WO2024093608A1 - 游戏交互方法、装置、设备及计算机可读存储介质 - Google Patents

游戏交互方法、装置、设备及计算机可读存储介质 Download PDF

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Publication number
WO2024093608A1
WO2024093608A1 PCT/CN2023/123237 CN2023123237W WO2024093608A1 WO 2024093608 A1 WO2024093608 A1 WO 2024093608A1 CN 2023123237 W CN2023123237 W CN 2023123237W WO 2024093608 A1 WO2024093608 A1 WO 2024093608A1
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Prior art keywords
game
level
virtual
game area
virtual object
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PCT/CN2023/123237
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English (en)
French (fr)
Inventor
蔡奋麟
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腾讯科技(深圳)有限公司
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Publication of WO2024093608A1 publication Critical patent/WO2024093608A1/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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • 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

Definitions

  • the embodiments of the present application relate to the field of computer technology, and in particular to a game interaction method, device, equipment, and computer-readable storage medium.
  • a player can control a first virtual object in a game to move in a game map.
  • the first virtual object encounters a second virtual object, such as a monster, during movement, the player can control the first virtual object to damage the second virtual object.
  • the embodiments of the present application provide a game interaction method, device, equipment and computer-readable storage medium, which can be used to improve the efficiency of game interaction and reduce the player churn rate.
  • the technical solution is as follows:
  • an embodiment of the present application provides a game interaction method, which is executed by a terminal device and includes:
  • Target page Displaying a target page, wherein the target page displays a plurality of level controls, wherein one level control corresponds to one game level, and one game level includes at least one game area, and one game area includes at least one battle wave, and the game area is a partial area of a game map;
  • a first virtual scene corresponding to a first game area is displayed, a first virtual object is displayed in the first virtual scene, the first game area is a game area that a target object corresponding to the first virtual object has not challenged and passed in multiple candidate game areas, and the candidate game area is a game area included in the game level corresponding to the first level control;
  • a second virtual scene corresponding to a second game area is displayed, where the second game area is a game area adjacent to and after the first game area among multiple candidate game areas, and the second virtual scene is used by the target object to control the first virtual object to interact with virtual objects corresponding to each battle wave included in the second game area.
  • an embodiment of the present application provides a game interaction device, the device comprising:
  • a display module used for displaying a target page, wherein the target page displays a plurality of level controls, wherein one level control corresponds to one game level, and one game level includes at least one game area, and one game area includes at least one battle wave, and the game area is a partial area of a game map;
  • the display module is further configured to display a first virtual scene corresponding to a first game area in response to an operation instruction for a first level control among the multiple level controls, wherein a first virtual object is displayed in the first virtual scene, the first game area being a game area that a target object corresponding to the first virtual object has not challenged and passed in multiple candidate game areas, and the candidate game area being a game area included in a game level corresponding to the first level control;
  • the display module is further used to display second virtual objects corresponding to each battle wave included in the first game area in the first virtual scene;
  • the display module is further used to display the second game based on the life value of the second virtual object is not greater than the reference value.
  • a second virtual scene corresponding to the area, the second game area is a game area adjacent to the first game area and after the first game area among the multiple candidate game areas, and the second virtual scene is used by the target object to control the first virtual object to interact with the virtual objects corresponding to each battle wave included in the second game area.
  • an embodiment of the present application provides a computer device, which includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor so that the computer device implements any of the above-mentioned game interaction methods.
  • a non-volatile computer-readable storage medium in which at least one program code is stored, and the at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned game interaction methods.
  • a computer program or a computer program product is also provided, wherein at least one computer instruction is stored in the computer program or the computer program product, and the at least one computer instruction is loaded and executed by a processor so that the computer implements any of the above-mentioned game interaction methods.
  • the technical solution provided by the embodiment of the present application divides the game map into multiple game areas with an area smaller than the game map.
  • the first virtual object controlled by the target object is displayed in the first game area of the game level corresponding to the first level control.
  • the first virtual object will receive at least one battle wave.
  • the health value of the second virtual object included in each battle wave is not greater than the reference value, it will enter the second game area of the game level corresponding to the first level control.
  • the target object can control the first virtual object to directly interact with the second virtual object in the game area, so that the target object does not need to frequently control the first virtual object to move in the game map to find the second virtual object, which can save the time of the target object to find the second virtual object, speed up the game rhythm, improve the efficiency of game interaction, and thus increase the attractiveness of the game to the target object and reduce the player churn rate.
  • FIG1 is a schematic diagram of an implementation environment of a game interaction method provided in an embodiment of the present application.
  • FIG2 is a flow chart of a game interaction method provided in an embodiment of the present application.
  • FIG3 is a schematic diagram showing a target page according to an embodiment of the present application.
  • FIG4 is a schematic diagram showing a target content according to an embodiment of the present application.
  • FIG5 is a schematic diagram of game areas included in any game level and battle waves included in each game area provided by an embodiment of the present application;
  • FIG6 is a schematic diagram showing a first virtual scene according to an embodiment of the present application.
  • FIG. 7 is a schematic diagram of a process of displaying and canceling prompt information in a first virtual scene provided by an embodiment of the present application.
  • FIG8 is a schematic diagram showing another display of a first virtual scene provided in an embodiment of the present application.
  • FIG9 is a schematic diagram showing a display of a preparation page provided in an embodiment of the present application.
  • FIG10 is a schematic diagram of determining the time required to pass a game level provided by an embodiment of the present application.
  • FIG11 is a flow chart of a game interaction method provided in an embodiment of the present application.
  • FIG12 is a schematic diagram of the structure of a game interaction device provided in an embodiment of the present application.
  • FIG13 is a schematic diagram of the structure of a game interaction device provided in an embodiment of the present application.
  • FIG14 is a schematic diagram of the structure of a terminal device provided in an embodiment of the present application.
  • FIG. 15 is a schematic diagram of the structure of a server provided in an embodiment of the present application.
  • Shooting games refers to games that use virtual props for long-range attacks, including but not limited to first-person shooter games and third-person shooter games.
  • Third-person perspective refers to the position of the in-game camera at a certain distance behind the virtual object controlled by the player. The player's controlled virtual object and all elements in the surrounding environment can be seen in the virtual scene.
  • Open world refers to the completely free and open battle scenes in the game.
  • the virtual objects controlled by the player can automatically move forward and explore in any direction. The distance between the boundaries of each direction is very large. At the same time, there can be various challengeable virtual objects in the game levels. Players can choose whether to control the virtual objects controlled by the player to challenge the challengeable virtual objects.
  • Virtual scene refers to the scene provided (or displayed) when the application is running on the terminal device.
  • the virtual scene refers to the scene created for virtual objects to carry out activities.
  • the virtual scene can be a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene.
  • the virtual scene can be a simulation scene of the real world, a semi-simulation scene of the real world, or a purely fictional scene.
  • the virtual scene involved in the embodiments of the present application is a three-dimensional virtual scene.
  • Virtual object refers to an active object in a virtual scene, which can be a virtual person, virtual animal, cartoon character, etc.
  • the target object can manipulate the virtual object through external components or by clicking on the touch screen.
  • Each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. For example, when the virtual scene is a three-dimensional virtual scene, the virtual object is a three-dimensional model created based on animation skeleton technology.
  • the player can control the first virtual object in the game to move in the game map.
  • the first virtual object encounters a second virtual object, such as a monster, during the movement, the player can control the first virtual object to damage the second virtual object.
  • the second virtual objects are scattered in various corners of the game map. This causes the first virtual object controlled by the player to spend a lot of time wandering in the game map before finding the second virtual object, which makes the game rhythm slow and the game interaction efficiency low. Slow-paced games are less attractive to players, which in turn leads to a high player churn rate.
  • FIG1 is a schematic diagram of an implementation environment of a game interaction method provided in an embodiment of the present application. As shown in FIG1 , the implementation environment includes: a terminal device 101 and a server 102 .
  • An application program capable of providing a virtual scene is installed and running in the terminal device 101.
  • the terminal device 101 is used to execute the game interaction method provided in the embodiment of the present application.
  • the embodiments of the present application do not limit the types of applications that can provide virtual scenes.
  • applications that can provide virtual scenes refer to game applications.
  • game applications For example, third-person shooting (TPS) games, first-person shooting (FPS) games, multiplayer online tactical competitive (MOBA) games, multiplayer shooting survival games, etc.
  • the game application involved in the embodiments of the present application is a game application based on frame synchronization, that is, the game interaction method provided in the embodiments of the present application can be applied to game applications based on frame synchronization.
  • applications that can provide virtual scenes can also be other types of applications, such as virtual reality (VR) applications, augmented reality (AR) applications, three-dimensional map programs, scene simulation programs, social applications, interactive entertainment applications, etc.
  • VR virtual reality
  • AR augmented reality
  • three-dimensional map programs three-dimensional map programs
  • scene simulation programs social applications
  • interactive entertainment applications etc.
  • the server 102 is used to provide background services for the application program that can provide a virtual scene installed in the terminal device 101.
  • the server 102 undertakes the main computing work, and the terminal device 101 undertakes the secondary computing work.
  • the server 102 undertakes the secondary computing work, and the terminal device 101 undertakes the main computing work.
  • the terminal device 101 and the server 102 use a distributed computing architecture for collaborative computing.
  • the terminal device 101 is any electronic device product that can interact with the user through one or more methods such as keyboard, touch pad, touch screen, remote control, voice interaction or handwriting device, for example, PC (Personal Computer), mobile phone, smart phone, PDA (Personal Digital Assistant), wearable device, PPC (Pocket PC), tablet computer, smart car machine, smart TV, smart speaker, etc.
  • the server 102 can be a server, a server cluster composed of multiple server units, or a cloud computing service center.
  • the terminal device 101 establishes a communication connection with the server 102 through a wired network or a wireless network.
  • terminal device 101 and server 102 are only examples and other existing or Terminal devices or servers that may appear in the future, if applicable to the present application, should also be included in the protection scope of the present application and are incorporated herein by reference.
  • the embodiment of the present application provides a game interaction method, which can be applied to the implementation environment shown in Figure 1 above. Taking the flowchart of a game interaction method provided by the embodiment of the present application shown in Figure 2 as an example, the method can be executed by the terminal device 101 in Figure 1. As shown in Figure 2, the method includes the following steps 201 to 204.
  • step 201 a target page is displayed, in which a plurality of level controls are displayed, and one level control corresponds to one game level.
  • a game application is installed and running in a terminal device.
  • the game application may refer to an application that needs to be downloaded and installed, or may refer to an embedded program that relies on a host program to run.
  • An embedded program is an application that is developed based on a programming language and relies on a host program to run.
  • An embedded program does not need to be downloaded and installed, and can be run by dynamically loading it in a host program. Users can find the embedded program they need by searching, scanning, etc., and can apply it by clicking on it. It will not occupy the terminal's memory after closing it after use, which is very convenient.
  • the game application may be a first-person shooter application, a third-person shooter application, or other types of applications. The present embodiment of the application does not limit the type of the game application.
  • the relevant information of the game application is displayed in the display interface of the terminal device.
  • the relevant information of the game application can be the icon of the game application, the name of the game application, the icon and name of the game application, etc., which is not limited in the embodiment of the present application.
  • the target page is displayed, and multiple level controls are displayed in the target page.
  • a level control corresponds to a game level
  • a game level includes at least one game area
  • a game area includes at least one battle wave
  • a battle wave corresponds to at least one virtual object
  • the virtual objects corresponding to each battle wave included in a game area are different.
  • the game area is a partial area of the game map
  • the game map is the map corresponding to the game application.
  • the operation instruction can be a click operation, a selection operation by voice, or other operations, which is not limited in the embodiment of the present application.
  • the game area is a partial area of the game map, which means that each game area is a partial area of the game map, that is, the area of each game area is smaller than the area of the game map.
  • a game level may include one game area or multiple game areas.
  • the number of game areas included in different game levels may be the same or different. For example, game level A includes 3 game areas, game level B includes 2 game areas, and game level C includes 3 game areas.
  • the level control is displayed in the first target form, and if the game level corresponding to the level control is not unlocked, the level control is displayed in the second target form.
  • the level control is displayed in the first target form to indicate that the player can enter the game area of the game level corresponding to the level control
  • the level control is displayed in the second target form to indicate that the player cannot enter the game area of the game level corresponding to the level control.
  • the level control is displayed in the first target form means that the level control is displayed in white
  • the level control is displayed in the second target form means that the level control is displayed in gray.
  • the level control can be displayed in other colors when it is displayed in the first target form, and the level control can be displayed in other colors when it is displayed in the second target form, as long as the first target form and the second target form are different.
  • FIG3 is a display schematic diagram of a target page provided by an embodiment of the present application.
  • the target page displays five level controls, namely, a level control 301 for the first game level, a level control 302 for the second game level, a level control 303 for the third game level, a level control 304 for the fourth game level, and a level control 305 for the fifth game level.
  • the game levels corresponding to the five level controls shown in FIG3 are all unlocked.
  • target content in response to a first operation on any one of a plurality of level controls, target content is displayed in a target page, the target content being the game progress of a target object corresponding to the first virtual object in a game level corresponding to any level control.
  • the target content corresponds to a game level corresponding to any level control.
  • the target object is a player logged in in the game application.
  • the first virtual object is a virtual object controlled by the target object in the game application.
  • the game progress of the target object in a game level corresponding to any level control refers to the progress of the target object in any level.
  • the first operation for any one of the multiple level controls may be an operation of placing the mouse on any level control, or a double-click operation for any level control, or other operations for any level control, which is not limited in the embodiments of the present application.
  • any one of the multiple level controls In response to a first operation on any one of the multiple level controls, it is determined whether the game level corresponding to any one of the level controls has been unlocked, and based on the game level corresponding to any one of the level controls being unlocked, target content is displayed in a target page. Based on the game level corresponding to any one of the level controls not being unlocked, reference content is displayed in the target page, and the reference content is used to indicate that the game level corresponding to any one of the level controls has not been unlocked.
  • the embodiment of the present application does not limit the method for determining whether the game level corresponding to any level control has been unlocked.
  • the terminal device stores a level identifier of the game level that has been unlocked by the target object, and in response to a first operation on any level control among multiple level controls, obtains the level identifier of the game level corresponding to the any level control; based on the existence of the level identifier of the game level corresponding to the any level control in the level identifiers of the game level that has been unlocked by the target object stored in the terminal device, it is determined that the game level corresponding to the any level control has been unlocked.
  • FIG4 is a schematic diagram of displaying a target content provided by an embodiment of the present application.
  • the mouse arrow is placed on the level control of the third game level. Since the third game level has been unlocked, target content 403 is displayed near the level control of the third game level in 402.
  • the target content 403 corresponds to the third game level and is the game progress of the target object in the third game level. For example, the target content 403 is "the third game area of the third game level has been passed".
  • the target page also displays a prompt message, which is used to indicate the game gain of the game.
  • the game gain refers to the effect brought to the virtual object in the game.
  • the control 306 in Figure 3 is a prompt message, and the game gain is "No fireworks: In the game, no explosion effect will be produced.”
  • the game gain has a certain periodicity, and the game gain will be updated every other cycle.
  • a cycle can be one week, 72 hours, or other durations, which is not limited in the embodiments of the present application.
  • a game gain random library is stored in the terminal device. After one cycle, a game gain theme will be randomly selected from the game gain random library, and the game gain corresponding to the selected game gain theme will be used as the game gain for the next cycle.
  • Table 1 is a table showing the correspondence between game gain themes and game gains provided in an embodiment of the present application.
  • Table 1 is only an exemplary table of the correspondence between game gain themes and game gains provided in the embodiment of the present application, and does not limit the correspondence between game gain themes and game gains.
  • the target page may also display the level score of the target object in the game level corresponding to each level control, and the level score is determined based on the performance of the target object in the game area corresponding to the game level.
  • the performance of the target object in the game area includes but is not limited to: at least one of the time the target object spends passing through the game area, the damage per second (DPS) of the target object in the game area, and the number of dropped objects picked up by the target object in the game area.
  • DPS damage per second
  • the process for determining the level score of the target object at the game level includes: determining the area score of each game area that the target object has passed through in the game level; and taking the sum of the area scores of each game area that has been passed as the level score of the target object at the game level.
  • the process of determining the level score of the target object at the any game level includes: determining the highest value among the area scores of various game areas that the target object has passed in the any game level; and using the highest value as the level score of the target object at the any game level.
  • the process of determining the level score of the target object at the any game level includes: determining an average value of the area scores of various game areas that the target object has passed in the any game level; and using the average value as the level score of the target object at the any game level.
  • the process of determining the regional scores of various game areas that the target object has passed through in any game level includes: for any passed game area, determining the duration of time the target object passes through the game area, the damage value per second of the target object in the game area, and the number of dropped objects picked up by the target object in the game area; based on the duration of time the target object passes through the game area, the damage value per second of the target object in the game area, and the number of dropped objects picked up by the target object in the game area, determine the regional score of the target object in the game area.
  • the process of determining the area score of the target object in the game area according to the time duration of the target object passing through the game area, the damage value per second of the target object in the game area, and the number of dropped objects picked up by the target object in the game area includes: determining the sum of the time duration of the target object passing through the game area, the damage value per second of the target object in the game area, and the number of dropped objects picked up by the target object in the game area, and using the sum as the area score of the target object in the game area.
  • using the product of the sum and the level multiplier of any game level as the area score of the target object in the game area is set based on experience or adjusted according to the implementation environment, and this embodiment of the present application does not limit this. For example, the level multiplier of any game level is 0.5.
  • each game level corresponds to a level multiplier
  • the level multipliers corresponding to each game level may be the same or different, and the embodiments of the present application do not limit this.
  • the target page also displays at least one of a game score of the target object in the game and a game level of the target object in the game.
  • the game score of the target object in the game is determined based on the level score of the game level corresponding to each level control of the target object; the game level of the target object in the game is determined based on the game score of the target object in the game.
  • the sum of the level scores of the target object in the game levels corresponding to the level controls is used as the game score of the target object in the game.
  • the average of the level scores of the target object in the game levels corresponding to the level controls is used as the game score of the target object in the game.
  • the highest value among the level scores of the target object in the game levels corresponding to the level controls is used as the game score of the target object in the game.
  • the terminal device stores a correspondence between game scores and game levels. After the terminal device determines the game score of the target object in the game, it determines the game level of the target object in the game based on the game score of the target object in the game and the correspondence between the game score and the game level.
  • Table 2 below is a table showing the correspondence between game scores and game levels provided in an embodiment of the present application.
  • the corresponding game level is bronze.
  • the corresponding game level is expert.
  • the corresponding game level is elite.
  • the corresponding game level is legendary.
  • the corresponding game level is god of war.
  • Game score: 166665" in FIG3 is the game score of the target object in the game
  • Game level: elite is the game level of the target object in the game.
  • the terminal device stores the correspondence between the conversion value of the game score and the game level. After the terminal device determines the game score of the target object in the game, it calculates the conversion value corresponding to the game score of the target object in the game, and determines the game level of the target object in the game based on the calculated conversion value, the conversion value and the correspondence between the game level.
  • the method for calculating the conversion value corresponding to the game score of the target object in the game can be set based on experience. For example, the integer value of the game score of the target object in the game is used as the conversion value corresponding to the game score of the target object in the game.
  • the ratio of the game score of the target object in the game to the first numerical value is used as the conversion value corresponding to the game score of the target object in the game.
  • the first numerical value can be set based on experience, or flexibly adjusted according to the game scene, and the embodiments of the present application are not limited to this.
  • the level score, game score, game level, etc. corresponding to the target object can be displayed, so that the target object can intuitively choose the game level it wants to enter based on the displayed information, thereby improving the target object's interactive experience, increasing the game's attractiveness to the target object, and reducing player churn rate.
  • a target number of game levels as reward game levels.
  • Reward game levels do not need to determine the level score and do not participate in the calculation of the game score. For example, set the first two game levels as reward levels.
  • Game levels players only need to complete a specified number of challenges within a game cycle to obtain the corresponding active rewards.
  • the duration and specified number of a game cycle are set by the game developer. Active rewards are also configured by the game developer.
  • game resources can be allocated to the target object according to the game level of the target object in the game season.
  • the higher the game level the higher the resource value of the corresponding game resources.
  • the higher the game score the higher the game level, so that players can be encouraged to continuously refresh their game scores within the game season to improve their game level and obtain better game resources.
  • step 202 in response to an operation instruction for a first level control among a plurality of level controls, a first virtual scene corresponding to a first game area is displayed.
  • the first virtual object is displayed in the first virtual scene
  • the first virtual scene is a virtual scene corresponding to the first game area
  • the first game area is a game area that the target object corresponding to the first virtual object has not challenged and passed in multiple candidate game areas.
  • the candidate game area is a game area included in the game level corresponding to the first level control.
  • the first virtual scene is displayed.
  • the process of determining whether the game level corresponding to the first level control has been unlocked is similar to the process of determining whether the game level corresponding to any level control has been unlocked in step 201 above, and will not be described in detail here.
  • the target object after unlocking a game level, the target object needs to challenge the game areas included in the game level in sequence, and after the target object passes the challenge to the previous game area, challenge the next game area.
  • the first game area included in the game level corresponding to the first level control is used as the first game area.
  • the target object Based on the game level corresponding to the first level control being unlocked, but the target object has challenged the Mth game area of the game level corresponding to the first level control, and has passed the challenge, the M+1th game area of the game level corresponding to the first level control is used as the first game area.
  • the Mth game area of the game level corresponding to the first level control is used as the first game area.
  • M is a positive integer.
  • the game level unlocking status of the target object and the challenge status of the target object to the game area included in the unlocked game level can be extracted locally by the terminal device, and can also be obtained by the terminal device from the server.
  • a game developer determines multiple candidate areas according to the game map, the area of any candidate area is smaller than the area of the game map, and any candidate area is a partial area in the game map, and configures a battle wave and a virtual object corresponding to each battle wave for each candidate area.
  • the game developer configures them based on experience, or configures them according to the implementation environment, or configures them randomly, and the embodiment of the present application does not limit this.
  • the virtual objects corresponding to each battle wave they are randomly configured from the wave content library.
  • a wave theme is randomly determined in the wave content library, and the virtual object corresponding to the wave theme is used as the virtual object corresponding to any battle wave.
  • the candidate area is an area covered by a circle with a radius of 40 meters.
  • Table 3 is a table of correspondence between wave themes and virtual objects provided in an embodiment of the present application.
  • Table 3 is only an exemplary table of the correspondence between wave themes and virtual objects provided in the embodiment of the present application, and does not limit the correspondence between wave themes and virtual objects.
  • FIG5 is a schematic diagram of a game area included in any game level and battle waves included in each game area provided in an embodiment of the present application. Wherein, any game level includes five game areas, and each game area includes 4 battle waves.
  • the terminal device obtains multiple candidate areas determined according to the game map, obtains the battle waves configured for each candidate area, and the virtual objects corresponding to each battle wave.
  • the terminal device determines multiple candidate game areas among the multiple candidate areas; sorts the multiple candidate game areas to obtain a sorting result, which is used to indicate the challenge order of the target object in the multiple candidate game areas; determines the number of game areas that the target object has challenged and passed in the game level corresponding to the first level control; determines the first game area in the sorting result according to the number, and displays the first virtual scene corresponding to the first game area.
  • the process of determining the first game area in the sorting result according to the quantity includes: taking the game area at the target position in the sorting result as the first game area, and the target position is determined according to the quantity.
  • the target position is a position corresponding to the sum of the quantity and 1.
  • the terminal device obtains a total of 5 candidate areas, each of which includes 3 battle waves.
  • the terminal device receives an operation instruction for the first level control, and determines the first candidate area, the third candidate area, and the fifth candidate area among the 5 candidate areas as the game areas of the game level corresponding to the first level control; the first candidate area, the third candidate area, and the fifth candidate area are sorted, and the sorting results obtained are the third candidate area, the fifth candidate area, and the first candidate area. It is determined that the number of game areas that the target object has challenged and passed in the game level corresponding to the first level control is 1, so the fifth candidate area is used as the first game area, and the first virtual scene corresponding to the first game area is displayed.
  • FIG6 is a schematic diagram showing a display of a first virtual scene provided in an embodiment of the present application.
  • the first virtual scene is a virtual scene of a first game area of a game level corresponding to a first level control, in which a first virtual object 601 is displayed.
  • the embodiment of the present application does not limit the manner in which the first virtual object is displayed in the first virtual scene.
  • the first virtual object is displayed in the first virtual scene while the first virtual scene is displayed.
  • the first virtual scene is displayed first, and when the display duration of the first virtual scene is greater than the reference duration, the first virtual object is displayed in the first virtual scene in the form of a target animation.
  • the reference duration is set based on experience, or adjusted according to the implementation environment, and the embodiment of the present application does not limit this.
  • the reference duration is 1 second.
  • the target animation can be the first virtual object landing from an airplane, or it can be other methods, and the embodiment of the present application does not limit this.
  • the method of displaying the first virtual object in the first virtual scene in the form of a target animation can give the target object a visual experience of the first virtual object being born in the first virtual scene, improve the interactive experience of the target object, increase the attractiveness of the game to the target object, and reduce the player churn rate.
  • a prompt message is also displayed in the first virtual scene, and the prompt message is used to indicate the game gain of the game.
  • 602 is a prompt message.
  • the prompt message is canceled, the target control is displayed in the first virtual scene, and the prompt message is displayed in the first virtual scene based on the operation instruction for the target control.
  • the third duration threshold is set based on experience, or adjusted according to the implementation environment, and the embodiment of the present application does not limit this.
  • the game field of the target object can be not affected, so that the target object can see the first virtual scene clearly, thereby improving the interactive experience of the target object, increasing the attractiveness of the game to the target object, and reducing the player churn rate.
  • FIG. 7 is a schematic diagram of a process of displaying and canceling the display of prompt information in a first virtual scene provided by an embodiment of the present application.
  • Prompt information 702 is displayed on page 701 for displaying the first virtual scene; when the display duration of the first virtual scene is greater than the third duration threshold, page 703 is displayed, the prompt information is canceled on page 703, and a target control 704 is displayed; After receiving the operation instruction for the target control, page 705 is displayed, and prompt information 706 is displayed in page 705.
  • a third virtual object may also be displayed in the first virtual scene, and the third virtual object is a virtual object of the same team as the first virtual object.
  • the number of the third virtual objects may be any value, and this embodiment of the application does not limit this.
  • 603 and 604 in FIG. 6 are both third virtual objects.
  • step 203 second virtual objects corresponding to the respective battle waves included in the first game area are displayed in the first virtual scene.
  • the process of displaying the second virtual objects corresponding to the battle waves included in the first game area in the first virtual scene includes: displaying the second virtual object corresponding to the first battle wave included in the first game area in the first virtual scene; starting from the second battle wave included in the first game area, based on the second virtual object corresponding to the previous battle wave included in the first game area meeting the display requirements, displaying the second virtual object corresponding to the next battle wave included in the first game area in the first virtual scene, until the second virtual object corresponding to the last battle wave included in the first game area is displayed in the first virtual scene.
  • the second virtual object corresponding to the first battle wave included in the first game area is displayed in the first virtual scene; based on the second virtual object corresponding to the first battle wave meeting the display requirements, the second virtual object corresponding to the second battle wave included in the first game area is displayed in the first virtual scene; based on the second virtual object corresponding to the second battle wave meeting the display requirements, the second virtual object corresponding to the third battle wave included in the first game area is displayed in the first virtual scene, and so on, until the second virtual object corresponding to the last battle wave included in the first game area is displayed in the first virtual scene.
  • the second virtual objects of each battle wave included in the first game area are displayed in sequence, which enables the target object to control the first virtual object to interact with the second virtual object compactly, thereby improving the interactive experience, increasing the attractiveness of the game to the target object, and reducing the player churn rate.
  • the second virtual object meets the display requirement means that the display duration of the second virtual object is greater than the first duration threshold, or the life value of the second virtual object is not greater than the reference value.
  • the first duration threshold and the reference value are set based on experience, or adjusted according to the implementation environment, which is not limited in the embodiments of the present application.
  • the first duration threshold is 5 minutes and the reference value is 0.
  • the second virtual object corresponding to the first battle wave included in the first game area is displayed in the first virtual scene; based on the display duration of the second virtual object corresponding to the first battle wave being greater than the first duration threshold or the life value of the second virtual object corresponding to the first battle wave being not greater than the reference value, the second virtual object corresponding to the second battle wave included in the first game area is displayed in the first virtual scene; based on the display duration of the second virtual object corresponding to the second battle wave being greater than the first duration threshold or the life value of the second virtual object corresponding to the second battle wave being not greater than the reference value, the second virtual object corresponding to the third battle wave included in the first game area is displayed in the first virtual scene, and so on, until the second virtual object corresponding to the last battle wave included in the first game area is displayed in the first virtual scene.
  • the manner of displaying the second virtual objects corresponding to the battle waves included in the first game area in the first virtual scene may include but is not limited to the following two.
  • the first manner is to display the second virtual object corresponding to the first battle wave included in the first game area in the first virtual scene; based on the display duration of the second virtual object corresponding to the first battle wave being greater than the first duration threshold, display the second virtual object corresponding to the second battle wave included in the first game area in the first virtual scene; based on the display duration of the second virtual object corresponding to the second battle wave being greater than the first duration threshold, display the second virtual object corresponding to the third battle wave included in the first game area in the first virtual scene, and so on, until the second virtual object corresponding to the last battle wave included in the first game area is displayed in the first virtual scene.
  • the second method is to display the second virtual object corresponding to the first battle wave included in the first game area in the first virtual scene; based on the life value of the second virtual object corresponding to the first battle wave being not greater than the reference value, display the second virtual object corresponding to the second battle wave included in the first game area in the first virtual scene; based on the life value of the second virtual object corresponding to the second battle wave being not greater than the reference value, display the second virtual object corresponding to the third battle wave included in the first game area in the first virtual scene, and so on, until the second virtual object corresponding to the last battle wave included in the first game area is displayed in the first virtual scene.
  • the second virtual object corresponding to the first battle wave included in the first game area can also be displayed in the first virtual scene when the display time of the first virtual scene is greater than the second time threshold.
  • the second time threshold is based on The second duration threshold is used for the first virtual object to walk in the first virtual scene to pick up game equipment.
  • the game equipment can be game equipment that can be obtained without paying game currency.
  • the second virtual object corresponding to the second battle wave included in the first game area can also be displayed in the first virtual scene after staying for the target time.
  • the target time is set based on experience, or adjusted according to the rhythm of the game, and the embodiment of the present application is not limited to this.
  • the target time is 30 seconds.
  • the target time is used for the first virtual object to walk around in the first virtual scene to pick up game equipment.
  • the target time is also used for the target object to adjust its state to welcome the second virtual object corresponding to the next battle wave.
  • the process of displaying the second virtual objects corresponding to the battle waves included in the first game area in the first virtual scene includes: simultaneously displaying the second virtual objects corresponding to the battle waves included in the first game area in the first virtual scene.
  • a reference control can also be displayed in the first virtual scene, wherein the reference control displays a type identifier for representing the object type of the second virtual object existing in the first virtual scene and the number of second virtual objects of each object type.
  • FIG 8 it is a display schematic diagram of another first virtual scene provided in an embodiment of the present application, wherein 801 is a reference control, and type identification 8001, type identification 8002 and type identification 8003 are displayed in the reference control.
  • the number of second virtual objects corresponding to type identification 8001 existing in the first virtual scene is 2, the number of second virtual objects corresponding to type identification 8002 is 1, and the number of second virtual objects corresponding to type identification 8003 is 5.
  • FIG8 also displays a game area control 802, which is used to indicate the game area (first game area) that the target object has challenged and passed in the game level corresponding to the first level control, the game area (second game area) that is currently being challenged, and the game area (third game area) that needs to be challenged later; a time control 803 is also displayed, which is used to indicate the duration of the current battle wave; and a battle wave control 804 is also displayed, and the number of battle wave controls 804 is used to indicate the number of battle waves that need to be faced later in the game area.
  • a game area control 802 which is used to indicate the game area (first game area) that the target object has challenged and passed in the game level corresponding to the first level control, the game area (second game area) that is currently being challenged, and the game area (third game area) that needs to be challenged later
  • a time control 803 is also displayed, which is used to indicate the duration of the current battle wave
  • a battle wave control 804 is also displayed, and the number of battle wave controls 80
  • step 204 based on the life value of the second virtual object being not greater than the reference value, a second virtual scene corresponding to a second game area is displayed, where the second game area is a game area adjacent to the first game area and after the first game area among multiple candidate game areas.
  • the life value of the second virtual object is not greater than the reference value means that the life values of the second virtual objects corresponding to each battle wave included in the first game area are not greater than the reference value.
  • the multiple candidate game areas have a certain challenge order, and the target object needs to control the first virtual object to challenge each candidate game area in turn according to the challenge order.
  • the second game area refers to a game area that is adjacent to the first game area and after the first game area when arranged in the challenge order.
  • the process of displaying the second virtual scene corresponding to the second game area includes: based on the life value of the second virtual object being not greater than a reference value, displaying a preparation page, in which a time value is displayed; based on the time value satisfying the numerical requirement, canceling the display of the preparation page, and displaying the second virtual scene.
  • the second virtual scene is used by the target object to control the first virtual object to interact with the virtual objects corresponding to each battle wave included in the second game area.
  • the time value is the display countdown of the preparation page, and the time value changes with time.
  • any display mode can be used to display the preparation page, for example, a fade-in and fade-out display mode, a honeycomb display mode, a chessboard display mode, etc. Displaying the preparation page before displaying the second virtual scene can reduce the visual abruptness caused by the switching of virtual scenes, improve the interactive experience of the target object, increase the attractiveness of the game to the target object, and reduce the player churn rate.
  • the second virtual scene may be directly displayed.
  • the virtual scene corresponding to the third game area can also be displayed.
  • the display process is the same as the display process of the second virtual scene.
  • the third game area is a game area adjacent to the second game area and behind the second game area.
  • a game level may include one game area or multiple game areas.
  • the embodiment of the present application takes the game level corresponding to the first level control as an example, including at least two game areas, and at least the first game area and the second game area exist in the at least two game areas, but the embodiment of the present application is not limited to this.
  • the game level corresponding to the first level control may also include a game area. In this case, if the target object has not challenged through the game area, then in response to the operation instruction for the first level control, the virtual scene corresponding to the game area is displayed, and the second virtual object corresponding to each battle wave included in the game area is displayed in the virtual scene.
  • the target page can be returned, or the next game level of the game level corresponding to the first level control can be automatically jumped. If the target object has challenged through the game area, then in response to the operation instruction for the first level control, a reminder message can be displayed, and the reminder message is used to remind the target object that the level control needs to be reselected.
  • FIG. 9 is a schematic diagram of a preparation page provided by an embodiment of the present application.
  • control 901 displays a time value.
  • a resource balance control is also displayed in the preparation page, and the resource balance control is used to indicate the resource balance of the target object in the game.
  • Control 902 in FIG. 9 is a resource balance control.
  • the preparation page also displays a first equipment control and a first resource value
  • the equipment corresponding to the first equipment control is used to improve the object information of the first virtual object
  • the first resource value is the resource value required to obtain the equipment corresponding to the first equipment control.
  • control 903 is the first first equipment control
  • control 904 is the second first equipment control
  • 1000 is the resource value required to obtain the equipment corresponding to the first first equipment control
  • 100 is the resource value required to obtain the equipment corresponding to the second first equipment control.
  • the object information of the first virtual object is adjusted; and the first resource value is deducted from the resource balance of the target object.
  • the object information of the first virtual object includes any one of the life value of the first virtual object and the armor of the first virtual object.
  • the process of adjusting the object information of the first virtual object includes: based on the object information of the first virtual object being the life value of the first virtual object, the life value of the first virtual object is increased by a target value; or, based on the object information of the first virtual object being the armor of the first virtual object, the level of the armor of the first virtual object is increased by a target level.
  • the armor of the first virtual object is an equipment item used to provide a defensive attribute for the first virtual object, thereby improving the survivability of the first virtual object.
  • the target value and the target level are both set based on experience, or adjusted according to the implementation environment, and the embodiment of the present application does not limit this. Exemplarily, the target value is 20 and the target level is 1.
  • the first equipment control in the preparation page is displayed in a first form, and the first form is used to indicate that the object information of the first virtual object has satisfied the information requirement.
  • the first form is set based on experience or flexibly adjusted according to the application scenario, and the embodiment of the present application does not limit this.
  • the first equipment control being displayed in the first form may be that the first equipment control is displayed in gray.
  • the object information of the first virtual object satisfying the information requirement means that the life value of the first virtual object is not less than the life value threshold.
  • the object information of the first virtual object satisfying the information requirement means that the level of the armor of the first virtual object is not less than the level threshold.
  • the life value threshold and the level threshold are set based on experience, or adjusted according to the implementation environment, and this embodiment of the present application does not limit this. Exemplarily, the life value threshold is 100 and the level threshold is 10.
  • the preparation page also displays a second equipment control and a second resource value
  • the equipment corresponding to the second equipment control is a virtual prop
  • the second resource value is the resource value required to obtain the equipment corresponding to the second equipment control.
  • control 905 in Figure 9 is the second equipment control
  • 600 is the resource value required to obtain the equipment corresponding to the second equipment control.
  • the first virtual object is controlled to obtain the virtual prop corresponding to the second equipment control; and the second resource value is deducted from the resource balance of the target object.
  • the second equipment control in the preparation page is displayed in a second form, and the second form is used to indicate that the first virtual object has obtained the virtual props corresponding to the second equipment control.
  • the second form may be the same as the first form or different from the first form.
  • a third equipment control and a third resource value may also be displayed in the preparation page, the equipment corresponding to the third equipment control is used to adjust the skill of the first virtual object, and the third resource value is used to indicate the resource value required to obtain the equipment corresponding to the third equipment control.
  • control 906 in FIG. 9 is the third equipment control.
  • 800 is the resource value required to obtain the equipment corresponding to the third equipment control.
  • the skill of the first virtual object is adjusted according to the equipment corresponding to the third equipment control; and the third resource value is deducted from the resource balance of the target object.
  • the process of adjusting the skill of the first virtual object according to the equipment corresponding to the third equipment control includes: based on the operation instruction for the third equipment control, obtaining the equipment corresponding to the third equipment control, and adjusting the skill of the first virtual object according to the equipment corresponding to the third equipment control.
  • a skill equipment library is stored in the terminal device, and based on the operation instruction for the third equipment control, a piece of equipment is randomly determined from the skill equipment library as the equipment corresponding to the third equipment control.
  • the skill equipment library includes but is not limited to the following equipment: personal damage increased by 10%, out-of-game currency drops increased by 30%, personal critical hit rate reduced by 5%, personal score increased by 10%, ultimate move time extended by 50%, all damage to monsters increased by 10%, damage to shields reduced by 10%, in-game currency drops increased by 20%, maximum health reduced by 10%, and weak point damage increased by 10%.
  • the terminal device may also determine, based on the operation instruction for the third equipment control, an alternative equipment that matches the object information of the first virtual object from the skill equipment library, and randomly determine an equipment from the alternative equipment as the equipment corresponding to the third equipment control.
  • the alternative equipment that matches the object information of the first virtual object refers to the equipment that the first virtual object indicated by the object information of the first virtual object can use.
  • the alternative equipment that matches the object information of the first virtual object refers to the equipment that can be used by the virtual object whose health value is lower than the second value.
  • the object information of the first virtual object indicates that the armor level of the first virtual object is advanced
  • the alternative equipment that matches the object information of the first virtual object refers to the equipment that can be used by the virtual object equipped with advanced armor.
  • the third equipment control in the preparation page is displayed in a third form, and the third form is used to indicate that the first virtual object has acquired the equipment corresponding to the third equipment control.
  • the third form is set according to experience, or flexibly adjusted according to the application scenario, and the embodiment of the present application is not limited to this.
  • the third equipment control is displayed in the third form, which means that the third equipment control is displayed in gray.
  • the third form may be the same as the first form or the second form, or may be different from both the first form and the second form.
  • At least one fourth equipment control and the fourth resource value corresponding to each fourth equipment control may also be displayed in the preparation page.
  • the equipment corresponding to the fourth equipment control is used to adjust the skills of the virtual props owned by the first virtual object.
  • the fourth resource value corresponding to any fourth equipment control is the resource value required to obtain the equipment corresponding to any fourth equipment control.
  • control 907 is the first fourth equipment control
  • control 908 is the second fourth equipment control
  • control 909 is the third fourth equipment control.
  • 500 is to obtain the resource value required for the equipment corresponding to the first fourth equipment control
  • 900 is to obtain the resource value required for the equipment corresponding to the second fourth equipment control
  • 1300 is to obtain the resource value required for the equipment corresponding to the third fourth equipment control.
  • the skills of the virtual props possessed by the first virtual object are adjusted according to the equipment corresponding to the any fourth equipment control; and the fourth resource value corresponding to the any fourth equipment control is deducted from the resource balance of the target object.
  • any fourth equipment control in the preparation page is displayed in a fourth form, and the fourth form is used to indicate that the first virtual object has acquired the equipment corresponding to any fourth equipment control.
  • the fourth form is set according to experience, or flexibly adjusted according to the application scenario, and the embodiment of the present application does not limit this.
  • any fourth equipment control displayed in the fourth form may be that any fourth equipment control is displayed in gray.
  • the fourth form may be the same as the first form, the second form or the third form, and may also be different from the first form, the second form and the third form.
  • the preparation page also displays an update control and a fifth resource value, and the update control is used to The fifth resource value is used to update the equipment corresponding to the fourth equipment control, and the fifth resource value is used to indicate the resource value required to update the equipment corresponding to the fourth equipment control, and the fifth resource value increases as the number of updates of the equipment corresponding to the fourth equipment control increases.
  • control 910 is an update control
  • 50 is the resource value required to update the equipment corresponding to the fourth equipment control.
  • the update control can be used to update the equipment corresponding to all fourth equipment controls, and can also be used to update the equipment corresponding to some selected fourth equipment controls, which is not limited in the embodiments of the present application.
  • the equipment corresponding to the fourth equipment control in the maintenance page is updated; and the fifth resource value is deducted from the resource balance of the target object.
  • a variety of equipment controls can be displayed in the preparation page, so that the target object can conveniently control the first virtual object to obtain corresponding equipment, which is conducive to improving the interactive experience of the target object, increasing the attractiveness of the game to the target object, and reducing the player churn rate.
  • a third virtual scene is displayed, the third virtual scene being a virtual scene corresponding to the first game area of the target game level, the target game level being the next game level of the game level corresponding to the first level control, the game area included in the target game level being different from the game area included in the game level corresponding to the first level control.
  • the third virtual scene is used for the target object to control the first virtual object to interact with the virtual objects corresponding to each battle wave included in the first game area of the target game level.
  • the process of the target object controlling the first virtual object to interact with the virtual objects corresponding to each battle wave included in the first game area of the target game level in the third virtual scene is similar to the process of the target object controlling the first virtual object to interact with the virtual objects corresponding to each battle wave included in the first game area of the first game level in the first virtual scene, and will not be described in detail here.
  • the attack power of the virtual object in the first game area of the target game level is higher than the attack power of the virtual object in the game area of the game level corresponding to the first level control, and the amount of blood lost when the virtual object is injured in the first game area of the target game level is lower than the amount of blood lost when the virtual object is injured in the game area of the game level corresponding to the first level control. That is, the same second virtual object has different combat capabilities in different game levels and different game areas.
  • the virtual object corresponding to the first battle wave included in the first game area of the first game level is an RPG monster, and the attack power of the RPG monster in the first game area of the first game level is 5, and the amount of blood lost when being damaged is 10.
  • the virtual object corresponding to the first battle wave included in the first game area of the second game level is also an RGP monster, and the attack power of the RGP monster in the first game area of the second game level is 10, and the amount of blood lost when being damaged is 5.
  • the duration required for the life value of the second virtual object corresponding to the battle wave to be no greater than the reference value is the first duration
  • the first duration is set according to experience, or flexibly adjusted according to the actual scenario, for example, the first duration is 2 minutes. It is also possible to determine the duration required to pass the game level corresponding to each level control according to the number of game areas included in each level control, the number of battle waves included in each game area, and the duration required for the life value of the second virtual object corresponding to the battle wave to be no greater than the reference value. As shown in Figure 10, a schematic diagram of determining the duration required to pass the game level provided by an embodiment of the present application.
  • the game level includes five game areas, namely game area A, game area B, game area C, game area D and game area E.
  • Game area A includes 3 battle waves
  • game area B includes 4 battle waves
  • game area C includes 3 battle waves
  • game area D includes 5 battle waves
  • the above method divides the game map into multiple game areas with an area smaller than the game map.
  • the first virtual object controlled by the target object is displayed in the first game area of the game level corresponding to the first level control.
  • the first virtual object will receive at least one battle wave. Only when the health value of the second virtual object included in each battle wave is not greater than the reference value will it enter the second game area of the game level corresponding to the first level control.
  • this method divides the game map into multiple game areas, the game is played in only one game area at a time, and the area of the game area is smaller than the area of the game map,
  • the target object can control the first virtual object to directly interact with the second virtual object in the game area, so that the target object does not need to frequently control the first virtual object to move in the game map to find the second virtual object, which can save the target object's time in finding the second virtual object, speed up the game rhythm, and improve the efficiency of game interaction, thereby increasing the game's attractiveness to the target object and reducing the player churn rate.
  • the second virtual objects of each battle wave included in the first game area are displayed in sequence, which enables the target object to control the first virtual object to interact with the second virtual object compactly, thereby improving the interactive experience, increasing the attractiveness of the game to the target object, and reducing the player churn rate.
  • the level score, game score, game level, etc. corresponding to the target object can be displayed, so that the target object can intuitively choose the game level it wants to enter based on the displayed information, thereby improving the target object's interactive experience, increasing the game's attractiveness to the target object, and reducing player churn rate.
  • displaying the preparation page Before displaying the second virtual scene, displaying the preparation page first can reduce the visual abruptness caused by the virtual scene switching, improve the interactive experience of the target object, increase the attractiveness of the game to the target object, and reduce the player churn rate.
  • a variety of equipment controls can be displayed in the preparation page to enable the target object to conveniently control the first virtual object to obtain the corresponding equipment, which is conducive to further improving the interactive experience of the target object, thereby further reducing the player churn rate.
  • FIG 11 is a flowchart of a game interaction method provided in an embodiment of the present application. Taking the example that each game level includes two game areas, and each game area includes 2 battle waves, the method includes the following steps 1 to 12.
  • Step 1 Display the target page.
  • the target page displays multiple level controls.
  • One level control corresponds to one game level.
  • One game level includes at least one game area.
  • One game area includes at least one battle wave.
  • the game area is a part of the game map. The process of displaying the target page has been described in the above step 201 and will not be repeated here.
  • Step 2 In response to the operation instruction for the first level control, display the first virtual scene.
  • the first level control is any unlocked level control among the multiple level controls.
  • the first virtual scene is a virtual scene corresponding to the first game area included in the game level corresponding to the first level control. This process has been described in the above step 202 and will not be repeated here.
  • Step 3 Display the second virtual object corresponding to the first battle wave included in the first game area in the first virtual scene. This process has been described in the above step 203 and will not be repeated here.
  • Step 4 Determine whether the second virtual object corresponding to the first battle wave included in the first game area meets the display requirements.
  • the second virtual object meets the display requirements means that the display duration of the second virtual object is greater than the first duration threshold, or the health value of the second virtual object is not greater than the reference value.
  • the first duration threshold and the reference value are set based on experience, or adjusted according to the implementation environment, which is not limited in the embodiment of the present application. This process has been described in the above step 204 and will not be repeated here.
  • Step 5 Based on the fact that the second virtual object corresponding to the first battle wave included in the first game area meets the display requirement, the second virtual object corresponding to the second battle wave included in the first game area is displayed in the first virtual scene. This process has been described in the above step 204 and will not be repeated here.
  • Step 6 Determine whether the second virtual object corresponding to the second battle wave included in the first game area meets the display requirement. This process has been described in the above step 204 and will not be repeated here.
  • Step 7 Based on the second virtual object corresponding to the second battle wave included in the first game area meeting the display requirement, a second virtual scene is displayed, where the second virtual scene is a virtual scene corresponding to the second game area included in the game level corresponding to the first level control. This process has been described in the above step 204 and will not be repeated here.
  • Step 8 Display the second virtual object corresponding to the first battle wave included in the second game area in the second virtual scene. This process has been described in the above step 204 and will not be repeated here.
  • Step 9 Determine whether the second virtual object corresponding to the first battle wave included in the second game area meets the display requirements. This process has been described in the above step 204 and will not be repeated here.
  • Step 10 Based on the second virtual object corresponding to the first battle wave included in the second game area meeting the display requirement, the second virtual object corresponding to the second battle wave included in the second game area is displayed in the second virtual scene. This process has been described in the above step 204 and will not be repeated here.
  • Step 11 Determine whether the second virtual object corresponding to the second battle wave included in the second game area meets the display requirement. This process has been described in the above step 204 and will not be repeated here.
  • Step 12 Based on the second virtual object corresponding to the second battle wave included in the second game area meeting the display requirement, a third virtual scene is displayed, where the third virtual scene is a virtual scene corresponding to the first game area of the target game level, and the target game level is the next game level of the game level corresponding to the first level control. This process has been described in the above step 204 and will not be repeated here.
  • FIG12 is a schematic diagram of the structure of a game interaction device provided in an embodiment of the present application. As shown in FIG12 , the device includes:
  • Display module 1201 used to display a target page, where a plurality of level controls are displayed, one level control corresponds to one game level, one game level includes at least one game area, one game area includes at least one battle wave, and the game area is a part of the game map;
  • the display module 1201 is further configured to respond to an operation instruction for a first level control among the multiple level controls, display a first virtual scene corresponding to a first game area, wherein a first virtual object is displayed in the first virtual scene, the first game area being a game area that a target object corresponding to the first virtual object has not challenged and passed in multiple candidate game areas, and the candidate game area being a game area included in a game level corresponding to the first level control;
  • the display module 1201 is further used to display the second virtual objects corresponding to the battle waves included in the first game area in the first virtual scene;
  • Display module 1201 is also used to display a second virtual scene corresponding to a second game area based on the life value of the second virtual object being no greater than a reference value.
  • the second game area is a game area adjacent to and after the first game area among multiple candidate game areas.
  • the second virtual scene is used for the target object to control the first virtual object to interact with virtual objects corresponding to each battle wave included in the second game area.
  • the display module 1201 is used to display a second virtual object corresponding to a first battle wave included in the first game area in the first virtual scene; starting from the second battle wave included in the first game area, based on the second virtual object corresponding to the previous battle wave included in the first game area meeting the display requirements, the second virtual object corresponding to the next battle wave included in the first game area is displayed in the first virtual scene, until the second virtual object corresponding to the last battle wave included in the first game area is displayed in the first virtual scene; wherein, the second virtual object meeting the display requirements means that the display duration of the second virtual object is greater than the first duration threshold, or the health value of the second virtual object is not greater than the reference value.
  • the display module 1201 is used to display a preparation page based on the life value of the second virtual object being no greater than a reference value, wherein a time value is displayed on the preparation page, and the time value is a display countdown of the preparation page, and the time value changes with the passage of time; based on the time value meeting the numerical requirement, the preparation page is canceled and the second virtual scene is displayed.
  • the preparation page further displays a first equipment control and a first resource value, wherein the equipment corresponding to the first equipment control is used to improve the object information of the first virtual object, and the first resource value is a resource value required to obtain the equipment corresponding to the first equipment control;
  • the device further comprises:
  • An adjustment module 1202 configured to adjust object information of a first virtual object based on an operation instruction for a first equipment control
  • the deduction module 1203 is used to deduct the first resource value from the resource balance of the target object.
  • the object information of the first virtual object includes any one of a life value of the first virtual object and an armor of the first virtual object;
  • the adjustment module 1202 is used to increase the health value of the first virtual object by a target value based on the object information of the first virtual object being the health value of the first virtual object; or to increase the level of the armor of the first virtual object by a target level based on the object information of the first virtual object being the armor of the first virtual object.
  • the display module 1201 is further configured to satisfy the information based on the object information of the first virtual object. information requirement, displaying the first equipment control in the preparation page in a first form, where the first form is used to indicate that the object information of the first virtual object has met the information requirement;
  • the object information of the first virtual object is the life value of the first virtual object, and the object information of the first virtual object satisfies the information requirement, which means that the life value of the first virtual object is not lower than the life value threshold; or, the object information of the first virtual object is the armor of the first virtual object, and the object information of the first virtual object satisfies the information requirement, which means that the level of the armor of the first virtual object is not lower than the level threshold.
  • the preparation page further displays a second equipment control and a second resource value, the equipment corresponding to the second equipment control is a virtual item, and the second resource value is a resource value required to obtain the equipment corresponding to the second equipment control;
  • the device also includes:
  • a control module configured to control the first virtual object to obtain a virtual item corresponding to the second equipment control based on an operation instruction for the second equipment control;
  • the deduction module 1203 is further configured to deduct the second resource value from the resource balance of the target object.
  • the display module 1201 is also used to display the second equipment control in the preparation page in a second form based on an operation instruction for the second equipment control, and the second form is used to indicate that the first virtual object has obtained the virtual props corresponding to the second equipment control.
  • a third equipment control and a third resource value are further displayed in the preparation page, the equipment corresponding to the third equipment control is used to adjust the skill of the first virtual object, and the third resource value is used to indicate the resource value required to obtain the equipment corresponding to the third equipment control;
  • the adjustment module 1202 is further configured to adjust the skill of the first virtual object according to the equipment corresponding to the third equipment control based on the operation instruction for the third equipment control;
  • the deduction module 1203 is further configured to deduct a third resource value from the resource balance of the target object.
  • the display module 1201 is also used to display the third equipment control in the preparation page in a third form based on an operation instruction for the third equipment control, and the third form is used to indicate that the first virtual object has obtained the equipment corresponding to the third equipment control.
  • At least one fourth equipment control and a fourth resource value corresponding to each fourth equipment control are further displayed in the maintenance page, the equipment corresponding to the fourth equipment control is used to adjust the skills of the virtual props owned by the first virtual object, and the fourth resource value corresponding to any fourth equipment control is the resource value required to obtain the equipment corresponding to any fourth equipment control;
  • the adjustment module is further used to adjust the skills of the virtual props possessed by the first virtual object according to the equipment corresponding to any fourth equipment control based on the operation instruction for any fourth equipment control;
  • the deduction module 1203 is further used to deduct the fourth resource value corresponding to any fourth equipment control from the resource balance of the target object.
  • the display module 1201 is also used to display any fourth equipment control in the preparation page in a fourth form based on an operation instruction for any fourth equipment control, and the fourth form is used to indicate that the first virtual object has acquired the equipment corresponding to any fourth equipment control.
  • an update control and a fifth resource value are further displayed in the maintenance page, the update control is used to update the equipment corresponding to the fourth equipment control, the fifth resource value is used to indicate the resource value required to update the equipment corresponding to the fourth equipment control, and the fifth resource value increases as the number of updates of the equipment corresponding to the fourth equipment control increases;
  • the device also includes:
  • An updating module configured to update the equipment corresponding to the fourth equipment control in the maintenance page based on an operation instruction for the update control
  • the deduction module 1203 is further configured to deduct a fifth resource value from the resource balance of the target object.
  • the target page also displays the level score of the target object in the game level corresponding to each level control, and the level score is determined based on the performance of the target object in the game area corresponding to the game level.
  • the target page further displays at least one of a game score of the target object in the game and a game level of the target object in the game;
  • the game score of the target object in the game is determined based on the level score of the game level corresponding to each level control of the target object, and the game level of the target object in the game is determined based on the game score of the target object in the game.
  • the device further includes:
  • An acquisition module used to acquire multiple candidate areas determined according to the game map, wherein the area of any candidate area is smaller than the area of the game map;
  • a determination module configured to determine a plurality of candidate game areas from a plurality of candidate areas in response to an operation instruction for a first level control among a plurality of level controls;
  • a sorting module used to sort the multiple candidate game areas to obtain a sorting result, where the sorting result is used to indicate the challenge order of the target object in the multiple candidate game areas;
  • the determination module is further used to determine the number of game areas that the target object has challenged and passed in the game level corresponding to the first level control; and determine the first game area in the sorting result according to the number;
  • the display module 1201 is used to display a first virtual scene corresponding to the first game area.
  • the display module 1201 is further used to display a third virtual scene based on the fact that the health value of the second virtual objects corresponding to each battle wave included in the last game area of the game level corresponding to the first level control is not greater than a reference value, the third virtual scene being the virtual scene corresponding to the first game area of the target game level, the target game level being the next game level of the game level corresponding to the first level control, and the game area included in the target game level is different from the game area included in the game level corresponding to the first level control.
  • the display module 1201 is also used to display target content in a target page in response to a first operation on any level control among multiple level controls, where the target content is the game progress of the target object corresponding to the first virtual object in the game level corresponding to any level control.
  • the display module 1201 is used to determine whether the game level corresponding to any level control among multiple level controls has been unlocked in response to a first operation on any level control among multiple level controls; based on the game level corresponding to any level control being unlocked, display the target content in the target page.
  • the above device divides the game map into multiple game areas with an area smaller than the game map.
  • the first virtual object controlled by the target object is displayed in the first game area of the game level corresponding to the first level control.
  • the first virtual object will receive at least one battle wave.
  • the health value of the second virtual object included in each battle wave is not greater than a reference value, the first virtual object will enter the second game area of the game level corresponding to the first level control.
  • the target object can control the first virtual object to directly interact with the second virtual object in the game area, so that the target object does not need to frequently control the first virtual object to move in the game map to find the second virtual object, which can save the time of the target object to find the second virtual object, speed up the game rhythm, improve the efficiency of game interaction, and thus increase the attractiveness of the game to the target object and reduce the player churn rate.
  • the second virtual objects of each battle wave included in the first game area are displayed in sequence, which enables the target object to control the first virtual object to interact with the second virtual object compactly, thereby improving the interactive experience, increasing the attractiveness of the game to the target object, and reducing the player churn rate.
  • the level score, game score, game level, etc. corresponding to the target object can be displayed, so that the target object can intuitively choose the game level it wants to enter based on the displayed information, thereby improving the target object's interactive experience, increasing the game's attractiveness to the target object, and reducing player churn rate.
  • displaying the preparation page Before displaying the second virtual scene, displaying the preparation page first can reduce the visual abruptness caused by the virtual scene switching, improve the interactive experience of the target object, increase the attractiveness of the game to the target object, and reduce the player churn rate.
  • a variety of equipment controls can be displayed in the preparation page to enable the target object to conveniently control the first virtual object to obtain the corresponding equipment, which is conducive to further improving the interactive experience of the target object, thereby further reducing the player churn rate.
  • the above-mentioned device is only described by way of example based on the division of the above-mentioned functional modules when implementing its functions.
  • the above functions can be distributed to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above.
  • the device and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.
  • FIG14 shows a block diagram of a terminal device 1300 provided by an exemplary embodiment of the present application.
  • the terminal device 1300 may be a portable mobile terminal, such as a smart phone, a tablet computer, a player, a notebook computer or a desktop computer.
  • the terminal device 1300 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.
  • the terminal device 1300 includes: a processor 1301 and a memory 1302 .
  • the processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc.
  • the processor 1301 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array).
  • the processor 1301 may also include a main processor and a coprocessor.
  • the main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state.
  • the processor 1301 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen.
  • the processor 1301 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
  • AI Artificial Intelligence
  • the memory 1302 may include one or more computer-readable storage media, which may be non-transitory.
  • the memory 1302 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices.
  • the non-transitory computer-readable storage medium in the memory 1302 is used to store at least one instruction, which is used to be executed by the processor 1301 to implement the game interaction method provided in the method embodiment of the present application.
  • the terminal device 1300 may optionally include: a display screen 1305 .
  • the display screen 1305 is used to display a UI (User Interface).
  • the UI may include graphics, text, icons, videos, and any combination thereof.
  • the display screen 1305 also has the ability to collect touch signals on the surface or above the surface of the display screen 1305.
  • the touch signal may be input as a control signal to the processor 1301 for processing.
  • the display screen 1305 may also be used to provide virtual buttons and/or virtual keyboards, also known as soft buttons and/or soft keyboards.
  • the display screen 1305 may be one, which is set on the front panel of the terminal device 1300; in other embodiments, the display screen 1305 may be at least two, which are respectively set on different surfaces of the terminal device 1300 or are folded; in other embodiments, the display screen 1305 may be a flexible display screen, which is set on the curved surface or folded surface of the terminal device 1300. Even, the display screen 1305 may be set to a non-rectangular irregular shape, that is, a special-shaped screen.
  • the display screen 1305 can be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), etc. Exemplarily, the target page, the first virtual scene, the second virtual object, the second virtual scene, etc. are displayed through the display screen 1305.
  • FIG. 14 does not limit the terminal device 1300 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
  • FIG15 is a schematic diagram of the structure of the server provided in the embodiment of the present application.
  • the server 1400 may have relatively large differences due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 1401 and one or more memories 1402, wherein the one or more memories 1402 store at least one program code, and the at least one program code is loaded and executed by the one or more processors 1401 to implement the game interaction methods provided by the above-mentioned various method embodiments.
  • the server 1400 may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output.
  • the server 1400 may also include other components for implementing device functions, which will not be described in detail here.
  • a non-volatile computer-readable storage medium is also provided, wherein at least one program code is stored in the non-volatile computer-readable storage medium, and the at least one program code is loaded and executed by a processor to enable the computer to A computer implements any of the above game interaction methods.
  • the above-mentioned computer readable storage medium can be a read-only memory (ROM), a random access memory (RAM), a compact disc (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, etc.
  • ROM read-only memory
  • RAM random access memory
  • CD-ROM compact disc
  • magnetic tape a magnetic tape
  • floppy disk a magnetic tape
  • optical data storage device etc.
  • a computer program or a computer program product is also provided, wherein at least one computer instruction is stored in the computer program or the computer program product, and the at least one computer instruction is loaded and executed by a processor to enable a computer to implement any of the above-mentioned game interaction methods.
  • the information including but not limited to user device information, user personal information, etc.
  • data including but not limited to data used for analysis, stored data, displayed data, etc.
  • signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions.
  • the target pages and virtual scenes involved in this application are obtained with full authorization.

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Abstract

游戏交互方法、装置、设备及计算机可读存储介质,属于计算机技术领域。方法包括:显示目标页面,目标页面中显示有多个关卡控件(201);响应于针对多个关卡控件中的第一关卡控件的操作指令,显示第一虚拟场景(202);在第一虚拟场景中显示第一游戏区域包括的各个战斗波次对应的第二虚拟对象(203);基于第二虚拟对象的生命值不大于参考数值,显示第二虚拟场景,第二虚拟场景为第二游戏区域对应的虚拟场景,第二游戏区域为与第一游戏区域相邻且在第一游戏区域之后的游戏区域(204)。采用上述方法、装置、设备及存储介质,能够减少目标对象寻找第二虚拟对象的时间,加快游戏节奏,提高游戏交互的效率。

Description

游戏交互方法、装置、设备及计算机可读存储介质
本申请要求于2022年11月01日提交的申请号为202211357594.2、发明名称为“游戏交互方法、装置、设备及计算机可读存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及计算机技术领域,特别涉及一种游戏交互方法、装置、设备及计算机可读存储介质。
背景技术
随着计算机技术的不断发展,越来越多的在终端上操作的娱乐游戏应运而生。例如,基于客户端或服务器架构开发的多人在线动作竞技类的游戏。
相关技术中,玩家可以控制游戏中的第一虚拟对象在游戏地图中移动,当第一虚拟对象在移动过程中遇到第二虚拟对象,如怪物时,玩家可以控制第一虚拟对象伤害第二虚拟对象。
发明内容
本申请实施例提供了一种游戏交互方法、装置、设备及计算机可读存储介质,可用于提高游戏交互的效率以及降低玩家流失率。所述技术方案如下:
一方面,本申请实施例提供了一种游戏交互方法,所述方法由终端设备执行,所述方法包括:
显示目标页面,所述目标页面中显示有多个关卡控件,一个关卡控件对应于一个游戏关卡,一个游戏关卡包括至少一个游戏区域,一个游戏区域包括至少一个战斗波次,所述游戏区域为游戏地图的部分区域;
响应于针对所述多个关卡控件中的第一关卡控件的操作指令,显示第一游戏区域对应的第一虚拟场景,所述第一虚拟场景中显示有第一虚拟对象,所述第一游戏区域为所述第一虚拟对象对应的目标对象在多个候选游戏区域中未挑战通过的游戏区域,所述候选游戏区域为所述第一关卡控件对应的游戏关卡包括的游戏区域;
在所述第一虚拟场景中显示所述第一游戏区域包括的各个战斗波次对应的第二虚拟对象;
基于所述第二虚拟对象的生命值不大于参考数值,显示第二游戏区域对应的第二虚拟场景,所述第二游戏区域为多个候选游戏区域中与所述第一游戏区域相邻且在所述第一游戏区域之后的游戏区域,所述第二虚拟场景用于所述目标对象控制所述第一虚拟对象与所述第二游戏区域包括的各个战斗波次对应的虚拟对象进行交互。
另一方面,本申请实施例提供了一种游戏交互装置,所述装置包括:
显示模块,用于显示目标页面,所述目标页面中显示有多个关卡控件,一个关卡控件对应于一个游戏关卡,一个游戏关卡包括至少一个游戏区域,一个游戏区域包括至少一个战斗波次,所述游戏区域为游戏地图的部分区域;
所述显示模块,还用于响应于针对所述多个关卡控件中的第一关卡控件的操作指令,显示第一游戏区域对应的第一虚拟场景,所述第一虚拟场景中显示有第一虚拟对象,所述第一游戏区域为所述第一虚拟对象对应的目标对象在多个候选游戏区域中未挑战通过的游戏区域,所述候选游戏区域为所述第一关卡控件对应的游戏关卡包括的游戏区域;
所述显示模块,还用于在所述第一虚拟场景中显示所述第一游戏区域包括的各个战斗波次对应的第二虚拟对象;
所述显示模块,还用于基于所述第二虚拟对象的生命值不大于参考数值,显示第二游戏 区域对应的第二虚拟场景,所述第二游戏区域为所述多个候选游戏区域中与所述第一游戏区域相邻且在所述第一游戏区域之后的游戏区域,所述第二虚拟场景用于所述目标对象控制所述第一虚拟对象与所述第二游戏区域包括的各个战斗波次对应的虚拟对象进行交互。
另一方面,本申请实施例提供了一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一条程序代码,所述至少一条程序代码由所述处理器加载并执行,以使计算机设备实现上述任一所述的游戏交互方法。
另一方面,还提供了一种非易失性计算机可读存储介质,所述非易失性计算机可读存储介质中存储有至少一条程序代码,所述至少一条程序代码由处理器加载并执行,以使计算机实现上述任一所述的游戏交互方法。
另一方面,还提供了一种计算机程序或计算机程序产品,所述计算机程序或计算机程序产品中存储有至少一条计算机指令,所述至少一条计算机指令由处理器加载并执行,以使计算机实现上述任一种游戏交互方法。
本申请实施例提供的技术方案将游戏地图分为多个面积小于游戏地图的游戏区域,当接收到针对目标页面显示的多个关卡控件中的第一关卡控件的操作指令时,将目标对象控制的第一虚拟对象显示在第一关卡控件对应的游戏关卡的第一游戏区域内,在第一游戏区域内,第一虚拟对象会接收到至少一个战斗波次,在各个战斗波次包括的第二虚拟对象的生命值不大于参考数值的情况下,才会进入到第一关卡控件对应的游戏关卡的第二游戏区域。由于该方法将游戏地图分为多个游戏区域,每次仅在一个游戏区域中进行游戏,游戏区域的面积小于游戏地图的面积,目标对象能够控制第一虚拟对象直接与游戏区域中的第二虚拟对象进行交互,使得目标对象不需要频繁的控制第一虚拟对象在游戏地图中移动来寻找第二虚拟对象,能够节省目标对象寻找第二虚拟对象的时间,加快游戏节奏,提高游戏交互的效率,进而提高游戏对目标对象的吸引力,降低玩家流失率。
附图说明
图1是本申请实施例提供的一种游戏交互方法的实施环境示意图;
图2是本申请实施例提供的一种游戏交互方法的流程图;
图3是本申请实施例提供的一种目标页面的显示示意图;
图4是本申请实施例提供的一种目标内容的显示示意图;
图5是本申请实施例提供的一种任一游戏关卡包括的游戏区域以及各个游戏区域包括的战斗波次的示意图;
图6是本申请实施例提供的一种第一虚拟场景的显示示意图;
图7是本申请实施例提供的一种在第一虚拟场景中显示和取消显示提示信息的过程的示意图;
图8是本申请实施例提供的另一种第一虚拟场景的显示示意图;
图9是本申请实施例提供的一种整备页面的显示示意图;
图10是本申请实施例提供的一种确定通过游戏关卡所需的时长的示意图;
图11是本申请实施例提供的一种游戏交互方法的流程图;
图12是本申请实施例提供的一种游戏交互装置的结构示意图;
图13是本申请实施例提供的一种游戏交互装置的结构示意图;
图14是本申请实施例提供的一种终端设备的结构示意图;
图15是本申请实施例提供的一种服务器的结构示意图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
对本申请实施例涉及的缩略语或关键术语定义。
射击游戏:是指使用虚拟道具进行远程攻击的游戏,包含但不限于第一人称射击游戏和第三人称射击游戏。
第三人称视角:是指游戏内摄像机在玩家控制的虚拟对象后方一定距离的位置,虚拟场景中可以看到玩家控制的虚拟对象以及周围一定环境内的所有要素的视角。
开放世界:是指游戏中的战斗场景完全自由开放,玩家控制的虚拟对象可以朝任何方向自动前进探索,各个方位的边界之间距离非常大,同时在游戏关卡中可以存在各种可挑战的虚拟对象,玩家可以选择是否控制玩家控制的虚拟对象对可挑战的虚拟对象进行挑战。
虚拟场景:是指应用程序在终端设备上运行时提供(或显示)的场景,该虚拟场景是指营造出的供虚拟对象进行活动的场景。虚拟场景可以是二维虚拟场景、2.5维虚拟场景或者三维虚拟场景等。虚拟场景可以是对真实世界的仿真场景,也可以是对真实世界的半仿真场景,还可以是纯虚构场景。示例性地,本申请实施例中涉及的虚拟场景为三维虚拟场景。
虚拟对象:是指在虚拟场景中的可活动对象,该可活动对象可以是虚拟人物、虚拟动物、动漫人物等。目标对象可通过外设部件或点击触摸显示屏的方式操控虚拟对象。每个虚拟对象在虚拟场景中具有自身的形状和体积,占据虚拟场景中的一部分空间。示例性地,当虚拟场景为三维虚拟场景时,虚拟对象是基于动画骨骼技术创建的三维立体模型。
相关技术中,玩家可以控制游戏中的第一虚拟对象在游戏地图中移动,当第一虚拟对象在移动过程中遇到第二虚拟对象,如怪物时,玩家可以控制第一虚拟对象伤害第二虚拟对象。但是,由于游戏地图所涉及的区域很大,第二虚拟对象散落在游戏地图中的各个角落,这就导致玩家控制的第一虚拟对象需要花费很多时间在游戏地图中游走,才能找到第二虚拟对象,使得游戏节奏较慢,游戏交互的效率较低,慢节奏的游戏对玩家的吸引力较差,进而导致玩家流失率较高。
图1是本申请实施例提供的一种游戏交互方法的实施环境示意图,如图1所示,该实施环境包括:终端设备101和服务器102。
其中,终端设备101中安装和运行有能够提供虚拟场景的应用程序。终端设备101用于执行本申请实施例提供的游戏交互方法。
本申请实施例对能够提供虚拟场景的应用程序的类型不加以限定,示例性地,能够提供虚拟场景的应用程序是指游戏类应用程序。例如,第三人称射击(Third-Person Shooting,TPS)游戏、第一人称射击(First-Person Shooting,FPS)游戏、多人在线战术竞技(Multiplayer Online Battle Arena,MOBA)游戏、多人射击类生存游戏等。在示例性实施例中,本申请实施例中涉及的游戏类应用程序为基于帧同步的游戏类应用程序,也就是说,本申请实施例提供的游戏交互方法可应用于基于帧同步的游戏类应用程序中。
当然,除了游戏类应用程序之外,能够提供虚拟场景的应用程序还可以是其它类型的应用程序,例如,虚拟现实(Virtual Reality,VR)类应用程序、增强现实(Augmented Reality,AR)类应用程序、三维地图程序、场景仿真程序、社交类应用程序、互动娱乐类应用程序等。
服务器102用于为终端设备101安装的能够提供虚拟场景的应用程序提供后台服务。在一种可能的实现方式中,服务器102承担主要计算工作,终端设备101承担次要计算工作。或者,服务器102承担次要计算工作,终端设备101承担主要计算工作。又或者,终端设备101和服务器102二者之间采用分布式计算架构进行协同计算。
终端设备101是任何一种可与用户通过键盘、触摸板、触摸屏、遥控器、语音交互或者手写设备等一种或多种方式进行人机交互的电子设备产品,例如,PC(Personal Computer,个人计算机)、手机、智能手机、PDA(Personal Digital Assistant,个人数字助手)、可穿戴设备、PPC(Pocket PC,掌上电脑)、平板电脑、智能车机、智能电视、智能音箱等。服务器102可以是一台服务器,也可以是由多台服务器单元组成的服务器集群,还可以是一个云计算服务中心。终端设备101与服务器102通过有线网络或者无线网络建立通信连接。
本领域技术人员应能理解上述终端设备101和服务器102仅为举例说明,其他现有的或 者今后可能出现的终端设备或服务器,如可适用于本申请,也应包含在本申请的保护范围之内,并在此以引用方式包含于此。
本申请实施例提供了一种游戏交互方法,该方法可应用于上述图1所示的实施环境,以图2所示的本申请实施例提供的一种游戏交互方法的流程图为例,该方法可由图1中的终端设备101执行。如图2所示,该方法包括下述步骤201至步骤204。
在步骤201中,显示目标页面,目标页面中显示有多个关卡控件,一个关卡控件对应于一个游戏关卡。
在本申请示例性实施例中,终端设备中安装和运行有游戏应用程序,该游戏应用程序可以是指需要下载安装的应用程序,也可以是指依赖宿主程序运行的嵌入型程序,本申请实施例对此不进行限定。嵌入型程序是一种基于编程语言开发完成、依赖于宿主程序运行的应用程序。嵌入型程序不需要下载安装,只需要在宿主程序中动态加载即可运行。用户可以通过搜索、扫一扫等方式找到自己所需要的嵌入型程序,点开即可应用,用完关闭后不会占用终端的内存,十分方便。该游戏应用程序可以是第一人称射击类应用程序,也可以是第三人称射击类应用程序,还可以是其他类型应用程序,本申请实施例对该游戏应用程序的类型不进行限定。
在终端设备的显示界面中显示有该游戏应用程序的相关信息,游戏应用程序的相关信息可以是游戏应用程序的图标,也可以是游戏应用程序的名称,还可以是游戏应用程序的图标和名称等,本申请实施例对此不进行限定。响应于针对该游戏应用程序的相关信息的操作指令,显示目标页面,目标页面中显示有多个关卡控件,一个关卡控件对应于一个游戏关卡,一个游戏关卡包括至少一个游戏区域,一个游戏区域包括至少一个战斗波次,一个战斗波次对应至少一个虚拟对象,一个游戏区域包括的各个战斗波次对应的虚拟对象各不相同。其中,游戏区域为游戏地图的部分区域,游戏地图为该游戏应用程序对应的地图。操作指令可以是点击操作,也可以是通过语音方式的选中操作,还可以是其他操作,本申请实施例对此不进行限定。需要说明的是,游戏区域为游戏地图的部分区域是指每个游戏区域均为游戏地图的部分区域,也即每个游戏区域的面积均小于游戏地图的面积。
一个游戏关卡可能包括一个游戏区域,也可能包括多个游戏区域。不同游戏关卡包括的游戏区域的数量可能相同,也可能不同。例如,游戏关卡A包括3个游戏区域,游戏关卡B包括2个游戏区域,游戏关卡C包括3个游戏区域。
需要说明的是,在目标页面中,若关卡控件对应的游戏关卡已解锁,则关卡控件显示为第一目标形式,若关卡控件对应的游戏关卡未解锁,则关卡控件显示为第二目标形式。关卡控件显示为第一目标形式用于指示玩家可以进入关卡控件对应的游戏关卡的游戏区域,关卡控件显示为第二目标形式用于指示玩家不可以进入关卡控件对应的游戏关卡的游戏区域。示例性地,关卡控件显示为第一目标形式是指关卡控件显示为白色,关卡控件显示为第二目标形式是指关卡控件显示为灰色。当然,关卡控件显示为第一目标形式还可以是其他颜色,关卡控件显示为第二目标形式也可以是其他颜色,只要保证第一目标形式和第二目标形式不同即可。
如图3是本申请实施例提供的一种目标页面的显示示意图。其中,该目标页面中显示有五个关卡控件,分别为第一个游戏关卡的关卡控件301、第二个游戏关卡的关卡控件302、第三个游戏关卡的关卡控件303、第四个游戏关卡的关卡控件304和第五个游戏关卡的关卡控件305。图3中显示的五个关卡控件对应的游戏关卡均已解锁。
在一种可能的实现方式中,响应于针对多个关卡控件中的任一个关卡控件的第一操作,在目标页面中显示目标内容,目标内容为第一虚拟对象对应的目标对象在任一关卡控件对应的游戏关卡中的游戏进度。目标内容与任一个关卡控件对应的游戏关卡对应。其中,目标对象为在该游戏应用程序中登录的玩家。第一虚拟对象为目标对象在该游戏应用程序中控制的虚拟对象。目标对象在任一个关卡控件对应的游戏关卡中的游戏进度是指目标对象在任一关 卡控件对应的游戏关卡中已挑战且通过的游戏区域。针对多个关卡控件中的任一个关卡控件的第一操作可以是将鼠标放在任一关卡控件上的操作,也可以是针对任一关卡控件的双击操作,还可以是针对任一关卡控件的其他操作,本申请实施例对此不加以限定。
响应于针对多个关卡控件中的任一个关卡控件的第一操作,确定任一个关卡控件对应的游戏关卡是否已解锁,基于任一个关卡控件对应的游戏关卡已解锁,在目标页面中显示目标内容。基于任一个关卡控件对应的游戏关卡未解锁,则在目标页面中显示参考内容,参考内容用于指示任一个关卡控件对应的游戏关卡还未解锁。
本申请实施例对确定任一个关卡控件对应的游戏关卡是否已解锁的方式不进行限定。示例性地,终端设备中存储有目标对象已解锁的游戏关卡的关卡标识,响应于针对多个关卡控件中的任一个关卡控件的第一操作,获取该任一个关卡控件对应的游戏关卡的关卡标识;基于终端设备中存储的目标对象已解锁的游戏关卡的关卡标识中存在该任一个关卡控件对应的游戏关卡的关卡标识,则确定该任一个关卡控件对应的游戏关卡已解锁。基于终端设备中存储的目标对象已解锁的游戏关卡的关卡标识中不存在该任一个关卡控件对应的游戏关卡的关卡标识,则确定该任一个关卡控件对应的游戏关卡未解锁。
如图4是本申请实施例提供的一种目标内容的显示示意图。其中,在401中,鼠标箭头放在第三个游戏关卡的关卡控件上,由于第三个游戏关卡已解锁,因此在402中在第三个游戏关卡的关卡控件的附近显示有目标内容403,目标内容403与第三个游戏关卡对应,目标内容403为目标对象在第三个游戏关卡中的游戏进度。例如,目标内容403为“已通过第三个游戏关卡的第三个游戏区域”。
在一些实施例中,目标页面中还显示有提示信息,提示信息用于指示游戏的游戏增益。游戏增益是指为游戏中的虚拟对象带来的效果。如图3中的控件306为提示信息,游戏增益为“禁止烟花:在游戏中,不会产生爆炸效果。”。
需要说明的是,游戏增益具有一定的周期性,每隔一个周期会更新游戏增益,一个周期可以是一个星期,可以是72小时,还可以是其他时长,本申请实施例对此不进行限定。终端设备中存储有游戏增益随机库,一个周期之后,会从游戏增益随机库中随机选择一个游戏增益主题,将被选择的游戏增益主题对应的游戏增益作为下一个周期的游戏增益。
如下述表1为本申请实施例提供的一种游戏增益主题和游戏增益的对应关系的表格。
表1

基于上述表1可知,游戏增益主题为“大雾天气”时,对应的游戏增益为“大雾天气,游戏中的能见度为15米、游戏中的虚拟对象持续中毒,每秒钟减少1%的生命值、虚拟对象近战吸血时增加10%的攻击力”,游戏增益主题为其他时,对应的游戏增益见上述表1所示,本申请实施例在此不再进行赘述。
需要说明的是,上述表1仅为本申请实施例提供的游戏增益主题和游戏增益之间的对应关系的示例性表格,并不对游戏增益主题和游戏增益之间的对应关系进行限定。
在一种可能的实现方式中,目标页面中还可以显示有目标对象在各个关卡控件对应的游戏关卡的关卡分数,关卡分数基于目标对象在游戏关卡对应的游戏区域的表现情况确定。示例性地,目标对象在游戏区域的表现情况包括不限于:目标对象通过游戏区域花费的时长、目标对象在该游戏区域中的每秒伤害值(DPS,Damage Per Second)、目标对象在游戏区域中拾取掉落物的数量中的至少一种。
本申请实施例对目标对象在各个游戏关卡的关卡分数的确定方式不进行限定。可选地,针对于任一个游戏关卡,目标对象在该任一个游戏关卡的关卡分数的确定过程包括:确定目标对象在该任一个游戏关卡中已通过的各个游戏区域的区域分数;将已通过的各个游戏区域的区域分数的和值作为目标对象在该任一个游戏关卡的关卡分数。
可选地,针对于任一个游戏关卡,目标对象在该任一个游戏关卡的关卡分数的确定过程包括:确定目标对象在该任一个游戏关卡中已通过的各个游戏区域的区域分数中的最高值;将该最高值作为目标对象在该任一个游戏关卡的关卡分数。
可选地,针对于任一个游戏关卡,目标对象在该任一个游戏关卡的关卡分数的确定过程包括:确定目标对象在该任一个游戏关卡中已通过的各个游戏区域的区域分数的平均值;将该平均值作为目标对象在该任一个游戏关卡的关卡分数。
示例性地,确定目标对象在任一个游戏关卡中已通过的各个游戏区域的区域分数的过程包括:针对任一个已通过的游戏区域,确定目标对象通过该游戏区域的时长、目标对象在该游戏区域中的每秒伤害值、目标对象在该游戏区域中拾取掉落物的数量;根据目标对象通过该游戏区域的时长、目标对象在该游戏区域中的每秒伤害值、目标对象在该游戏区域中拾取掉落物的数量,确定目标对象在该游戏区域的区域分数。
可选地,根据目标对象通过该游戏区域的时长、目标对象在该游戏区域中的每秒伤害值、目标对象在该游戏区域中拾取掉落物的数量,确定目标对象在该游戏区域的区域分数的过程包括:确定目标对象通过该游戏区域的时长、目标对象在该游戏区域中的每秒伤害值、目标对象在该游戏区域中拾取掉落物的数量的和值,将该和值作为目标对象在该游戏区域的区域分数。或者,将该和值与任一个游戏关卡的关卡倍率之间的乘积作为目标对象在该游戏区域 的区域分数。任一个游戏关卡的关卡倍率基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此不进行限定。示例性地,任一个游戏关卡的关卡倍率为0.5。
需要说明的是,每个游戏关卡都对应有一个关卡倍率,每个游戏关卡对应的关卡倍率可以相同,也可以不同,本申请实施例对此也不进行限定。
如图3中的“11111”为目标对象在第一个游戏关卡的关卡分数;“22222”为目标对象在第二个游戏关卡的关卡分数;“33333”为目标对象在第三个游戏关卡的关卡分数;“44444”为目标对象在第四个游戏关卡的关卡分数;“55555”为目标对象在第五个游戏关卡的关卡分数。
在一种可能的实现方式中,目标页面中还显示有目标对象在游戏中的游戏分数和目标对象在游戏中的游戏等级中的至少一个。其中,目标对象在游戏中的游戏分数基于目标对象在各个关卡控件对应的游戏关卡的关卡分数确定;目标对象在游戏中的游戏等级基于目标对象在游戏中的游戏分数确定。
示例性地,将目标对象在各个关卡控件对应的游戏关卡的关卡分数的和值作为目标对象在游戏中的游戏分数。示例性地,将目标对象在各个关卡控件对应的游戏关卡的关卡分数的平均值作为目标对象在游戏中的游戏分数。示例性地,将目标对象在各个关卡控件对应的游戏关卡的关卡分数中的最高值作为目标对象在游戏中的游戏分数。
可选地,终端设备中存储有游戏分数和游戏等级之间的对应关系,终端设备确定出目标对象在游戏中的游戏分数之后,根据目标对象在游戏中的游戏分数、游戏分数和游戏等级之间的对应关系,确定目标对象在游戏中的游戏等级。
如下述表2为本申请实施例提供的一种游戏分数和游戏等级之间的对应关系的表格。
表2
由上述表2可知,游戏分数为0-50000时,对应的游戏等级为青铜。游戏分数为50001-120000,对应的游戏等级为达人。游戏分数为120001-250000时,对应的游戏等级为精英。游戏分数为250001-800000时,对应的游戏等级为传奇。游戏分数为800001-∞时,对应的游戏等级为战神。
如图3中的“游戏分数:166665”为目标对象在游戏中的游戏分数。“游戏等级:精英”为目标对象在游戏中的游戏等级。
可选地,终端设备中存储有游戏分数的折算值和游戏等级之间的对应关系,终端设备确定出目标对象在游戏中的游戏分数之后,计算目标对象在游戏中的游戏分数对应的折算值,根据计算出的折算值、折算值和游戏等级之间的对应关系,确定目标对象在游戏中的游戏等级。计算目标对象在游戏中的游戏分数对应的折算值的方式可以根据经验设置。例如,将目标对象在游戏中的游戏分数的取整数值作为目标对象在游戏中的游戏分数对应的折算值。再例如,将目标对象在游戏中的游戏分数与第一数值的比值作为目标对象在游戏中的游戏分数对应的折算值。第一数值可以根据经验设置,或者根据游戏场景灵活调整,本申请实施例对此不加以限定。
在显示关卡控件的目标页面,可以显示目标对象对应的关卡分数、游戏分数、游戏等级等,使得目标对象能够直观的根据显示的信息选择想要进入的游戏关卡,提高目标对象的交互体验,提高游戏对目标对象的吸引力,降低玩家流失率。
在进行游戏设置时,还可以将目标数量的游戏关卡设置为奖励型游戏关卡,奖励型游戏关卡不用确定关卡分数,也不参与游戏分数的计算。例如,将前两个游戏关卡设置为奖励型 游戏关卡,玩家只需要在一个游戏周期内完成指定次数的挑战,即可获得对应的活跃奖励。一个游戏周期的时长和指定次数由游戏开发人员进行设置。活跃奖励也由游戏开发人员进行配置。
在一种可能的实现方式中,还可以在一个游戏赛季结束时,根据目标对象在该游戏赛季中的游戏等级,为目标对象分配游戏资源。游戏等级越高,对应的游戏资源的资源数值越高。示例性地,游戏分数越高,游戏等级越高,因此,可以激励玩家在游戏赛季内不断刷新自己的游戏分数,以提高游戏等级,进而能够获取到更好的游戏资源。
在步骤202中,响应于针对多个关卡控件中的第一关卡控件的操作指令,显示第一游戏区域对应的第一虚拟场景。
其中,第一虚拟场景中显示有第一虚拟对象,第一虚拟场景为第一游戏区域对应的虚拟场景,第一游戏区域为第一虚拟对象对应的目标对象在多个候选游戏区域中未挑战通过的游戏区域。候选游戏区域为第一关卡控件对应的游戏关卡包括的游戏区域。可选地,每个游戏区域对应的虚拟场景中均存在一个无限资源箱,位于游戏区域对应的虚拟场景中的虚拟对象可从无限资源箱中获取资源。
在一种可能的实现方式中,响应于针对多个关卡控件中的第一关卡控件的操作指令,确定第一关卡控件对应的游戏关卡是否已解锁,基于第一关卡控件对应的游戏关卡已解锁,显示第一虚拟场景。其中,确定第一关卡控件对应的游戏关卡是否已解锁的过程与上述步骤201中确定任一个关卡控件对应的游戏关卡是否已解锁的过程类似,在此不再进行赘述。
示例性地,在解锁一个游戏关卡后,目标对象需要对游戏关卡包括的游戏区域依次进行挑战,在目标对象对前一个游戏区域挑战通过后,再挑战下一个游戏区域。基于第一关卡控件对应的游戏关卡已解锁,但是目标对象还未挑战过第一关卡控件对应的游戏关卡包括的任何游戏区域,则将第一关卡控件对应的游戏关卡包括的第一个游戏区域作为第一游戏区域。基于第一关卡控件对应的游戏关卡已解锁,但是目标对象已挑战过第一关卡控件对应的游戏关卡的第M个游戏区域,且已挑战通过,则将第一关卡控件对应的游戏关卡的第M+1个游戏区域作为第一游戏区域。基于第一关卡控件对应的游戏关卡已解锁,但是目标对象已挑战过第一关卡控件对应的游戏关卡的第M个游戏区域,且未挑战通过,则将第一关卡控件对应的游戏关卡的第M个游戏区域作为第一游戏区域。其中,M为正整数。目标对象的游戏关卡解锁情况以及目标对象对已解锁的游戏关卡包括的游戏区域的挑战情况可以由终端设备从本地提取,也可以由终端设备从服务器中获取。
在一种可能的实现方式中,游戏开发人员在开发游戏时,根据游戏地图,确定多个候选区域,任一候选区域的面积小于游戏地图的面积,任一候选区域为游戏地图中的部分区域,为每个候选区域配置战斗波次以及每个战斗波次对应的虚拟对象。游戏开发人员为每个候选区域配置战斗波次时基于经验进行配置,或者根据实施环境进行配置,或者随机进行配置,本申请实施例对此不进行限定。配置每个战斗波次对应的虚拟对象时从波次内容库中随机进行配置。可选地,针对任一个战斗波次,在波次内容库中随机确定一个波次主题,将该波次主题对应的虚拟对象作为该任一个战斗波次对应的虚拟对象。示例性地,候选区域为半径为40米的圆所覆盖的区域。候选区域的边界有碰撞墙,碰撞墙用于防止游戏中的虚拟对象走出候选区域。
如下述表3是本申请实施例提供的一种波次主题和虚拟对象的对应关系的表格。
表3

由上述表3可知,波次主题“狂轰滥炸”对应的虚拟对象为“角色扮演(RPG)怪*10+归巢(Homing)怪*10”,波次主题为其他时对应的虚拟对象见上述表3所示,在此不再进行赘述。
需要说明的是,上述表3仅为本申请实施例提供的波次主题和虚拟对象的对应关系的示例性表格,并不对波次主题和虚拟对象的对应关系进行限定。
如图5是本申请实施例提供的一种任一游戏关卡包括的游戏区域以及各个游戏区域包括的战斗波次的示意图。其中,任一游戏关卡包括五个游戏区域,每个游戏区域分别包括4个战斗波次。
终端设备获取根据游戏地图确定的多个候选区域,获取各个候选区域配置的战斗波次以及每个战斗波次对应的虚拟对象。响应于针对多个关卡控件中的第一关卡控件的操作指令,终端设备在多个候选区域中确定多个候选游戏区域;对多个候选游戏区域进行排序,得到排序结果,排序结果用于指示目标对象在多个候选游戏区域中的挑战顺序;确定目标对象在第一关卡控件对应的游戏关卡中已挑战且通过的游戏区域的数量;根据数量,在排序结果中确定第一游戏区域,显示第一游戏区域对应的第一虚拟场景。
可选地,根据数量,在排序结果中确定第一游戏区域的过程包括:将排序结果中位于目标位置的游戏区域作为第一游戏区域,目标位置根据数量确定。示例性地,目标位置为数量与1的和值对应的位置。
例如,终端设备共获取到5个候选区域,其中,每个候选区域分别包括3个战斗波次。终端设备接收到针对第一关卡控件的操作指令,在5个候选区域中确定第一个候选区域、第三个候选区域和第五个候选区域为第一关卡控件对应的游戏关卡的游戏区域;对第一个候选区域、第三个候选区域和第五个候选区域进行排序,得到的排序结果为第三个候选区域、第五个候选区域、第一个候选区域。确定目标对象在第一关卡控件对应的游戏关卡中已挑战且通过的游戏区域的数量为1,因此,将第五个候选区域作为第一游戏区域,进而显示第一游戏区域对应的第一虚拟场景。
如图6是本申请实施例提供的一种第一虚拟场景的显示示意图,第一虚拟场景为第一关卡控件对应的游戏关卡的第一游戏区域的虚拟场景,其中显示有第一虚拟对象601。
本申请实施例对在第一虚拟场景中显示第一虚拟对象的方式不进行限定。可选地,在显示第一虚拟场景的同时在第一虚拟场景中显示第一虚拟对象。或者,先显示第一虚拟场景,当第一虚拟场景的显示时长大于参考时长之后,在第一虚拟场景中以目标动画的方式显示第一虚拟对象。其中,参考时长基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此不进行限定。例如,参考时长为1秒。目标动画可以是第一虚拟对象从飞机上降落,还可以是其他方式,本申请实施例对此也不进行限定。以目标动画的方式在第一虚拟场景中显示第一虚拟对象的方式能够给目标对象,第一虚拟对象在第一虚拟场景中出生的视觉体验,提高目标对象的交互体验,提高游戏对目标对象的吸引力,降低玩家流失率。
在一种可能的实现方式中,第一虚拟场景中还显示有提示信息,提示信息用于指示游戏的游戏增益。如图6中的602为提示信息。基于第一虚拟场景的显示时长大于第三时长阈值,取消显示提示信息,在第一虚拟场景中显示目标控件,基于针对目标控件的操作指令,在第一虚拟场景中显示提示信息。其中,第三时长阈值基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此不进行限定。通过将提示信息以目标控件的方式进行显示,这样可以不影响目标对象的游戏视野,使得目标对象可以看清楚第一虚拟场景,从而提高目标对象的交互体验,提高游戏对目标对象的吸引力,降低玩家流失率。
如图7是本申请实施例提供的一种在第一虚拟场景中显示和取消显示提示信息的过程的示意图。用于显示第一虚拟场景的页面701中显示有提示信息702;当第一虚拟场景的显示时长大于第三时长阈值,显示页面703,页面703中取消显示提示信息,并显示目标控件704; 接收到针对目标控件的操作指令之后,显示页面705,页面705中显示有提示信息706。
可选地,第一虚拟场景中还可以显示有第三虚拟对象,第三虚拟对象为与第一虚拟对象同一战队的虚拟对象。第三虚拟对象的数量可以是任意数值,本申请实施例对此不进行限定。示例性地,图6中的603和604均为第三虚拟对象。
在步骤203中,在第一虚拟场景中显示第一游戏区域包括的各个战斗波次对应的第二虚拟对象。
可选地,在第一虚拟场景中显示第一游戏区域包括的各个战斗波次对应的第二虚拟对象的过程包括:在第一虚拟场景中显示第一游戏区域包括的第一个战斗波次对应的第二虚拟对象;从第一游戏区域包括的第二个战斗波次开始,基于第一游戏区域包括的前一个战斗波次对应的第二虚拟对象满足显示要求,在第一虚拟场景中显示第一游戏区域包括的下一个战斗波次对应的第二虚拟对象,直至在第一虚拟场景中显示第一游戏区域包括的最后一个战斗波次对应的第二虚拟对象。换言之,在第一虚拟场景中显示第一游戏区域包括的第一个战斗波次对应的第二虚拟对象;基于第一个战斗波次对应的第二虚拟对象满足显示要求,在第一虚拟场景中显示第一游戏区域包括的第二个战斗波次对应的第二虚拟对象;基于第二个战斗波次对应的第二虚拟对象满足显示要求,在第一虚拟场景中显示第一游戏区域包括的第三个战斗波次对应的第二虚拟对象,以此类推,直至在第一虚拟场景中显示第一游戏区域包括的最后一个战斗波次对应的第二虚拟对象。此种方式下,第一游戏区域包括的各个战斗波次的第二虚拟对象依次显示,能够使得目标对象控制第一虚拟对象紧凑的与第二虚拟对象进行交互,提高交互体验,提高游戏对目标对象的吸引力,降低玩家流失率。
其中,第二虚拟对象满足显示要求是指第二虚拟对象的显示时长大于第一时长阈值,或者,第二虚拟对象的生命值不大于参考数值。可选地,第一时长阈值和参考数值基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此不进行限定。示例性地,第一时长阈值为5分钟,参考数值为0。
也即是,在第一虚拟场景中显示第一游戏区域包括的第一个战斗波次对应的第二虚拟对象;基于第一个战斗波次对应的第二虚拟对象的显示时长大于第一时长阈值或者第一个战斗波次对应的第二虚拟对象的生命值不大于参考数值,在第一虚拟场景中显示第一游戏区域包括的第二个战斗波次对应的第二虚拟对象;基于第二个战斗波次对应的第二虚拟对象的显示时长大于第一时长阈值或者第二个战斗波次对应的第二虚拟对象的生命值不大于参考数值,在第一虚拟场景中显示第一游戏区域包括的第三个战斗波次对应的第二虚拟对象,以此类推,直至在第一虚拟场景中显示第一游戏区域包括的最后一个战斗波次对应的第二虚拟对象。
在第一虚拟场景中显示第一游戏区域包括的各个战斗波次对应的第二虚拟对象的方式可以包括但不限于下述两种。第一种方式、在第一虚拟场景中显示第一游戏区域包括的第一个战斗波次对应的第二虚拟对象;基于第一个战斗波次对应的第二虚拟对象的显示时长大于第一时长阈值,在第一虚拟场景中显示第一游戏区域包括的第二个战斗波次对应的第二虚拟对象;基于第二个战斗波次对应的第二虚拟对象的显示时长大于第一时长阈值,在第一虚拟场景中显示第一游戏区域包括的第三个战斗波次对应的第二虚拟对象,以此类推,直至在第一虚拟场景中显示第一游戏区域包括的最后一个战斗波次对应的第二虚拟对象。
第二种方式、在第一虚拟场景中显示第一游戏区域包括的第一个战斗波次对应的第二虚拟对象;基于第一个战斗波次对应的第二虚拟对象的生命值不大于参考数值,在第一虚拟场景中显示第一游戏区域包括的第二个战斗波次对应的第二虚拟对象;基于第二个战斗波次对应的第二虚拟对象的生命值不大于参考数值,在第一虚拟场景中显示第一游戏区域包括的第三个战斗波次对应的第二虚拟对象,以此类推,直至在第一虚拟场景中显示第一游戏区域包括的最后一个战斗波次对应的第二虚拟对象。
无论采用上述哪种方式在第一虚拟场景中显示第一游戏区域包括的第一个战斗波次对应的第二虚拟对象,还可以在第一虚拟场景的显示时长大于第二时长阈值时,在第一虚拟场景中显示第一游戏区域包括的第一个战斗波次对应的第二虚拟对象。其中,第二时长阈值基于 经验进行设置,或者根据实施环境进行调整,本申请实施例对此不进行限定。第二时长阈值用于第一虚拟对象在第一虚拟场景中游走以拾取游戏装备。游戏装备可以是无需支付游戏货币即可获取到的游戏装备。
针对上述第二种方式,基于第一个战斗波次对应的第二虚拟对象的生命值不大于参考数值,还可以停留目标时长后在第一虚拟场景中显示第一游戏区域包括的第二个战斗波次对应的第二虚拟对象。其中,目标时长基于经验进行设置,或者根据游戏节奏进行调整,本申请实施例对此不进行限定。示例性地,目标时长为30秒。目标时长用于第一虚拟对象在第一虚拟场景中游走以拾取游戏装备。目标时长还用于目标对象调整状态迎接下一个战斗波次对应的第二虚拟对象。
可选地,在第一虚拟场景中显示第一游戏区域包括的各个战斗波次对应的第二虚拟对象的过程包括:在第一虚拟场景中同时显示第一游戏区域包括的各个战斗波次对应的第二虚拟对象。
在一种可能的实现方式中,在第一虚拟场景中显示第一游戏区域包括的各个战斗波次对应的第二虚拟对象之后,还可以在第一虚拟场景中显示参考控件,参考控件中显示有用于表示第一虚拟场景中存在的第二虚拟对象的对象类型的类型标识以及各个对象类型的第二虚拟对象的数量。
如图8是本申请实施例提供的另一种第一虚拟场景的显示示意图,其中801为参考控件,参考控件中显示有类型标识8001、类型标识8002和类型标识8003,在第一虚拟场景中存在的类型标识8001对应的第二虚拟对象的数量为2个,类型标识8002对应的第二虚拟对象的数量为1个,类型标识8003对应的第二虚拟对象的数量为5个。
可选地,图8中还显示有游戏区域控件802,游戏区域控件802用于指示目标对象在第一关卡控件对应的游戏关卡中已挑战通过的游戏区域(第一个游戏区域)、当前正在挑战的游戏区域(第二个游戏区域),以及后续还需挑战的游戏区域(第三个游戏区域);还显示有时间控件803,时间控件803用于指示当前战斗波次的持续时长;还显示有战斗波次控件804,战斗波次控件804的数量用于指示在该游戏区域中后续还需迎接的战斗波次的数量。
在步骤204中,基于第二虚拟对象的生命值不大于参考数值,显示第二游戏区域对应的第二虚拟场景,第二游戏区域为多个候选游戏区域中与第一游戏区域相邻且在第一游戏区域之后的游戏区域。
示例性地,第二虚拟对象的生命值不大于参考数值是指第一游戏区域包括的各个战斗波次对应的第二虚拟对象的生命值均不大于参考数值。
需要说明的是,多个候选游戏区域具有一定的挑战顺序,目标对象需要控制第一虚拟对象按照挑战顺序依次挑战各个候选游戏区域。第二游戏区域是指在按照挑战顺序排列的情况下,与第一游戏区域相邻且在第一游戏区域之后的游戏区域。
在一种可能的实现方式中,基于第二虚拟对象的生命值不大于参考数值,显示第二游戏区域对应的第二虚拟场景的过程包括:基于第二虚拟对象的生命值不大于参考数值,显示整备页面,整备页面中显示有时间数值;基于时间数值满足数值要求,取消显示整备页面,显示第二虚拟场景。第二虚拟场景用于目标对象控制第一虚拟对象与第二游戏区域包括的各个战斗波次对应的虚拟对象进行交互。时间数值为整备页面的显示倒计时,时间数值随着时间的推移而变化。可选地,显示整备页面时,可以采用任一种显示方式显示整备页面,例如,淡入淡出显示方式、蜂巢显示方式、棋盘显示方式等。在显示第二虚拟场景之前,先显示整备页面,能够减少虚拟场景切换带来的视觉突兀感,提高目标对象的交互体验,提高游戏对目标对象的吸引力,降低玩家流失率。
当然,在一些实施例中,还可以在确定第二虚拟对象的生命值不大于参考数值后,直接显示第二虚拟场景。
需要说明的是,当第二游戏区域包括的战斗波次对应的虚拟对象的生命值不大于参考数值时,还可以显示第三游戏区域对应的虚拟场景,该显示过程与上述第二虚拟场景的显示过 程类似,在此不再进行赘述。第三游戏区域为与第二游戏区域相邻且在第二游戏区域之后的游戏区域。
需要说明的是,一个游戏关卡可能包括一个游戏区域,也可能包括多个游戏区域。本申请实施例以第一关卡控件对应的游戏关卡包括至少两个游戏区域,且该至少两个游戏区域中至少存在第一游戏区域和第二游戏区域为例进行说明,但本申请实施例并不局限于此。在一些实施例中,第一关卡控件对应的游戏关卡也可能包括一个游戏区域,此种情况下,若目标对象未挑战通过该游戏区域,则响应于针对第一关卡控件的操作指令,显示该游戏区域对应的虚拟场景,并在该虚拟场景中显示该游戏区域包括的各个战斗波次对应的第二虚拟对象,基于第二虚拟对象的生命值不大于参考数值,可以返回目标页面,也可以自动跳转到第一关卡控件对应的游戏关卡的下一个游戏关卡。若目标对象已挑战通过该游戏区域,则响应于针对第一关卡控件的操作指令,可以显示提醒信息,该提醒信息用于提醒目标对象需要重新选择关卡控件。
如图9是本申请实施例提供的一种整备页面的显示示意图。其中,控件901显示的是时间数值。可选地,整备页面中还显示有资源余额控件,资源余额控件用于指示目标对象在游戏中的资源余额。如图9中的控件902为资源余额控件。
在一种可能的实现方式中,整备页面中还显示有第一装备控件和第一资源数值,第一装备控件对应的装备用于对第一虚拟对象的对象信息进行提升,第一资源数值为获取第一装备控件对应的装备所需的资源数值。如图9中的控件903为第一个第一装备控件,控件904为第二个第一装备控件,1000为获取第一个第一装备控件对应的装备需要的资源数值,100为获取第二个第一装备控件对应的装备需要的资源数值。
基于针对第一装备控件的操作指令,对第一虚拟对象的对象信息进行调整;从目标对象的资源余额中扣除第一资源数值。可选地,第一虚拟对象的对象信息包括第一虚拟对象的生命值和第一虚拟对象的护甲中的任一种。对第一虚拟对象的对象信息进行调整的过程包括:基于第一虚拟对象的对象信息为第一虚拟对象的生命值,将第一虚拟对象的生命值增加目标数值;或者,基于第一虚拟对象的对象信息为第一虚拟对象的护甲,将第一虚拟对象的护甲的等级增加目标级数。其中,第一虚拟对象的护甲为一种装备物品,用于为第一虚拟对象提供防御属性,进而提高第一虚拟对象的生存能力。目标数值和目标级数均基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此不进行限定。示例性地,目标数值为20,目标级数为1。
可选地,基于第一虚拟对象的对象信息满足信息要求,将整备页面中的第一装备控件显示为第一形式,第一形式用于指示第一虚拟对象的对象信息已满足信息要求。第一形式根据经验设置,或者根据应用场景灵活调整,本申请实施例对此不加以限定。例如,第一装备控件显示为第一形式可以是第一装备控件显示为灰色。
基于第一虚拟对象的对象信息为第一虚拟对象的生命值,第一虚拟对象的对象信息满足信息要求是指第一虚拟对象的生命值不低于生命值阈值。基于第一虚拟对象的对象信息为第一虚拟对象的护甲,第一虚拟对象的对象信息满足信息要求是指第一虚拟对象的护甲的等级不低于等级阈值。其中,生命值阈值和等级阈值基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此不进行限定。示例性地,生命值阈值为100,等级阈值为10。
在一种可能的实现方式中,整备页面中还显示有第二装备控件和第二资源数值,第二装备控件对应的装备为虚拟道具,第二资源数值为获取第二装备控件对应的装备所需的资源数值。如图9中的控件905为第二装备控件,600为获取第二装备控件对应的装备所需的资源数值。
基于针对第二装备控件的操作指令,控制第一虚拟对象获取第二装备控件对应的虚拟道具;从目标对象的资源余额中扣除第二资源数值。
可选地,基于针对第二装备控件的操作指令,将整备页面中的第二装备控件显示为第二形式,第二形式用于指示第一虚拟对象已获取第二装备控件对应的虚拟道具。第二形式根据 经验设置,或者根据应用场景灵活调整,本申请实施例对此不加以限定。例如,第二装备控件显示为第二形式可以是第二装备控件显示为灰色。第二形式可以与第一形式相同,也可以与第一形式不同。
在一种可能的实现方式中,整备页面中还可以显示有第三装备控件和第三资源数值,第三装备控件对应的装备用于对第一虚拟对象的技能进行调整,第三资源数值用于指示获取第三装备控件对应的装备所需的资源数值。如图9中的控件906为第三装备控件。800为获取第三装备控件对应的装备所需的资源数值。
基于针对第三装备控件的操作指令,按照第三装备控件对应的装备,对第一虚拟对象的技能进行调整;从目标对象的资源余额中扣除第三资源数值。示例性地,基于针对第三装备控件的操作指令,按照第三装备控件对应的装备,对第一虚拟对象的技能进行调整的过程包括:基于针对第三装备控件的操作指令,获取第三装备控件对应的装备,按照第三装备控件对应的装备,对第一虚拟对象的技能进行调整。
可选地,终端设备中存储有技能装备库,基于针对第三装备控件的操作指令,从技能装备库中随机确定一个装备作为第三装备控件对应的装备。示例性地,技能装备库中包括但不限于下述装备:个人受到的伤害提高10%,局外货币掉落提高30%、个人暴击率降低5%,个人评分提高10%、大招时间拉长50%,所有对怪的伤害提高10%、对盾伤害降低10%,局内货币掉落提高20%、最高血量降低10%,弱点伤害提高10%。
在一些实施例中,终端设备还可以基于针对第三装备控件的操作指令,从技能装备库中确定与第一虚拟对象的对象信息匹配的备选装备,从备选装备中随机确定一个装备作为第三装备控件对应的装备。与第一虚拟对象的对象信息匹配的备选装备是指第一虚拟对象的对象信息指示的第一虚拟对象能够使用的装备。示例性地,若第一虚拟对象的对象信息指示第一虚拟对象的生命值低于第二数值,则与第一虚拟对象的对象信息匹配的备选装备是指能供生命值低于第二数值的虚拟对象使用的装备。示例性地,若第一虚拟对象的对象信息指示第一虚拟对象的护甲级别为高级,则与第一虚拟对象的对象信息匹配的备选装备是指能供配置有高级的护甲的虚拟对象使用的装备。
在一种可能的实现方式中,基于针对第三装备控件的操作指令,将整备页面中的第三装备控件显示为第三形式,第三形式用于指示第一虚拟对象已获取第三装备控件对应的装备。第三形式根据经验设置,或者根据应用场景灵活调整,本申请实施例对此不加以限定。例如,第三装备控件显示为第三形式可以是第三装备控件显示为灰色。第三形式可以与第一形式或第二形式相同,也可以与第一形式和第二形式均不相同。
在一种可能的实现方式中,整备页面中还可以显示有至少一个第四装备控件和各个第四装备控件对应的第四资源数值,第四装备控件对应的装备用于对第一虚拟对象拥有的虚拟道具的技能进行调整,任一第四装备控件对应的第四资源数值为获取该任一第四装备控件对应的装备所需的资源数值。如图9中的控件907为第一个第四装备控件,控件908为第二个第四装备控件,控件909为第三个第四装备控件。500为获取第一个第四装备控件对应的装备所需的资源数值,900为获取第二个第四装备控件对应的装备所需的资源数值,1300为获取第三个第四装备控件对应的装备所需的资源数值。
基于针对任一第四装备控件的操作指令,按照该任一第四装备控件对应的装备,对第一虚拟对象拥有的虚拟道具的技能进行调整;从目标对象的资源余额中扣除该任一第四装备控件对应的第四资源数值。
可选地,基于针对任一第四装备控件的操作指令,将整备页面中的该任一第四装备控件显示为第四形式,第四形式用于指示第一虚拟对象已获取该任一第四装备控件对应的装备。第四形式根据经验设置,或者根据应用场景灵活调整,本申请实施例对此不加以限定。例如,任一第四装备控件显示为第四形式可以是该任一第四装备控件显示为灰色。第四形式可以与第一形式、第二形式或第三形式相同,也可以与第一形式、第二形式和第三形式均不相同。
在一种可能的实现方式中,整备页面中还显示有更新控件和第五资源数值,更新控件用 于对第四装备控件对应的装备进行更新,第五资源数值用于指示对第四装备控件对应的装备进行更新所需的资源数值,第五资源数值随着第四装备控件对应的装备的更新次数的增加而增加。如图9中的控件910为更新控件,50为对第四装备控件对应的装备进行更新所需的资源数值。示例性地,对于第四装备控件的数量为多个的情况,更新控件可以用于对全部的第四装备控件对应的装备进行更新,也可以用于对部分选中的第四装备控件对应的装备进行更新,本申请实施例对此不加以限定。
基于针对更新控件的操作指令,对整备页面中的第四装备控件对应的装备进行更新;从目标对象的资源余额中扣除第五资源数值。
整备页面中可以显示多种装备控件,以使目标对象便捷地控制第一虚拟对象获取对应的装备,有利于提高目标对象的交互体验,提高游戏对目标对象的吸引力,降低玩家流失率。
在一种可能的实现方式中,基于第一关卡控件对应的游戏关卡的最后一个游戏区域包括的各个战斗波次对应的第二虚拟对象的生命值不大于参考数值,显示第三虚拟场景,第三虚拟场景为目标游戏关卡的第一个游戏区域对应的虚拟场景,目标游戏关卡为第一关卡控件对应的游戏关卡的下一个游戏关卡,目标游戏关卡包括的游戏区域与第一关卡控件对应的游戏关卡包括的游戏区域不同。第三虚拟场景用于目标对象控制第一虚拟对象与目标游戏关卡的第一个游戏区域包括的各个战斗波次对应的虚拟对象进行交互。目标对象控制第一虚拟对象在第三虚拟场景中与目标游戏关卡的第一个游戏区域包括的各个战斗波次对应的虚拟对象进行交互的过程与上述目标对象控制第一虚拟对象在第一虚拟场景中与第一游戏关卡的第一游戏区域包括的各个战斗波次对应的虚拟对象进行交互的过程类似,在此不再进行赘述。
在一种可能的实现方式中,响应于目标游戏关卡的第一个游戏区域包括的战斗波次对应的虚拟对象和第一关卡控件对应的游戏关卡的游戏区域包括的战斗波次对应的虚拟对象相同时,虚拟对象在目标游戏关卡的第一个游戏区域中的攻击力高于虚拟对象在第一关卡控件对应的游戏关卡的游戏区域中的攻击力,虚拟对象在目标游戏关卡的第一个游戏区域中受到伤害时的掉血量低于虚拟对象在第一关卡控件对应的游戏关卡的游戏区域中受到伤害时的掉血量。也即是,同一个第二虚拟对象,在不同的游戏关卡、不同的游戏区域中的战斗能力不同。
示例性地,第一个游戏关卡的第一个游戏区域包括的第一个战斗波次对应的虚拟对象为RPG怪,RPG怪在第一个游戏关卡的第一个游戏区域中的攻击力为5,受到伤害时的掉血量为10。第二个游戏关卡的第一个游戏区域包括的第一个战斗波次对应的虚拟对象也为RGP怪,RGP怪在第二个游戏关卡的第一个游戏区域中的攻击力为10,受到伤害时的掉血量为5。
在一种可能的实现方式中,战斗波次对应的第二虚拟对象的生命值不大于参考数值所需的时长为第一时长,第一时长根据经验设置,或者根据实际场景灵活调整,例如,第一时长为2分钟。还可以根据每个关卡控件包括的游戏区域的个数、每个游戏区域包括的战斗波次的个数以及战斗波次对应的第二虚拟对象的生命值不大于参考数值所需的时长,确定通过每个关卡控件对应的游戏关卡所需的时长。如图10是本申请实施例提供的一种确定通过游戏关卡所需的时长的示意图。其中,游戏关卡包括五个游戏区域,分别为游戏区域A、游戏区域B、游戏区域C、游戏区域D和游戏区域E。游戏区域A包括3个战斗波次,游戏区域B包括4个战斗波次,游戏区域C包括3个战斗波次,游戏区域D包括5个战斗波次,游戏区域E包括7个战斗波次,因此,确定游戏关卡一共包括22个战斗波次。由于每个战斗波次对应的第二虚拟对象的生命值不大于参考数值所需的时长为2分钟,因此,确定通过游戏关卡所需的时长为2*22=44分钟。
上述方法将游戏地图分为多个面积小于游戏地图的游戏区域,当接收到针对目标页面显示的多个关卡控件中的第一关卡控件的操作指令时,将目标对象控制的第一虚拟对象显示在第一关卡控件对应的游戏关卡的第一游戏区域内,在第一游戏区域内,第一虚拟对象会接收到至少一个战斗波次,在各个战斗波次包括的第二虚拟对象的生命值不大于参考数值的情况下,才会进入到第一关卡控件对应的游戏关卡的第二游戏区域。由于该方法将游戏地图分为多个游戏区域,每次仅在一个游戏区域中进行游戏,游戏区域的面积小于游戏地图的面积, 目标对象能够控制第一虚拟对象直接与游戏区域中的第二虚拟对象进行交互,使得目标对象不需要频繁的控制第一虚拟对象在游戏地图中移动来寻找第二虚拟对象,能够节省目标对象寻找第二虚拟对象的时间,加快游戏节奏,提高游戏交互的效率,进而提高游戏对目标对象的吸引力,降低玩家流失率。
第一游戏区域包括的各个战斗波次的第二虚拟对象依次显示,能够使得目标对象控制第一虚拟对象紧凑的与第二虚拟对象进行交互,提高交互体验,提高游戏对目标对象的吸引力,降低玩家流失率。
在显示关卡控件的目标页面,可以显示目标对象对应的关卡分数、游戏分数、游戏等级等,使得目标对象能够直观的根据显示的信息选择想要进入的游戏关卡,提高目标对象的交互体验,提高游戏对目标对象的吸引力,降低玩家流失率。
在显示第二虚拟场景之前,先显示整备页面,能够减少虚拟场景切换带来的视觉突兀感,提高目标对象的交互体验,提高游戏对目标对象的吸引力,降低玩家流失率。此外,整备页面中可以显示多种装备控件,以使目标对象便捷地控制第一虚拟对象获取对应的装备,有利于进一步提高目标对象的交互体验,从而更进一步地降低玩家流失率。
图11是本申请实施例提供的一种游戏交互方法的流程图,以每个游戏关卡包括两个游戏区域,每个游戏区域包括2个战斗波次为例,该方法包括下述步骤1至步骤12。
步骤1、显示目标页面,目标页面中显示有多个关卡控件,一个关卡控件对应于一个游戏关卡,一个游戏关卡包括至少一个游戏区域,一个游戏区域包括至少一个战斗波次,游戏区域为游戏地图的部分区域。显示目标页面的过程在上述步骤201中已进行描述,在此不再赘述。
步骤2、响应于针对第一关卡控件的操作指令,显示第一虚拟场景。第一关卡控件为多个关卡控件中任一个已解锁的关卡控件。第一虚拟场景为第一关卡控件对应的游戏关卡包括的第一个游戏区域对应的虚拟场景。该过程在上述步骤202中已进行描述,在此不再赘述。
步骤3、在第一虚拟场景中显示第一游戏区域包括的第一个战斗波次对应的第二虚拟对象。该过程在上述步骤203中已进行描述,在此不再进行赘述。
步骤4、确定第一游戏区域包括的第一个战斗波次对应的第二虚拟对象是否满足显示要求。其中,第二虚拟对象满足显示要求是指第二虚拟对象的显示时长大于第一时长阈值,或者第二虚拟对象的生命值不大于参考数值。可选地,第一时长阈值和参考数值基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此不进行限定。该过程在上述步骤204中已进行描述,在此不再进行赘述。
步骤5、基于第一游戏区域包括的第一个战斗波次对应的第二虚拟对象满足显示要求,则在第一虚拟场景中显示第一游戏区域包括的第二个战斗波次对应的第二虚拟对象。该过程在上述步骤204中已进行描述,在此不再进行赘述。
步骤6、确定第一游戏区域包括的第二个战斗波次对应的第二虚拟对象是否满足显示要求。该过程在上述步骤204中已进行描述,在此不再进行赘述。
步骤7、基于第一游戏区域包括的第二个战斗波次对应的第二虚拟对象满足显示要求,显示第二虚拟场景,第二虚拟场景为第一关卡控件对应的游戏关卡包括的第二个游戏区域对应的虚拟场景。该过程在上述步骤204中已进行描述,在此不再进行赘述。
步骤8、在第二虚拟场景中显示第二游戏区域包括的第一个战斗波次对应的第二虚拟对象。该过程在上述步骤204中已进行描述,在此不再进行赘述。
步骤9、确定第二游戏区域包括的第一个战斗波次对应的第二虚拟对象是否满足显示要求。该过程在上述步骤204中已进行描述,在此不再进行赘述。
步骤10、基于第二游戏区域包括的第一个战斗波次对应的第二虚拟对象满足显示要求,在第二虚拟场景中显示第二游戏区域包括的第二个战斗波次对应的第二虚拟对象。该过程在上述步骤204中已进行描述,在此不再进行赘述。
步骤11、确定第二游戏区域包括的第二个战斗波次对应的第二虚拟对象是否满足显示要求。该过程在上述步骤204中已进行描述,在此不再进行赘述。
步骤12、基于第二游戏区域包括的第二个战斗波次对应的第二虚拟对象满足显示要求,显示第三虚拟场景,第三虚拟场景为目标游戏关卡的第一个游戏区域对应的虚拟场景,目标游戏关卡为第一关卡控件对应的游戏关卡的下一个游戏关卡。该过程在上述步骤204中已进行描述,在此不再进行赘述。
图12所示为本申请实施例提供的一种游戏交互装置的结构示意图,如图12所示,该装置包括:
显示模块1201,用于显示目标页面,目标页面中显示有多个关卡控件,一个关卡控件对应于一个游戏关卡,一个游戏关卡包括至少一个游戏区域,一个游戏区域包括至少一个战斗波次,游戏区域为游戏地图的部分区域;
显示模块1201,还用于响应于针对多个关卡控件中的第一关卡控件的操作指令,显示第一游戏区域对应的第一虚拟场景,第一虚拟场景中显示有第一虚拟对象,第一游戏区域为第一虚拟对象对应的目标对象在多个候选游戏区域中未挑战通过的游戏区域,候选游戏区域为第一关卡控件对应的游戏关卡包括的游戏区域;
显示模块1201,还用于在第一虚拟场景中显示第一游戏区域包括的各个战斗波次对应的第二虚拟对象;
显示模块1201,还用于基于第二虚拟对象的生命值不大于参考数值,显示第二游戏区域对应的第二虚拟场景,第二游戏区域为多个候选游戏区域中与第一游戏区域相邻且在第一游戏区域之后的游戏区域,第二虚拟场景用于目标对象控制第一虚拟对象与第二游戏区域包括的各个战斗波次对应的虚拟对象进行交互。
在一种可能的实现方式中,显示模块1201,用于在第一虚拟场景中显示第一游戏区域包括的第一个战斗波次对应的第二虚拟对象;从第一游戏区域包括的第二个战斗波次开始,基于第一游戏区域包括的前一个战斗波次对应的第二虚拟对象满足显示要求,在第一虚拟场景中显示第一游戏区域包括的下一个战斗波次对应的第二虚拟对象,直至在第一虚拟场景中显示第一游戏区域包括的最后一个战斗波次对应的第二虚拟对象;其中,第二虚拟对象满足显示要求是指第二虚拟对象的显示时长大于第一时长阈值,或者,第二虚拟对象的生命值不大于参考数值。
在一种可能的实现方式中,显示模块1201,用于基于第二虚拟对象的生命值不大于参考数值,显示整备页面,整备页面中显示有时间数值,时间数值为整备页面的显示倒计时,时间数值随着时间的推移而变化;基于时间数值满足数值要求,取消显示整备页面,显示第二虚拟场景。
在一种可能的实现方式中,整备页面中还显示有第一装备控件和第一资源数值,第一装备控件对应的装备用于对第一虚拟对象的对象信息进行提升,第一资源数值为获取第一装备控件对应的装备所需的资源数值;
参见图13,该装置还包括:
调整模块1202,用于基于针对第一装备控件的操作指令,对第一虚拟对象的对象信息进行调整;
扣除模块1203,用于从目标对象的资源余额中扣除第一资源数值。
在一种可能的实现方式中,第一虚拟对象的对象信息包括第一虚拟对象的生命值和第一虚拟对象的护甲中的任一种;
调整模块1202,用于基于第一虚拟对象的对象信息为第一虚拟对象的生命值,将第一虚拟对象的生命值增加目标数值;或者,基于第一虚拟对象的对象信息为第一虚拟对象的护甲,将第一虚拟对象的护甲的等级增加目标级数。
在一种可能的实现方式中,显示模块1201,还用于基于第一虚拟对象的对象信息满足信 息要求,将整备页面中的第一装备控件显示为第一形式,第一形式用于指示第一虚拟对象的对象信息已满足信息要求;
其中,第一虚拟对象的对象信息为第一虚拟对象的生命值,第一虚拟对象的对象信息满足信息要求是指第一虚拟对象的生命值不低于生命值阈值;或者,第一虚拟对象的对象信息为第一虚拟对象的护甲,第一虚拟对象的对象信息满足信息要求是指第一虚拟对象的护甲的等级不低于等级阈值。
在一种可能的实现方式中,整备页面中还显示有第二装备控件和第二资源数值,第二装备控件对应的装备为虚拟道具,第二资源数值为获取第二装备控件对应的装备所需的资源数值;
装置还包括:
控制模块,用于基于针对第二装备控件的操作指令,控制第一虚拟对象获取第二装备控件对应的虚拟道具;
扣除模块1203,还用于从目标对象的资源余额中扣除第二资源数值。
在一种可能的实现方式中,显示模块1201,还用于基于针对第二装备控件的操作指令,将整备页面中的第二装备控件显示为第二形式,第二形式用于指示第一虚拟对象已获取第二装备控件对应的虚拟道具。
在一种可能的实现方式中,整备页面中还显示有第三装备控件和第三资源数值,第三装备控件对应的装备用于对第一虚拟对象的技能进行调整,第三资源数值用于指示获取第三装备控件对应的装备所需的资源数值;
调整模块1202,还用于基于针对第三装备控件的操作指令,按照第三装备控件对应的装备,对第一虚拟对象的技能进行调整;
扣除模块1203,还用于从目标对象的资源余额中扣除第三资源数值。
在一种可能的实现方式中,显示模块1201,还用于基于针对第三装备控件的操作指令,将整备页面中的第三装备控件显示为第三形式,第三形式用于指示第一虚拟对象已获取第三装备控件对应的装备。
在一种可能的实现方式中,整备页面中还显示有至少一个第四装备控件和各个第四装备控件对应的第四资源数值,第四装备控件对应的装备用于对第一虚拟对象拥有的虚拟道具的技能进行调整,任一第四装备控件对应的第四资源数值为获取任一第四装备控件对应的装备所需的资源数值;
调整模块,还用于基于针对任一第四装备控件的操作指令,按照任一第四装备控件对应的装备,对第一虚拟对象拥有的虚拟道具的技能进行调整;
扣除模块1203,还用于从目标对象的资源余额中扣除任一第四装备控件对应的第四资源数值。
在一种可能的实现方式中,显示模块1201,还用于基于针对任一第四装备控件的操作指令,将整备页面中的任一第四装备控件显示为第四形式,第四形式用于指示第一虚拟对象已获取任一第四装备控件对应的装备。
在一种可能的实现方式中,整备页面中还显示有更新控件和第五资源数值,更新控件用于对第四装备控件对应的装备进行更新,第五资源数值用于指示对第四装备控件对应的装备进行更新所需的资源数值,第五资源数值随着第四装备控件对应的装备的更新次数的增加而增加;
装置还包括:
更新模块,用于基于针对更新控件的操作指令,对整备页面中的第四装备控件对应的装备进行更新;
扣除模块1203,还用于从目标对象的资源余额中扣除第五资源数值。
在一种可能的实现方式中,目标页面中还显示有目标对象在各个关卡控件对应的游戏关卡的关卡分数,关卡分数基于目标对象在游戏关卡对应的游戏区域的表现情况确定。
在一种可能的实现方式中,目标页面中还显示有目标对象在游戏中的游戏分数和目标对象在游戏中的游戏等级中的至少一个;
其中,目标对象在游戏中的游戏分数基于目标对象在各个关卡控件对应的游戏关卡的关卡分数确定,目标对象在游戏中的游戏等级基于目标对象在游戏中的游戏分数确定。
在一种可能的实现方式中,装置还包括:
获取模块,用于获取根据游戏地图确定的多个候选区域,任一候选区域的面积小于游戏地图的面积;
确定模块,用于响应于针对多个关卡控件中的第一关卡控件的操作指令,在多个候选区域中确定多个候选游戏区域;
排序模块,用于对多个候选游戏区域进行排序,得到排序结果,排序结果用于指示目标对象在多个候选游戏区域中的挑战顺序;
确定模块,还用于确定目标对象在第一关卡控件对应的游戏关卡中已挑战且通过的游戏区域的数量;根据数量,在排序结果中确定第一游戏区域;
显示模块1201,用于显示第一游戏区域对应的第一虚拟场景。
在一种可能的实现方式中,显示模块1201,还用于基于第一关卡控件对应的游戏关卡的最后一个游戏区域包括的各个战斗波次对应的第二虚拟对象的生命值不大于参考数值,显示第三虚拟场景,第三虚拟场景为目标游戏关卡的第一个游戏区域对应的虚拟场景,目标游戏关卡为第一关卡控件对应的游戏关卡的下一个游戏关卡,目标游戏关卡包括的游戏区域与第一关卡控件对应的游戏关卡包括的游戏区域不同。
在一种可能的实现方式中,显示模块1201,还用于响应于针对多个关卡控件中的任一个关卡控件的第一操作,在目标页面中显示目标内容,目标内容为第一虚拟对象对应的目标对象在任一个关卡控件对应的游戏关卡中的游戏进度。
在一种可能的实现方式中,显示模块1201,用于响应于针对多个关卡控件中的任一个关卡控件的第一操作,确定任一个关卡控件对应的游戏关卡是否已解锁;基于任一个关卡控件对应的游戏关卡已解锁,在目标页面中显示目标内容。
上述装置将游戏地图分为多个面积小于游戏地图的游戏区域,当接收到针对目标页面显示的多个关卡控件中的第一关卡控件的操作指令时,将目标对象控制的第一虚拟对象显示在第一关卡控件对应的游戏关卡的第一游戏区域内,在第一游戏区域内,第一虚拟对象会接收到至少一个战斗波次,在各个战斗波次包括的第二虚拟对象的生命值不大于参考数值的情况下,才会进入到第一关卡控件对应的游戏关卡的第二游戏区域。由于将游戏地图分为多个游戏区域,每次仅在一个游戏区域中进行游戏,游戏区域的面积小于游戏地图的面积,目标对象能够控制第一虚拟对象直接与游戏区域中的第二虚拟对象进行交互,使得目标对象不需要频繁的控制第一虚拟对象在游戏地图中移动来寻找第二虚拟对象,能够节省目标对象寻找第二虚拟对象的时间,加快游戏节奏,提高游戏交互的效率,进而提高游戏对目标对象的吸引力,降低玩家流失率。
第一游戏区域包括的各个战斗波次的第二虚拟对象依次显示,能够使得目标对象控制第一虚拟对象紧凑的与第二虚拟对象进行交互,提高交互体验,提高游戏对目标对象的吸引力,降低玩家流失率。
在显示关卡控件的目标页面,可以显示目标对象对应的关卡分数、游戏分数、游戏等级等,使得目标对象能够直观的根据显示的信息选择想要进入的游戏关卡,提高目标对象的交互体验,提高游戏对目标对象的吸引力,降低玩家流失率。
在显示第二虚拟场景之前,先显示整备页面,能够减少虚拟场景切换带来的视觉突兀感,提高目标对象的交互体验,提高游戏对目标对象的吸引力,降低玩家流失率。此外,整备页面中可以显示多种装备控件,以使目标对象便捷地控制第一虚拟对象获取对应的装备,有利于进一步提高目标对象的交互体验,从而更进一步地降低玩家流失率。
应理解的是,上述提供的装置在实现其功能时,仅以上述各功能模块的划分进行举例说 明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的装置与方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
图14示出了本申请一个示例性实施例提供的终端设备1300的结构框图。该终端设备1300可以是便携式移动终端,比如:智能手机、平板电脑、播放器、笔记本电脑或台式电脑。终端设备1300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1300包括有:处理器1301和存储器1302。
处理器1301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1301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1301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1301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1301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1302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1302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1302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1301所执行以实现本申请中方法实施例提供的游戏交互方法。
在一些实施例中,终端设备1300还可选包括有:显示屏1305。
显示屏1305用于显示UI(User Interface,用户界面)。该UI可以包括图形、文本、图标、视频及其它们的任意组合。当显示屏1305是触摸显示屏时,显示屏1305还具有采集在显示屏1305的表面或表面上方的触摸信号的能力。该触摸信号可以作为控制信号输入至处理器1301进行处理。此时,显示屏1305还可以用于提供虚拟按钮和/或虚拟键盘,也称软按钮和/或软键盘。在一些实施例中,显示屏1305可以为一个,设置在终端设备1300的前面板;在另一些实施例中,显示屏1305可以为至少两个,分别设置在终端设备1300的不同表面或呈折叠设计;在另一些实施例中,显示屏1305可以是柔性显示屏,设置在终端设备1300的弯曲表面上或折叠面上。甚至,显示屏1305还可以设置成非矩形的不规则图形,也即异形屏。显示屏1305可以采用LCD(Liquid Crystal Display,液晶显示屏)、OLED(Organic Light-Emitting Diode,有机发光二极管)等材质制备。示例性地,目标页面、第一虚拟场景、第二虚拟对象、第二虚拟场景等通过显示屏1305显示。
本领域技术人员可以理解,图14中示出的结构并不构成对终端设备1300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。
图15为本申请实施例提供的服务器的结构示意图,该服务器1400可因配置或性能不同而产生比较大的差异,可以包括一个或多个处理器(Central Processing Units,CPU)1401和一个或多个的存储器1402,其中,该一个或多个存储器1402中存储有至少一条程序代码,该至少一条程序代码由该一个或多个处理器1401加载并执行以实现上述各个方法实施例提供的游戏交互方法。当然,该服务器1400还可以具有有线或无线网络接口、键盘以及输入输出接口等部件,以便进行输入输出,该服务器1400还可以包括其他用于实现设备功能的部件,在此不做赘述。
在示例性实施例中,还提供了一种非易失性计算机可读存储介质,该非易失性计算机可读存储介质中存储有至少一条程序代码,该至少一条程序代码由处理器加载并执行,以使计 算机实现上述任一种游戏交互方法。
可选地,上述计算机可读存储介质可以是只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、只读光盘(Compact Disc Read-Only Memory,CD-ROM)、磁带、软盘和光数据存储设备等。
在示例性实施例中,还提供了一种计算机程序或计算机程序产品,该计算机程序或计算机程序产品中存储有至少一条计算机指令,该至少一条计算机指令由处理器加载并执行,以使计算机实现上述任一种游戏交互方法。
需要说明的是,本申请所涉及的信息(包括但不限于用户设备信息、用户个人信息等)、数据(包括但不限于用于分析的数据、存储的数据、展示的数据等)以及信号,均为经用户授权或者经过各方充分授权的,且相关数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。例如,本申请中涉及到的目标页面、虚拟场景都是在充分授权的情况下获取的。
应当理解的是,在本文中提及的“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。
以上所述仅为本申请的示例性实施例,并不用以限制本申请,凡在本申请的原则之内,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 (23)

  1. 一种游戏交互方法,其中,所述方法由终端设备执行,所述方法包括:
    显示目标页面,所述目标页面中显示有多个关卡控件,一个关卡控件对应于一个游戏关卡,一个游戏关卡包括至少一个游戏区域,一个游戏区域包括至少一个战斗波次,所述游戏区域为游戏地图的部分区域;
    响应于针对所述多个关卡控件中的第一关卡控件的操作指令,显示第一游戏区域对应的第一虚拟场景,所述第一虚拟场景中显示有第一虚拟对象,所述第一游戏区域为所述第一虚拟对象对应的目标对象在多个候选游戏区域中未挑战通过的游戏区域,所述候选游戏区域为所述第一关卡控件对应的游戏关卡包括的游戏区域;
    在所述第一虚拟场景中显示所述第一游戏区域包括的各个战斗波次对应的第二虚拟对象;
    基于所述第二虚拟对象的生命值不大于参考数值,显示第二游戏区域对应的第二虚拟场景,所述第二游戏区域为所述多个候选游戏区域中与所述第一游戏区域相邻且在所述第一游戏区域之后的游戏区域,所述第二虚拟场景用于所述目标对象控制所述第一虚拟对象与所述第二游戏区域包括的各个战斗波次对应的虚拟对象进行交互。
  2. 根据权利要求1所述的方法,其中,所述在所述第一虚拟场景中显示所述第一游戏区域包括的各个战斗波次对应的第二虚拟对象,包括:
    在所述第一虚拟场景中显示所述第一游戏区域包括的第一个战斗波次对应的第二虚拟对象;
    从所述第一游戏区域包括的第二个战斗波次开始,基于所述第一游戏区域包括的前一个战斗波次对应的第二虚拟对象满足显示要求,在所述第一虚拟场景中显示所述第一游戏区域包括的下一个战斗波次对应的第二虚拟对象,直至在所述第一虚拟场景中显示所述第一游戏区域包括的最后一个战斗波次对应的第二虚拟对象;
    其中,所述第二虚拟对象满足显示要求是指所述第二虚拟对象的显示时长大于第一时长阈值,或者,所述第二虚拟对象的生命值不大于所述参考数值。
  3. 根据权利要求1或2所述的方法,其中,所述基于所述第二虚拟对象的生命值不大于参考数值,显示第二游戏区域对应的第二虚拟场景,包括:
    基于所述第二虚拟对象的生命值不大于参考数值,显示整备页面,所述整备页面中显示有时间数值,所述时间数值为所述整备页面的显示倒计时,所述时间数值随着时间的推移而变化;
    基于所述时间数值满足数值要求,取消显示所述整备页面,显示所述第二虚拟场景。
  4. 根据权利要求3所述的方法,其中,所述整备页面中还显示有第一装备控件和第一资源数值,所述第一装备控件对应的装备用于对所述第一虚拟对象的对象信息进行提升,所述第一资源数值为获取所述第一装备控件对应的装备所需的资源数值;
    所述方法还包括:
    基于针对所述第一装备控件的操作指令,对所述第一虚拟对象的对象信息进行调整;
    从所述目标对象的资源余额中扣除所述第一资源数值。
  5. 根据权利要求4所述的方法,其中,所述第一虚拟对象的对象信息包括所述第一虚拟对象的生命值和所述第一虚拟对象的护甲中的任一种;
    所述对所述第一虚拟对象的对象信息进行调整,包括:
    基于所述第一虚拟对象的对象信息为所述第一虚拟对象的生命值,将所述第一虚拟对象的生命值增加目标数值;
    或者,基于所述第一虚拟对象的对象信息为所述第一虚拟对象的护甲,将所述第一虚拟对象的护甲的等级增加目标级数。
  6. 根据权利要求4所述的方法,其中,所述方法还包括:
    基于所述第一虚拟对象的对象信息满足信息要求,将所述整备页面中的第一装备控件显 示为第一形式,所述第一形式用于指示所述第一虚拟对象的对象信息已满足所述信息要求;
    其中,所述第一虚拟对象的对象信息为所述第一虚拟对象的生命值,所述第一虚拟对象的对象信息满足信息要求是指所述第一虚拟对象的生命值不低于生命值阈值;或者,所述第一虚拟对象的对象信息为所述第一虚拟对象的护甲,所述第一虚拟对象的对象信息满足信息要求是指所述第一虚拟对象的护甲的等级不低于等级阈值。
  7. 根据权利要求3所述的方法,其中,所述整备页面中还显示有第二装备控件和第二资源数值,所述第二装备控件对应的装备为虚拟道具,所述第二资源数值为获取所述第二装备控件对应的装备所需的资源数值;
    所述方法还包括:
    基于针对所述第二装备控件的操作指令,控制所述第一虚拟对象获取所述第二装备控件对应的虚拟道具;
    从所述目标对象的资源余额中扣除所述第二资源数值。
  8. 根据权利要求7所述的方法,其中,所述方法还包括:
    基于针对所述第二装备控件的操作指令,将所述整备页面中的第二装备控件显示为第二形式,所述第二形式用于指示所述第一虚拟对象已获取所述第二装备控件对应的虚拟道具。
  9. 根据权利要求3所述的方法,其中,所述整备页面中还显示有第三装备控件和第三资源数值,所述第三装备控件对应的装备用于对所述第一虚拟对象的技能进行调整,所述第三资源数值用于指示获取所述第三装备控件对应的装备所需的资源数值;
    所述方法还包括:
    基于针对所述第三装备控件的操作指令,按照所述第三装备控件对应的装备,对所述第一虚拟对象的技能进行调整;
    从所述目标对象的资源余额中扣除所述第三资源数值。
  10. 根据权利要求9所述的方法,其中,所述方法还包括:
    基于针对所述第三装备控件的操作指令,将所述整备页面中的第三装备控件显示为第三形式,所述第三形式用于指示所述第一虚拟对象已获取所述第三装备控件对应的装备。
  11. 根据权利要求3所述的方法,其中,所述整备页面中还显示有至少一个第四装备控件和各个第四装备控件对应的第四资源数值,所述第四装备控件对应的装备用于对所述第一虚拟对象拥有的虚拟道具的技能进行调整,任一第四装备控件对应的第四资源数值为获取所述任一第四装备控件对应的装备所需的资源数值;
    所述方法还包括:
    基于针对任一第四装备控件的操作指令,按照所述任一第四装备控件对应的装备,对所述第一虚拟对象拥有的虚拟道具的技能进行调整;
    从所述目标对象的资源余额中扣除所述任一第四装备控件对应的第四资源数值。
  12. 根据权利要求11所述的方法,其中,所述方法还包括:
    基于针对所述任一第四装备控件的操作指令,将所述整备页面中的任一第四装备控件显示为第四形式,所述第四形式用于指示所述第一虚拟对象已获取所述任一第四装备控件对应的装备。
  13. 根据权利要求11所述的方法,其中,所述整备页面中还显示有更新控件和第五资源数值,所述更新控件用于对所述第四装备控件对应的装备进行更新,所述第五资源数值用于指示对所述第四装备控件对应的装备进行更新所需的资源数值,所述第五资源数值随着所述第四装备控件对应的装备的更新次数的增加而增加;
    所述方法还包括:
    基于针对所述更新控件的操作指令,对所述整备页面中的第四装备控件对应的装备进行更新;
    从所述目标对象的资源余额中扣除所述第五资源数值。
  14. 根据权利要求1至13任一所述的方法,其中,所述目标页面中还显示有所述目标对 象在各个关卡控件对应的游戏关卡的关卡分数,所述关卡分数基于所述目标对象在所述游戏关卡对应的游戏区域的表现情况确定。
  15. 根据权利要求14所述的方法,其中,所述目标页面中还显示有所述目标对象在所述游戏中的游戏分数和所述目标对象在所述游戏中的游戏等级中的至少一个;
    其中,所述目标对象在所述游戏中的游戏分数基于所述目标对象在各个关卡控件对应的游戏关卡的关卡分数确定,所述目标对象在所述游戏中的游戏等级基于所述目标对象在所述游戏中的游戏分数确定。
  16. 根据权利要求1至15任一所述的方法,其中,所述方法还包括:
    获取根据所述游戏地图确定的多个候选区域,任一候选区域的面积小于所述游戏地图的面积;
    所述响应于针对所述多个关卡控件中的第一关卡控件的操作指令,显示第一游戏区域对应的第一虚拟场景,包括:
    响应于针对所述多个关卡控件中的第一关卡控件的操作指令,在所述多个候选区域中的确定所述多个候选游戏区域;
    对所述多个候选游戏区域进行排序,得到排序结果,所述排序结果用于指示所述目标对象在所述多个候选游戏区域中的挑战顺序;
    确定所述目标对象在所述第一关卡控件对应的游戏关卡中已挑战且通过的游戏区域的数量;根据所述数量,在所述排序结果中确定第一游戏区域;
    显示所述第一游戏区域对应的第一虚拟场景。
  17. 根据权利要求1至16任一所述的方法,其中,所述基于所述第二虚拟对象的生命值不大于参考数值,显示第二游戏区域对应的第二虚拟场景之后,所述方法还包括:
    基于所述第一关卡控件对应的游戏关卡的最后一个游戏区域包括的各个战斗波次对应的第二虚拟对象的生命值不大于所述参考数值,显示第三虚拟场景,所述第三虚拟场景为目标游戏关卡的第一个游戏区域对应的虚拟场景,所述目标游戏关卡为所述第一关卡控件对应的游戏关卡的下一个游戏关卡,所述目标游戏关卡包括的游戏区域与所述第一关卡控件对应的游戏关卡包括的游戏区域不同。
  18. 根据权利要求1至17任一所述的方法,其中,所述方法还包括:
    响应于针对所述多个关卡控件中的任一个关卡控件的第一操作,在所述目标页面中显示目标内容,所述目标内容为所述第一虚拟对象对应的目标对象在所述任一个关卡控件对应的游戏关卡中的游戏进度。
  19. 根据权利要求18所述的方法,其中,所述响应于针对所述多个关卡控件中的任一个关卡控件的第一操作,在所述目标页面中显示目标内容,包括:
    响应于针对所述多个关卡控件中的任一个关卡控件的第一操作,确定所述任一个关卡控件对应的游戏关卡是否已解锁;
    基于所述任一个关卡控件对应的游戏关卡已解锁,在所述目标页面中显示所述目标内容。
  20. 一种游戏交互装置,其中,所述装置包括:
    显示模块,用于显示目标页面,所述目标页面中显示有多个关卡控件,一个关卡控件对应于一个游戏关卡,一个游戏关卡包括至少一个游戏区域,一个游戏区域包括至少一个战斗波次,所述游戏区域为游戏地图的部分区域;
    所述显示模块,还用于响应于针对所述多个关卡控件中的第一关卡控件的操作指令,显示第一游戏区域对应的第一虚拟场景,所述第一虚拟场景中显示有第一虚拟对象,所述第一游戏区域为所述第一虚拟对象对应的目标对象在多个候选游戏区域中未挑战通过的游戏区域,所述候选游戏区域为所述第一关卡控件对应的游戏关卡包括的游戏区域;
    所述显示模块,还用于在所述第一虚拟场景中显示所述第一游戏区域包括的各个战斗波次对应的第二虚拟对象;
    所述显示模块,还用于基于所述第二虚拟对象的生命值不大于参考数值,显示第二游戏 区域对应的第二虚拟场景,所述第二游戏区域为所述多个候选游戏区域中与所述第一游戏区域相邻且在所述第一游戏区域之后的游戏区域,所述第二虚拟场景用于所述目标对象控制所述第一虚拟对象与所述第二游戏区域包括的各个战斗波次对应的虚拟对象进行交互。
  21. 一种计算机设备,其中,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一条程序代码,所述至少一条程序代码由所述处理器加载并执行,以使所述计算机设备实现如权利要求1至19任一所述的游戏交互方法。
  22. 一种非易失性计算机可读存储介质,其中,所述非易失性计算机可读存储介质中存储有至少一条程序代码,所述至少一条程序代码由处理器加载并执行,以使计算机实现如权利要求1至19任一所述的游戏交互方法。
  23. 一种计算机程序产品,其中,所述计算机程序产品存储有至少一条计算机指令,所述至少一条计算机指令由处理器加载并执行,以使计算机实现如权利要求1至19任一所述的游戏交互方法。
PCT/CN2023/123237 2022-11-01 2023-10-07 游戏交互方法、装置、设备及计算机可读存储介质 WO2024093608A1 (zh)

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