使用虚拟道具、防守等行为。对战行为也可以是指人工智能控制参与方所要执行的战斗行为,本申请实施例对此不作限定。
第一服务器为应用程序的后台服务器,其与对战控制进程对应。第一服务器可以通过执行对战处理逻辑,处理玩家在战斗场景中所产生的控制信号,以实现上述对战过程的推进。第一服务器还可用于处理对战行为的发起请求。示例性地,第一服务器可以通过执行对战行为处理逻辑,对对战行为进行逻辑处理,生成对战渲染信息,已进行对战行为的渲染显示。第一服务器与上述实施例介绍相同,这里不再赘述。
对战行为的发起请求用于请求发起对战行为的渲染,以及获取对战行为渲染所需的信息,即对战渲染信息。该发起请求中可以包括有对战行为的标识信息,诸如技能的标识信息、虚拟道具的标识信息等。
可选地,在主控虚拟角色遇到敌方单位时,玩家可以选择开启回合制对战。在一个示例中,回合制对战开启过程中,回合制对战的对战画面显示过程可以如下:
1、在进入回合制对战的情况下,场景控制进程获取回合制对战的参与方对应的基础信息和战斗场景对应的环境信息,以及向第二服务器发送基础信息和环境信息。
在本申请实施例中,场景控制进程是一种用于处理与世界场景相关联内容的进程。示例性地,场景控制进程可以实现主控虚拟角色在世界场景中活动的渲染。其中,场景控制进程与对战控制进程是两种相互独立的不同进程。
上述基础信息可以是指对战中所需要的角色信息,诸如参与方的生命值、等级、属性、技能、敌方单位的属性、技能等信息。示例性地,上述基础信息可以包括主控虚拟角色的等级和生命值,主控虚拟角色所使用的宠物虚拟角色的属性和技能、敌方单位的属性、技能等信息。
战斗场景对应的环境信息可以是指战斗地图所对应的环境信息,诸如地块信息、时间信息、天气信息等。可选地,在首回合对战中,可以根据该环境信息确定宠物虚拟角色与战斗场景之间的环境亲和度,以确定首回合对战中,宠物虚拟角色的技能的最终增益或减益效果。
第二服务器为目标应用程序的后台服务器,其与场景控制进程对应。第二服务器可以通过执行场景处理逻辑,处理玩家在世界场景中所产生的控制信号,以实现主控虚拟角色在世界场景中活动的推进与渲染。第二服务器与上述实施例介绍相同,这里不再赘述。
第二服务器在接收到基础信息和环境信息之后,将基础信息和环境信息发送至第一服务器。
2、对战控制进程接收来自第一服务器的回合制对战的对战画面;其中,回合制对战的对战画面是第一服务器根据第二服务器发送的基础信息和环境信息生成的。
对战画面可以是指宠物虚拟角色与敌方单位在战斗场景中对战的画面。第一服务器可以通过执行对战行为处理逻辑,基于来自第二服务器的基础信息和环境信息,生成对战画面(或对战画面渲染信息),并将其下发至对战控制进程。
3、对战控制进程显示回合制对战的对战画面。
可选地,对战控制进程可以直接在用户界面中显示对战画面,或者根据对战画面渲染信息进行对战画面的渲染,本申请实施例对此不作限定。
步骤1602,对战控制进程接收来自第一服务器的对战渲染信息;其中,对战渲染信息用于对对战行为进行渲染。
对战渲染信息可以是指在时间维度上的一系列与对战行为相关的行为控制参数,根据这些行为控制参数,可以控制宠物虚拟角色完成一套动作或表演。示例性地,在对战行为对释放技能的情况下,对战控制进程根据该对战渲染信息,控制宠物虚拟角色完成一套技能释放动作,从而完成技能释放的渲染。
步骤1603,场景控制进程接收来自第二服务器的光环渲染信息;其中,光环渲染信息是第二服务根据第一服务器发送的光环信息生成的,光环信息用于指示对战行为所触发的光环,光环对回合制对战的战斗场景中的元素产生影响。
光环渲染信息可以是指在时间维度上的一系列与光环相关的元素控制参数,根据这些元素控制参数,可以控制一些元素(如火元素)完成对环境(如地块)的影响。示例性地,在光环为火焰光环的情况下,根据对应的光环渲染信息,可以渲染得到火元素将地块从草属性转换为火属性这一转换过程。
可选地,第二服务器中运行有光环处理逻辑,通过对光环信息(如光环的标识信息)所指示的光环进行逻辑处理,即可得到该光环对应的光环渲染信息。第二服务器在生成光环渲 染信息后,将光环渲染信息发送至场景控制进程。
在一个示例中,第一服务器在确定对战行为触发光环的情况下,向第二服服务器发送光环信息。在确定对战行为不能触发光环的情况下,只对对战行为进行逻辑处理,确定诸如造成的伤害、添加的Buff、产生的位移等信息,以生成对战渲染信息。
可选地,第一服务器还对应维护有对战行为与光环之间的关系表格,可以通过查询该关系表格,确定对战行为是否能够触发光环。在触发光环的情况下,还可以根据该关系表格确定该光环的光环信息。
步骤1604,场景控制进程向对战控制进程发送光环渲染信息。
场景控制进程在接收到光环渲染信息之后,可以先缓存该光环渲染信息,在缓存好光环渲染信息之后,再将光环渲染信息发送至对战控制进程。如此可以使得对战控制进程先获取对战渲染信息,再获取光环渲染信息,以依次实现对战行为和光环的渲染(避免没有征兆地先对光环进行渲染),使得对战行为和光环之间衔接的更加自然顺滑。
步骤1605,对战控制进程在根据对战渲染信息对对战行为进行渲染的过程中,根据光环渲染信息对光环进行渲染。
在收到对战渲染信息和光环渲染信息的情况下,对战控制进程在根据对战渲染信息对对战行为进行渲染的过程中,根据光环渲染信息对光环进行渲染。在仅收到光环渲染信息的情况下,对战控制进程不再进行光环的渲染。
在一个示例中,对战控制进程和场景控制进程共用一个光环渲染接口。在回合制战斗(即战斗场景)中,对战控制进程调用该光环渲染接口,根据光环渲染信息进行光环的渲染。在回合制对战结束之后,场景控制进程替换对战控制进程调用该光环渲染接口,完成光环的衔接渲染。
示例性地,场景控制进程根据缓存的光环渲染信息对光环进行渲染。例如,在回合制对战结束之后,场景控制进程调用光环渲染接口,根据缓存的光环渲染信息,渲染显示回合制对战对应的剩余光环,该剩余光环是指综合所有的光环渲染信息,得到的还需在虚拟世界中显示的光环(例如,回合制对战中,有的光环被取消渲染)。
或者,在对战控制进程进行光环渲染的过程中,场景控制进程同时根据缓存的光环渲染信息,进行光环的统计,动态更新回合制对战对应的剩余光环,以在回合制对战结束之后,无缝衔接渲染显示回合制对战对应的剩余光环。
可选地,在回合制对战结束之后,对战控制侧会将回合制对战的结算数据一次性同步至场景控制侧。示例性地,在回合制对战结束之后,第一服务器会将回合制战斗中的生命值消耗情况、经验值获取情况、虚拟资源耗损情况等结算数据一次性同步至第二服务器。
在一个示例中,可以通过对战行为对应的对战渲染标签来指示光环的显示时机和显示位置。该对战渲染标签可以包括回合制对战的标识信息、对战行为的标识信息、光环的标识信息、光环对应的位置(如地块、受影响角色等)、对战行为的渲染细节等。该过程具体可以包括如下内容:
1、场景控制进程接收来自第二服务器的对战渲染标签;其中,对战渲染标签是第一服务器在对战行为满足触发光环的情况下,根据对战行为生成的。
第一服务器在确定对战行为触发光环的情况下,生成对战行为的对战渲染标签,然后根据战渲染信息和光环信息生成调用请求,并通过RPC(Remote Procedure Call,远程过程调用)的方式,将调用请求发送至第二服务器,第二服务器再将对战渲染标签发送至场景控制进程。
2、场景控制进程向对战控制进程发送对战渲染标签。
场景控制进程在接收到来自第二服务器的对战渲染标签和光环渲染信息之后,将战渲染标签和光环渲染信息一起发送至对战控制进程。
3、对战控制进程根据对战渲染标签所指示的显示时机和显示位置,在根据对战渲染信息对对战行为进行渲染的过程中,根据光环渲染信息对光环进行渲染。
示例性地,对战控制进程根据战渲染标签中的对战行为的渲染细节和光环对应的位置,确定出光环的显示时机和显示位置,并在渲染显示对战行为的过程中,在到达显示时机的情况下,在显示位置(如目标地块)处渲染显示光环。例如,在触发光环的技能的释放过程渲染完成之后,进行该光环的渲染,以实现两者渲染的自然衔接。
示例性地,以光环影响虚拟世界中的地块为例。
在地块的初始类型为草类型的情况下,地块的类型在火类型的光环的影响下变换为火类型,也即渲染显示地块上的草燃烧的画面;或者,在地块的初始类型为水类型的情况下,地块的类型在冰类型的光环的影响下变换为冰类型,也即渲染显示地块上的水结冰的画面;或者,在地块的初始类型为土类型的情况下,地块的类型在草类型的光环的影响下变换为草类型,也即渲染显示地块上的生长草的画面,本申请实施例对此不作限定。
在本申请实施例中,宠物虚拟角色作为攻击方时,可能会产生主动位移。宠物虚拟角色作为受击方时,可能会产生被动位移,在受到技能攻击时,会有被击退的位移过程。随着宠物虚拟角色的位置发生变化,其所处的环境(包括所处地块的环境、天气的环境)也有可能发生变化,从而对宠物虚拟角色后续回合的战斗产生影响。因此,在每一回合对战中,需要重新确定宠物虚拟角色与虚拟世界之间的环境亲和度(简称亲和度,即上述亲和效果),其具体可以包括如下内容。
1、对战控制进程向第一服务器发送对战行为的渲染结束通知。
可选地,在完成对战行为和光环的渲染之后,对战控制进程向第一服务器发送对战行为的渲染结束通知。该渲染结束通知用于向第一服务器告知对战行为和光环完成渲染。
第一服务器在接收到渲染结束通知之后,生成更新环境信息的获取请求,并将该获取请求发送至第二服务器,以获取更新环境信息,第一服务器在获取更新环境信息之后,根据更新环境信息确定参与方与更新环境信息之间的亲和度,该亲和度影响参与方的技能强度。其中,获取请求用于请求获取更新环境信息,该获取请求中可以包括对战行为对应的标识信息、光环所影响的地块信息等,更新环境信息是指战斗场景经过光环影响后的环境信息,诸如经过光环影响后的地块的属性。第一服务器根据光环信息可以获取该光环对应的更新环境信息。
2、对战控制进程接收来自第一服务器的亲和度渲染动画;其中,亲和度渲染动画是第一服务器根据第二服务器发送的更新环境信息生成的,更新环境信息是指战斗场景经过光环影响后的环境信息,亲和度渲染动画用于指示参与方与更新环境信息之间的亲和度,亲和度影响参与方的技能强度。
在本申请实施例中,环境信息可以包括天气信息、地块信息和时间信息。第一服务器可以结合环境信息和参与方的属性,确定参与方与环境之间的亲和度。示例性地,可以选获取参与方对应的天气势能和地块势能,再根据天气势能和地块势能,结合参与方的属性信息,确定参与方与环境之间的亲和度。其中,天气势能可以是根据天气信息和时间信息来确定。例如,夜晚的晴天会给予“鬼”势能,而上午的晴天会给予“光”势能。地块势能是由参与方所处的地块的类型决定的。例如,草属性的地块具有“草”势能。
可选地,参与方对环境的厌恶和喜欢程度包括如下几个不同等级:强亲和、弱亲和、无感、弱抵触、强抵触。
如果参与方的属性与天气势能和地块势能均相适配(即参与方对地块和天气均喜欢),则获得强力亲和效果,亲和度加2;如果参与方的属性仅与天气势能和地块势能中的一个相适配,与另一个不抵触(即参与方只喜欢1个,另一个不厌恶),则获得较弱亲和效果,亲和度加1;如果参与方的属性仅与天气势能和地块势能中的一个相适配,与另一个相抵触(即参与方只喜欢1个,厌恶另一个),则不会获得任何效果,亲和度加0;如果参与方的属性与天气势能和地块势能中的一个相抵触,与另一个不适配(即参与方只厌恶1个,不喜欢另一个),则获得较弱抵触效果,亲和度减1;如果参与方的属性与天气势能和地块势能均相抵触(即参与方对地块和天气均厌恶),则获得强抵触效果,亲和度减2。
如果参与方对应的亲和度为正,则视为触发了参与方的环境亲和,对参与方的对战行为进行增益,如增加技能的范围、技能的攻击力、技能的攻击效果等。如果参与方对应的亲和度为负,则视为参与方对环境抵触,对参与方的对战行为进行减益,如降低技能的范围、技能的攻击力、技能的攻击效果等。如果参与方对应的亲和度为0,则不对参与方的对战行为的影响能力进行调整。
第一服务器采用与上述相同的方法,即可获取参与方与更新环境信息之间的亲和度,进而根据亲和度,生成亲和度渲染动画。可选地,不同的亲和度对应不同的亲和度渲染动画。例如,强亲和对应的亲和度渲染动画为大笑脸,弱亲和对应的亲和度渲染动画为微笑脸,强抵触对应的亲和度渲染动画为愤怒脸。亲和度渲染动画可以为图标、动态图标、动画等,本申请实施例对此不作限定。
第一服务器将生成的亲和度渲染动画下发给对战控制进程。
3、对战控制进程显示亲和度渲染动画。
对战控制进程在接收到亲和度渲染动画之后,可以在参与方的附近位置显示该亲和度渲染动画。
综上所述,本申请实施例提供的技术方案,通过对战控制进程和第一服务器支持对战行为处理逻辑的实现,以获取对战渲染信息,通过场景控制进程和第二服务器支持光环处理逻辑的实现,以获取光环渲染信息,而无需在对战控制侧和场景控制侧均维护一份对战行为处理逻辑和光环处理逻辑,以及仅需在场景控制侧维护一份场景信息,从而降低了回合制对战在业务逻辑和数据维护上的冗余,进而降低了维护开销。
另外,通过支持不同的进程执行光环处理逻辑和对战行为处理逻辑,可以使得光环处理逻辑和对战行为处理逻辑之间解耦合,从而提高了业务逻辑的独立性,进而降低了回合制对战的维护和扩展难度。同时,由于原属于第一服务器或第二服务器的底层代码,无需兼容第一服务器或第二服务器,从而降低了代码开发难度。
另外,在回合制对战中,通过支持第一服务器向第二服务器调用光环渲染信息,场景控制进程向对战控制进程提供光环渲染信息,实现了对战控制侧和场景控制侧之间的信息交互,从而使得对战控制侧和场景控制侧之间能够表现一致,提高了战控制侧和场景控制侧之间的融合度。
另外,通过对战渲染标签进行光环的显示位置和显示时机的指示,不仅可以减少数据的传输量,还可以使得对战行为的渲染和光环的渲染实现自然顺滑衔接,从而降低了每次交互过程中的数据传输量,以及提高了战斗的渲染效果,以及战斗控制侧和场景控制侧在光环渲染方面的同步,进一步提高了世界场景和战斗场景之间的融合性。
图17示出了本申请一个示例性实施例提供的基于回合制对战的界面显示装置的结构框图,该装置包括:
显示模块1701,用于显示位于世界地图中的主控虚拟角色对应的场景画面。
显示模块1701,还用于响应于回合制对战的触发事件,显示位于战斗地图中的宠物虚拟角色对应的场景画面,宠物虚拟角色是主控虚拟角色释放的虚拟角色,战斗地图是世界地图中的部分地图。
控制模块1702,用于控制宠物虚拟角色在战斗地图上释放虚拟技能,虚拟技能的技能强度、技能效果和视觉效果中的至少一种与战斗地图的环境因素相关联。
在一个可选的实施例中,虚拟技能的技能强度和技能效果中的至少一个与宠物虚拟角色对战斗地图的情绪状态相关联。
在一个可选的实施例中,战斗地图对应有至少两个环境因素,所述至少两个环境因素的类型不同;在至少两个环境因素中宠物虚拟角色喜爱的环境因素多于厌恶的环境因素的情况下,战斗地图对应的场景画面还显示有用于表征宠物虚拟角色处于亲和状态的亲和特效;在 至少两个环境因素中宠物虚拟角色喜爱的环境因素少于厌恶的环境因素的情况下,战斗地图对应的场景画面还显示有用于表征宠物虚拟角色处于抵触状态的抵触特效;其中,亲和状态对应的技能强度高于抵触状态对应的技能强度,亲和状态对应的技能效果优于抵触状态对应的技能效果。
在一个可选的实施例中,至少两个环境因素包括第一环境因素和第二环境因素;在宠物虚拟角色同时喜爱第一环境因素和第二环境因素的情况下,战斗地图对应的场景画面还显示有用于表征宠物虚拟角色处于第一亲和状态的第一亲和特效;在宠物虚拟角色喜爱第一环境因素且不厌恶第二环境因素的情况下,战斗地图对应的场景画面还显示有用于表征宠物虚拟角色处于第二亲和状态的第二亲和特效;其中,第一亲和状态的亲和程度大于第二亲和状态的亲和程度,第一亲和状态对应的技能强度高于第二亲和状态对应的技能强度,第一亲和状态对应的技能效果优于第二亲和状态对应的技能效果。
在一个可选的实施例中,至少两个环境因素包括第一环境因素和第二环境因素;在宠物虚拟角色同时厌恶第一环境因素和第二环境因素的情况下,战斗地图对应的场景画面还显示有用于表征宠物虚拟角色处于第一抵触状态的第一抵触特效;在宠物虚拟角色厌恶第一环境因素且不喜爱第二环境因素的情况下,战斗地图对应的场景画面还显示有用于表征宠物虚拟角色处于第二抵触状态的第二抵触特效;其中,第一抵触状态的抵触程度大于第二抵触状态的抵触程度,第一抵触状态对应的技能强度低于第二抵触状态对应的技能强度;第一抵触状态对应的技能效果弱于第二抵触状态对应的技能效果。
在一个可选的实施例中,第一环境因素为天气状况或昼夜情况,第二环境因素为地表形态;或者,第一环境因素为地表形态,第二环境因素为天气状况或昼夜情况。
在一个可选的实施例中,在宠物虚拟角色喜爱天气状况的情况下,第一环境因素为昼夜情况,第二环境因素为地表形态;在宠物虚拟角色厌恶天气状况的情况下,第一环境因素为天气状况,第二环境因素为地表形态。
在一个可选的实施例中,在宠物虚拟角色喜爱天气状况的情况下,第一环境因素为地表形态,第二环境因素为昼夜情况;在宠物虚拟角色厌恶天气状况的情况下,第一环境因素为地表形态,第二环境因素为天气状况。
在一个可选的实施例中,虚拟技能的视觉效果是根据战斗地图的环境因素与宠物虚拟角色具有的基础虚拟技能的属性融合得到的。
在一个可选的实施例中,战斗地图包括至少两个地块;虚拟技能的视觉效果是根据宠物虚拟角色的所处地块的环境因素与宠物虚拟角色具有的虚拟技能的属性融合得到的;和/或,虚拟技能的视觉效果是根据敌方虚拟角色的所处地块的环境因素与宠物虚拟角色具有的虚拟技能的属性融合得到的,敌方虚拟角色是虚拟技能的目标虚拟角色。
在一个可选的实施例中,融合后的虚拟技能的技能强度大于基础虚拟技能的技能强度;和/或,融合后的虚拟技能的技能效果优于基础虚拟技能的技能效果。
在一个可选的实施例中,战斗地图包括至少两个地块;控制模块1702还用于,控制宠物虚拟角色在第一回合释放第一虚拟技能,宠物虚拟角色在第一回合处于第一地块;控制宠物虚拟角色在第二回合释放第二虚拟技能,宠物虚拟角色在第二回合处于第二地块;其中,第一回合与第二回合是不同的回合,第一地块与第二地块是不同的地块。
在一个可选的实施例中,显示模块1701还用于,显示用于表征宠物虚拟角色对所处地块的情绪状态的第一情绪特效;显示用于表征宠物虚拟角色对所处地块的情绪状态的第二情绪特效。
在一个可选的实施例中,控制模块1702还用于,获取第一地块的环境因素;根据第一地块的环境因素与宠物虚拟角色具有的基础虚拟技能的属性融合得到第一虚拟技能;获取第二地块的环境因素;根据第二地块的环境因素与宠物虚拟角色具有的基础虚拟技能的属性融合得到第二虚拟技能。
在一个可选的实施例中,控制模块1702还用于,获取第三地块的环境因素;根据第一地块的环境因素与宠物虚拟角色具有的基础虚拟技能的属性融合得到第一虚拟技能;第三地块是敌方虚拟角色在第一回合所处的地块;获取第四地块的环境因素;根据第二地块的环境因素与宠物虚拟角色具有的基础虚拟技能的属性融合得到第二虚拟技能;第四地块是敌方虚拟角色在第二回合所处的地块。
在一个可选的实施例中,战斗地图的环境因素与回合制对战的战斗过程中的战斗情况相关联。
在一个可选的实施例中,显示模块1701还用于,在回合制对战结束之后,在世界地图的部分地图上显示出作战痕迹。
在一个可选的实施例中,显示模块1701还用于在回合制对战的过程中,在部分地图的环境因素发生变化的情况下,改变战斗地图的环境因素。
在一个可选的实施例中,显示模块1701还用于在部分地图的第i环境因素发生变化的情况下,改变战斗地图的第j环境因素;其中,第i环境因素是天气状况、昼夜情况和地表形态中的任意一种;第j环境因素是天气状况、昼夜情况和地表形态中的任意一种,i、j均为正整数。
在一个可选的实施例中,显示模块1701还用于在回合制对战的过程中,在战斗地图的环境因素发生变化的情况下,改变部分地图的环境因素。
在一个可选的实施例中,显示模块1701还用于在部分地图的第m环境因素发生变化的情况下,改变战斗地图的第n环境因素;其中,第m环境因素是天气状况、昼夜情况和地表形态中的任意一种;第n环境因素是天气状况、昼夜情况和地表形态中的任意一种,m、n均为正整数。
图18示出了本申请一个示例性实施例提供的终端设备1800的结构框图。该终端设备1800可以是便携式移动终端,比如:智能手机、平板电脑、MP3播放器(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)、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、笔记本电脑或台式电脑。终端设备1800还可能被称为用户设备、便携式终端、膝上型终端、台式终端等其他名称。
通常,终端设备1800包括有:处理器1801和存储器1802。
处理器1801可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1801可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field-Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1801也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1801可以集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1801还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1802可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器1802还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1802中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器1801所执行以实现本申请中方法实施例提供的基于回合制对战的界面显示方法。
本领域技术人员可以理解,图18中示出的结构并不构成对终端设备1800的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
本申请还提供一种计算机可读存储介质,所述存储介质中存储有至至少一段程序,所述 至少一段程序由处理器加载并执行以实现上述方法实施例提供的基于回合制对战的界面显示方法。
本申请提供了一种计算机程序产品,该计算机程序产品包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述方法实施例提供的基于回合制对战的界面显示方法。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成,也可以通过程序来指令相关的硬件完成,所述的程序可以存储于一种计算机可读存储介质中,上述提到的存储介质可以是只读存储器,磁盘或光盘等。
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (25)

  1. 一种基于回合制对战的界面显示方法,所述方法由终端设备执行,所述方法包括:
    显示位于世界地图中的主控虚拟角色对应的场景画面;
    响应于所述回合制对战的触发事件,显示位于战斗地图中的宠物虚拟角色对应的场景画面,所述宠物虚拟角色是所述主控虚拟角色释放的虚拟角色,所述战斗地图是所述世界地图中的部分地图;
    控制所述宠物虚拟角色在所述战斗地图上释放虚拟技能,所述虚拟技能的技能强度、技能效果和视觉效果中的至少一种与所述战斗地图的环境因素相关联。
  2. 根据权利要求1所述的方法,其中,
    所述虚拟技能的技能强度和技能效果中的至少一个,与所述宠物虚拟角色对所述战斗地图的情绪状态相关联。
  3. 根据权利要求2所述的方法,其中,所述战斗地图对应有至少两个环境因素,所述至少两个环境因素的类型不同;
    在所述至少两个环境因素中所述宠物虚拟角色喜爱的环境因素多于,所述宠物虚拟环境厌恶的环境因素的情况下,所述战斗地图对应的场景画面还显示有用于表征所述宠物虚拟角色处于亲和状态的亲和特效;
    在所述至少两个环境因素中所述宠物虚拟角色喜爱的环境因素少于,所述宠物虚拟环境厌恶的环境因素的情况下,所述战斗地图对应的场景画面还显示有用于表征所述宠物虚拟角色处于抵触状态的抵触特效;
    其中,所述亲和状态对应的技能强度高于所述抵触状态对应的技能强度,所述亲和状态对应的技能效果优于所述抵触状态对应的技能效果。
  4. 根据权利要求3所述的方法,其中,所述至少两个环境因素包括第一环境因素和第二环境因素;
    在所述宠物虚拟角色同时喜爱所述第一环境因素和所述第二环境因素的情况下,所述战斗地图对应的场景画面显示有用于表征所述宠物虚拟角色处于第一亲和状态的第一亲和特效;
    在所述宠物虚拟角色喜爱所述第一环境因素且不厌恶所述第二环境因素的情况下,所述战斗地图对应的场景画面显示有用于表征所述宠物虚拟角色处于第二亲和状态的第二亲和特效;
    其中,所述第一亲和状态的亲和程度大于所述第二亲和状态的亲和程度,所述第一亲和状态对应的技能强度高于所述第二亲和状态对应的技能强度,所述第一亲和状态对应的技能效果优于所述第二亲和状态对应的技能效果。
  5. 根据权利要求3所述的方法,其中,所述至少两个环境因素包括第一环境因素和第二环境因素;
    在所述宠物虚拟角色同时厌恶所述第一环境因素和所述第二环境因素的情况下,所述战斗地图对应的场景画面还显示有用于表征所述宠物虚拟角色处于第一抵触状态的第一抵触特效;
    在所述宠物虚拟角色厌恶所述第一环境因素且不喜爱所述第二环境因素的情况下,所述战斗地图对应的场景画面还显示有用于表征所述宠物虚拟角色处于第二抵触状态的第二抵触特效;
    其中,所述第一抵触状态的抵触程度大于所述第二抵触状态的抵触程度,所述第一抵触状态对应的技能强度低于所述第二抵触状态对应的技能强度;所述第一抵触状态对应的技能效果弱于所述第二抵触状态对应的技能效果。
  6. 根据权利要求4或5所述的方法,其中,
    所述第一环境因素为天气状况或昼夜情况,所述第二环境因素为地表形态;
    或者,
    所述第一环境因素为地表形态,所述第二环境因素为天气状况或昼夜情况。
  7. 根据权利要求6所述的方法,其中,所述第一环境因素为天气状况或昼夜情况,所述第二环境因素为地表形态,包括:
    在所述宠物虚拟角色喜爱天气状况的情况下,所述第一环境因素为昼夜情况,所述第二环境因素为地表形态;
    在所述宠物虚拟角色厌恶天气状况的情况下,所述第一环境因素为天气状况,所述第二环境因素为地表形态。
  8. 根据权利要求6所述的方法,其中,所述第一环境因素为地表形态,所述第二环境因素为天气状况或昼夜情况,包括:
    在所述宠物虚拟角色喜爱天气状况的情况下,所述第一环境因素为地表形态,所述第二环境因素为昼夜情况;
    在所述宠物虚拟角色厌恶天气状况的情况下,所述第一环境因素为地表形态,所述第二环境因素为天气状况。
  9. 根据权利要求1至5任一所述的方法,其中,
    所述虚拟技能的视觉效果是根据所述战斗地图的环境因素与所述宠物虚拟角色具有的基础虚拟技能的属性融合得到的。
  10. 根据权利要求9所述的方法,其中,所述战斗地图包括至少两个地块;
    所述虚拟技能的视觉效果是根据所述宠物虚拟角色的所处地块的环境因素与所述宠物虚拟角色具有的虚拟技能的属性融合得到的;
    和/或,
    所述虚拟技能的视觉效果是根据敌方虚拟角色的所处地块的环境因素与所述宠物虚拟角色具有的虚拟技能的属性融合得到的,所述敌方虚拟角色是所述虚拟技能的目标虚拟角色。
  11. 根据权利要求9所述的方法,其中,
    融合后的虚拟技能的技能强度大于所述基础虚拟技能的技能强度;
    和/或,
    融合后的虚拟技能的技能效果优于所述基础虚拟技能的技能效果。
  12. 根据权利要求1至5任一所述的方法,其中,所述战斗地图包括至少两个地块;
    所述控制所述宠物虚拟角色在所述战斗地图上释放虚拟技能,包括:
    控制所述宠物虚拟角色在第一回合释放第一虚拟技能,所述宠物虚拟角色在所述第一回合处于第一地块;
    所述方法还包括:控制所述宠物虚拟角色在第二回合释放第二虚拟技能,所述宠物虚拟角色在所述第二回合处于第二地块;
    其中,所述第一回合与所述第二回合是不同的回合,所述第一地块与所述第二地块是不同的地块。
  13. 根据权利要求12所述的方法,其中,所述控制所述宠物虚拟角色在第一回合释放第一虚拟技能之前,还包括:
    显示用于表征所述宠物虚拟角色对所述第一地块的情绪状态的第一情绪特效;
    所述控制所述宠物虚拟角色在第二回合释放第二虚拟技能之前,还包括:
    显示用于表征所述宠物虚拟角色对所述第二地块的情绪状态的第二情绪特效。
  14. 根据权利要求12所述的方法,其中,所述控制所述宠物虚拟角色在第一回合释放第一虚拟技能之前,还包括:
    获取所述第一地块的环境因素;根据所述第一地块的环境因素与所述宠物虚拟角色具有的基础虚拟技能的属性融合得到所述第一虚拟技能;
    所述控制所述宠物虚拟角色在第二回合释放第二虚拟技能之前,还包括:
    获取所述第二地块的环境因素;根据所述第二地块的环境因素与所述宠物虚拟角色具有 的基础虚拟技能的属性融合得到所述第二虚拟技能。
  15. 根据权利要求12所述的方法,其中,所述控制所述宠物虚拟角色在第一回合释放第一虚拟技能之前,还包括:
    获取第三地块的环境因素;根据所述第三地块的环境因素与所述宠物虚拟角色具有的基础虚拟技能的属性融合得到所述第一虚拟技能;所述第三地块是敌方虚拟角色在所述第一回合所处的地块;
    所述控制所述宠物虚拟角色在第二回合释放第二虚拟技能之前,还包括:
    获取所述第四地块的环境因素;根据所述第四地块的环境因素与所述宠物虚拟角色具有的基础虚拟技能的属性融合得到所述第二虚拟技能;所述第四地块是所述敌方虚拟角色在所述第二回合所处的地块。
  16. 根据权利要求1至5任一所述的方法,其中,所述战斗地图的环境因素与所述回合制对战的战斗过程中的战斗情况相关联。
  17. 根据权利要求1至5任一所述的方法,其中,所述方法还包括:
    在所述回合制对战结束之后,在所述世界地图的部分地图上显示出作战痕迹。
  18. 根据权利要求1至5任一所述的方法,其中,所述方法还包括:
    在所述回合制对战的过程中,存在因所述回合制对战之外的原因导致所述部分地图的环境因素发生变化的情况下,同步改变所述战斗地图的环境因素。
  19. 根据权利要求18所述的方法,其中,所述在所述部分地图的环境因素发生变化的情况下,改变所述战斗地图的环境因素,包括:
    在所述部分地图的第i环境因素发生变化的情况下,改变所述战斗地图的第j环境因素;
    其中,所述第i环境因素是天气状况、昼夜情况和地表形态中的任意一种;所述第j环境因素是天气状况、昼夜情况和地表形态中的任意一种,i、j均为正整数。
  20. 根据权利要求1至5任一所述的方法,其中,所述方法还包括:
    在所述回合制对战的过程中,存在因所述回合制对战之内的原因导致所述战斗地图的环境因素发生变化的情况下,同步改变所述部分地图的环境因素。
  21. 根据权利要求20所述的方法,其中,所述在所述战斗地图的环境因素发生变化的情况下,改变所述部分地图的环境因素,包括:
    在所述部分地图的第m环境因素发生变化的情况下,改变所述战斗地图的第n环境因素;
    其中,所述第m环境因素是天气状况、昼夜情况和地表形态中的任意一种;所述第n环境因素是天气状况、昼夜情况和地表形态中的任意一种,m、n均为正整数。
  22. 一种基于回合制对战的界面显示装置,所述装置包括:
    显示模块,用于显示位于世界地图中的主控虚拟角色对应的场景画面;
    所述显示模块,还用于响应于所述回合制对战的触发事件,显示位于战斗地图中的宠物虚拟角色对应的场景画面,所述宠物虚拟角色是所述主控虚拟角色释放的虚拟角色,所述战斗地图是所述世界地图中的部分地图;
    控制模块,用于控制所述宠物虚拟角色在所述战斗地图上释放虚拟技能,所述虚拟技能的技能强度、技能效果和视觉效果中的至少一种与所述战斗地图的环境因素相关联。
  23. 一种终端设备,所述终端设备包括:处理器和存储器,所述存储器存储有计算机程序,所述计算机程序由所述处理器加载并执行以实现如权利要求1至21任一所述的基于回合制对战的界面显示方法。
  24. 一种计算机可读存储介质,所述计算机可读存储介质存储有计算机程序,所述计算机程序由处理器加载并执行以实现如权利要求1至21任一所述的基于回合制对战的界面显示方法。
  25. 一种计算机程序产品,所述计算机程序产品存储有计算机程序,所述计算机程序由处理器加载并执行以实现如权利要求1至21任一所述的基于回合制对战的界面显示方法。
PCT/CN2023/099526 2022-08-19 2023-06-09 基于回合制对战的界面显示方法、装置、设备及介质 WO2024037151A1 (zh)

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