WO2024093940A1 - Method and apparatus for controlling virtual object group in virtual scene, and product - Google Patents

Method and apparatus for controlling virtual object group in virtual scene, and product Download PDF

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Publication number
WO2024093940A1
WO2024093940A1 PCT/CN2023/127910 CN2023127910W WO2024093940A1 WO 2024093940 A1 WO2024093940 A1 WO 2024093940A1 CN 2023127910 W CN2023127910 W CN 2023127910W WO 2024093940 A1 WO2024093940 A1 WO 2024093940A1
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WO
WIPO (PCT)
Prior art keywords
virtual
virtual object
object group
group
objects
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PCT/CN2023/127910
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French (fr)
Chinese (zh)
Inventor
车驰
吴松泽
石凌轩
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不鸣科技(杭州)有限公司
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Publication of WO2024093940A1 publication Critical patent/WO2024093940A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special 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 human-computer interaction, and in particular to a method, device and product for controlling a virtual object group in a virtual scene.
  • players can not only control a single virtual object (ie, a virtual character) to fight, but also control multiple virtual objects to fight at the same time.
  • players can control virtual objects to form different formations to move in a virtual scene or fight with other virtual objects.
  • the embodiments of the present application provide a method, device and product for controlling a virtual object group in a virtual scene, which enriches the control methods for the virtual object group and improves the efficiency of human-computer interaction.
  • the technical solution is as follows:
  • a method for controlling a virtual object group in a virtual scene which is executed by a computer device, and the method comprises:
  • the group of virtual objects includes a plurality of virtual object groups, wherein the virtual object group is an object group composed of a plurality of member virtual objects of the same type, and virtual objects of different virtual object types have different corresponding virtual combat modes in the virtual scene;
  • the battle control operation being used to instruct to control a plurality of virtual object groups in the virtual object group to cooperate in a battle in a target formation, the target formation being used to indicate an arrangement position of the plurality of virtual object groups in the virtual object group;
  • an attack animation of multiple member virtual objects in the multiple virtual object groups attacking the hostile virtual object in the target formation and in their respective corresponding virtual battle modes is displayed.
  • a control device for a virtual object group in a virtual scene comprising:
  • a display module is used to display a virtual object group in a virtual scene, wherein the virtual object group includes a plurality of virtual object groups, wherein the virtual object group is an object group composed of a plurality of member virtual objects of the same type, and virtual objects of different virtual object types have different corresponding virtual combat modes in the virtual scene;
  • a receiving module configured to receive a battle control operation on the virtual object group, wherein the battle control operation is used to instruct to control multiple virtual object groups in the virtual object group to cooperate in a target formation, wherein the target formation is used to indicate the arrangement positions of the multiple virtual object groups in the virtual object group;
  • the display module is further used to respond to the battle control operation and display attack animations of multiple member virtual objects in the multiple virtual object groups attacking hostile virtual objects in the target formation and in their respective corresponding virtual battle modes.
  • a computer device comprising a processor and a memory, the memory storing at least one instruction, at least one program, a code set or an instruction set, the at least one instruction, the at least one program, the code set or the instruction set being loaded and executed by the processor to implement the virtualization described in any one of the above embodiments. Control methods for groups of virtual objects in a scene.
  • a computer-readable storage medium wherein at least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement a method for controlling a virtual object group in a virtual scene as described in any of the above embodiments.
  • a computer program product or a computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium.
  • a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the control method of a virtual object group in a virtual scene described in any of the above embodiments.
  • multiple virtual object groups in the virtual object group are controlled to fight in a target formation and in their respective corresponding virtual battle modes, and corresponding attack animations of attacking hostile virtual objects are displayed; on the one hand, since the virtual object group includes more than two virtual object groups of different types, the number of target formations and virtual battle modes formed are increased, thereby enriching the control methods of players when controlling virtual object groups to fight; on the other hand, since the battle control operation can simultaneously control virtual object groups, that is, more than two virtual object groups of different types, the control efficiency of players over virtual object groups when participating in game matches is improved.
  • FIG1 is a structural block diagram of a terminal provided by an exemplary embodiment of the present application.
  • FIG2 is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application.
  • FIG3 is a flow chart of a method for controlling a virtual object group in a virtual scene provided by an exemplary embodiment of the present application
  • FIG4 is a schematic diagram of an interface display of a three-segment array provided by an exemplary embodiment of the present application.
  • FIG5 is a schematic diagram of an interface display of a wedge array provided by an exemplary embodiment of the present application.
  • FIG6 is a schematic diagram of arrangement positions provided by an exemplary embodiment of the present application.
  • FIG. 7 is a flowchart of a method for controlling a virtual object group in a virtual scene provided by another exemplary embodiment of the present application.
  • FIG8 is a schematic diagram of an interface display of a first virtual object group provided by another exemplary embodiment of the present application.
  • FIG. 9 is a flowchart of a method for controlling a virtual object group in a virtual scene provided by another exemplary embodiment of the present application.
  • FIG10 is a schematic diagram of an interface display of a virtual knight object provided by an exemplary embodiment of the present application.
  • FIG11 is a schematic diagram of an interface display of a second virtual object group provided by an exemplary embodiment of the present application.
  • FIG12 is a schematic diagram of another interface display of a second virtual object group provided by an exemplary embodiment of the present application.
  • FIG13 is a schematic diagram of another interface display of a second virtual object group provided by an exemplary embodiment of the present application.
  • FIG14 is a structural block diagram of a control device for a virtual object group in a virtual scene provided by an exemplary embodiment of the present application.
  • FIG. 15 is a structural block diagram of a control device for a virtual object group in a virtual scene provided by another exemplary embodiment of the present application.
  • FIG. 16 is a block diagram of a terminal structure provided by an exemplary embodiment of the present application.
  • Virtual object refers to a virtual character that can be moved in a virtual scene.
  • the movable object is a virtual person, a virtual animal, a cartoon character, etc.
  • the virtual object is a virtual image in the virtual scene that is used to represent the user.
  • the virtual scene includes multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
  • the virtual object is a character controlled by operation on the client, or an artificial intelligence (AI) set in a virtual environment through training, or a non-player character (NPC) set in a virtual scene.
  • the virtual object is a virtual character competing in a virtual scene.
  • the number of virtual objects in the virtual scene is preset, or is dynamically determined according to the number of clients joining the virtual scene, and the embodiments of the present application are not limited to this.
  • Virtual props refers to props that can be used by virtual objects in virtual scenes. Taking shooting games as an example, shooting games are provided with throwing props, virtual launchers, virtual projectiles and other shooting props, wherein the virtual projectile is the object fired by the virtual launcher when performing a firing operation, and throwing props and shooting props can cause damage to the virtual objects that are hit. Skill props such as virtual chips are also provided, which can grant the equipped virtual objects corresponding operating permissions. Virtual props can also assist virtual objects in achieving certain purposes. For example, virtual smoke bombs can assist virtual objects in concealing their bodies. It should be noted that the embodiments of the present application do not limit the types of virtual props.
  • Tactical competitive game refers to a game in which at least two virtual objects compete in a single-game battle mode in a virtual environment.
  • Virtual objects survive in the virtual environment by avoiding attacks launched by other virtual objects and dangers in the virtual environment (such as poison gas circles, swamps, etc.).
  • the life value of the virtual object in the virtual environment is zero, the life of the virtual object in the virtual environment ends, and the virtual object that survives the virtual environment at last is the winner.
  • the battle starts at the moment when the first client joins the battle and ends at the moment when the last client exits the battle.
  • Each client can control one or more virtual objects in the virtual environment.
  • the competitive mode of the battle can include a single-player battle mode, a two-player team battle mode, or a multiplayer group battle mode. The embodiment of the present application does not limit the battle mode.
  • Virtual object group refers to a group created by players controlling virtual objects in a virtual environment, also known as a virtual legion.
  • the group includes at least one member virtual object.
  • the member virtual object that created the group is the leader of the group, responsible for managing the affairs of the group or organizing the group to fight against other groups in the virtual environment. Legion tasks are set in the game, which require the collaboration of the member virtual objects in the virtual legion.
  • the legion tasks When the legion tasks are completed, the virtual legion will receive a legion reward, and each member virtual object in the virtual legion will also receive a reward.
  • the legion recruits more members by upgrading its level and further expands its size.
  • players can not only control a single virtual object (i.e., a virtual character) to fight, but also control multiple virtual objects to fight at the same time.
  • players can control virtual object groups to form different formations to move in virtual scenes or fight with other virtual objects.
  • this method of controlling virtual object groups is relatively simple, and the human-computer interaction efficiency is low.
  • the control method of virtual objects in a virtual scene provided by the embodiment of the present application can display a virtual object group in the virtual scene, and the virtual object group includes multiple virtual object groups; by receiving a battle control operation on the virtual object group, the multiple virtual object groups in the virtual object group are controlled to fight in a target formation and in their respective corresponding virtual battle modes, and the corresponding attack animation of attacking the hostile virtual object is displayed.
  • the control method of the virtual object group in the virtual scene obtained by the embodiment of the present application can be applied to a variety of game scenes such as mobile game scenes and terminal game scenes, and the embodiment of the present application does not limit this.
  • FIG1 shows a block diagram of an electronic device provided by an exemplary embodiment of the present application.
  • the electronic device 100 includes: an operating system 120 and an application 122 .
  • the operating system 120 is the underlying software that provides application programs 122 with secure access to the computer's hardware.
  • the application 122 is an application that supports a virtual environment.
  • the application 122 is an application that supports a three-dimensional virtual environment.
  • the application 122 can be any one of a virtual reality application, a three-dimensional map program, an auto chess game, a puzzle game, a third-person shooting game (TPS), a first-person shooting game (FPS), a multiplayer online tactical competitive game (MOBA), and a multiplayer gunfight survival game.
  • the application 122 can be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.
  • the implementation environment involves a terminal 210, a server 220 and a communication network 230, wherein the terminal 210 and the server 220 are connected via the communication network 230.
  • Terminal 210 supports displaying various interfaces in the target application.
  • a virtual scene is displayed, wherein the virtual scene includes a virtual object group, virtual props, etc.; the virtual object group displayed in the virtual scene includes multiple virtual object groups, a virtual object group is composed of multiple member virtual objects of the same type, different candidate virtual object groups correspond to different virtual object types, and virtual objects of different virtual object types have different corresponding virtual combat methods in the virtual scene.
  • the control instruction corresponding to the control operation and the display information of the current virtual object group (for example: the number and type of multiple virtual object groups therein) are sent to the server 220.
  • the server 220 controls the multiple virtual object groups in the virtual object group to cooperate in the target formation and their respective corresponding virtual battle methods according to the control instruction and the display information, thereby attacking the hostile virtual object; and feeds back the attack animation of the attack on the hostile virtual object to the terminal 210, which displays the attack animation.
  • the above-mentioned terminals include but are not limited to mobile terminals such as mobile phones, tablets, portable laptops, intelligent voice interaction devices, smart home appliances, car terminals, etc., and can also be implemented as desktop computers, etc.;
  • the above-mentioned servers can be independent physical servers, or they can be server clusters or distributed systems composed of multiple physical servers, or they can be cloud servers that provide basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDN), as well as big data and artificial intelligence platforms.
  • cloud technology refers to a hosting technology that unifies a series of resources such as hardware, applications, and networks within a wide area network or local area network to achieve data computing, storage, processing, and sharing.
  • the above-mentioned server can also be implemented as a node in a blockchain system.
  • this application can display a prompt interface, pop-up window or output voice prompt information, and the prompt interface, pop-up window or voice prompt information is used to prompt the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining relevant data of users after obtaining the confirmation operation issued by the user to the prompt interface or pop-up window, otherwise (that is, when the confirmation operation issued by the user to the prompt interface or pop-up window is not obtained), the relevant steps of obtaining relevant data of users are terminated, that is, the relevant data of users are not obtained.
  • all user data collected by this application are collected with the consent and authorization of the user, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of relevant countries and regions.
  • FIG3 shows a flow chart of the control method of the virtual object group in the virtual scene provided by an exemplary embodiment of the present application.
  • the method is applied to the terminal shown in FIG2 as an example for description. As shown in FIG3, the method includes:
  • Step 301 Display a group of virtual objects in a virtual scene.
  • the virtual object group includes a plurality of virtual object groups, wherein a virtual object group is an object group composed of a plurality of member virtual objects of the same type, and virtual objects of different virtual object types have different corresponding virtual combat modes in the virtual scene.
  • the virtual scene refers to a virtual scene displayed (or provided) when an application (e.g., a tactical competitive application) is running on a terminal.
  • the virtual scene is a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment.
  • the virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and this application does not limit this.
  • the virtual object type is used to indicate the type of the member virtual object.
  • a virtual object group includes member virtual objects of the same type, and the virtual object type is determined according to the type of the member virtual object. For example: if the virtual object group is implemented as a virtual sword and card soldier object group, the member virtual objects therein are virtual sword and card soldier objects; or, if the virtual object group is implemented as a virtual long sword hand object group, the member virtual objects therein are virtual long sword hand objects; or, if the virtual object group is implemented as a virtual hound object group, the member virtual objects therein are virtual hound objects, etc.
  • the above are only illustrative examples, and the embodiments of the present application do not limit this.
  • the virtual object group is an object group composed of a plurality of virtual object groups of different types.
  • a virtual object group may include a virtual sword and shield soldier object group, a virtual long swordsman object group and a virtual long spearman object group.
  • the virtual combat mode of the virtual object refers to the mode in which the virtual object causes damage to the hostile virtual object, and the virtual combat mode is composed of the props equipped by the virtual object and the skills of the virtual object.
  • the virtual object is implemented as a virtual infantry object equipped with a virtual knife and a virtual shield
  • the virtual knife causes damage to the hostile virtual object within a certain distance range through actions such as slashing when charging, and the virtual shield is used to resist the damage to itself by the hostile virtual object.
  • the virtual infantry object itself has passive triggering skills, for example: when the health value is lower than the threshold, the damage value of the virtual knife to the hostile virtual object will increase; or when the casualty rate of the member virtual objects in the virtual object group is higher than a preset percentage, the damage value of the virtual knife to the hostile virtual object will increase.
  • the display mode of the virtual object group includes at least one of the following situations:
  • a selection configuration interface is displayed, the selection configuration interface including a plurality of candidate virtual object groups; in response to receiving a selection operation on a virtual object group in the candidate virtual object group, the virtual object group in the virtual scene is displayed.
  • a selection interface for virtual object groups is displayed in the game interface.
  • the selection interface includes multiple candidate virtual object groups for players to select. The player can select one of the candidate virtual object groups as the target virtual object group, that is, the virtual object group in the virtual scene.
  • a combination configuration interface is displayed, the combination configuration interface including a plurality of candidate virtual object groups; in response to receiving a selection operation on at least two virtual object groups among the plurality of candidate virtual object groups, a virtual object group in a virtual scene is displayed.
  • a combination configuration interface of a virtual object group is displayed in the game interface, and the combination configuration interface includes multiple candidate virtual object groups for players to select.
  • the player can select at least two of the candidate virtual object groups to combine into a target virtual object group, that is, a virtual object group in a virtual scene.
  • the candidate virtual object group corresponds to a combination configuration permission and a combination configuration range
  • the combination configuration permission is used to indicate that the candidate virtual object group can be combined (that is, it can form a virtual object group with other candidate virtual object groups, and the candidate virtual object group without the combination configuration permission cannot form a virtual object group)
  • the combination configuration range is used to indicate other specified candidate virtual object groups that can be combined with the candidate virtual object group to form a virtual object group
  • the combination configuration interface includes: virtual object group 1, virtual object group 2, virtual object group 3, virtual object group 4, when virtual object group 1 is selected, if virtual object group 1 has the combination configuration permission, then the corresponding virtual object groups that can be combined can be displayed as virtual object group 2 and virtual object group 3, and the remaining virtual object group 4 cannot be combined with virtual object group 1.
  • the number of member virtual objects in the selected virtual object group may also be configured.
  • the first virtual object group controlled by the current terminal and the second virtual object group controlled by other terminals are combined to obtain a virtual object group .
  • the first virtual object group and the second virtual object group are of different types.
  • a virtual object group combination request is received, the virtual object group combination request being used to request that a first virtual object group controlled by a current terminal be combined with a second virtual object group controlled by other terminals to obtain a virtual object group; in response to receiving a combination indication, the virtual object group in the virtual scene is displayed, wherein the combination indication is used to indicate that other terminals agree to the above virtual object group combination request.
  • a combination request can be initiated to teammates, that is, a request to combine the virtual object groups controlled by teammates into a virtual object group. If other players agree to the request, a virtual object group will be formed and displayed in the virtual scene.
  • Step 302 receiving a battle control operation on a group of virtual objects.
  • the battle control operation is used to instruct and control multiple virtual object groups in the virtual object group to cooperate in combat in a target formation
  • the target formation is used to indicate the arrangement positions of the multiple virtual object groups in the virtual object group.
  • the target formation is determined in one of the following ways:
  • Method 1 Determine the target formation by receiving the formation configuration operation.
  • a formation configuration operation is received, where the formation configuration operation is used to configure arrangement positions of multiple virtual object groups in the virtual object group to obtain a target formation.
  • the formation configuration operation may be performed outside the virtual game or within the virtual game.
  • the player before starting a target game, can combine multiple virtual object groups on the formation configuration interface to obtain a target formation.
  • the virtual object group is displayed on the game interface in the target formation; alternatively, the formation configuration interface displays candidate formations recommended by the system, and the player can select the candidate formation to determine the target formation.
  • the virtual object group when the player enters the target game, the virtual object group will be displayed in the game interface in a default formation or a pre-configured target formation, and the player can switch the target formation according to the real-time battle situation of the target game.
  • the switching operation can be implemented as at least one of the following situations:
  • At least two formation icons recommended by the system are displayed in the target game interface, and the formation of the virtual object group is switched by receiving a selection operation of a target switching icon among the at least two formation icons.
  • the virtual object group is composed of a virtual sword and shield soldier object group, a virtual long sword soldier object group, and a virtual spear soldier object group.
  • the formations recommended by the virtual object group system include a three-section formation and a wedge formation.
  • FIG. 4 shows a schematic diagram of the interface when the virtual object group is arranged in a three-stage array.
  • the virtual object group is arranged in a rectangular shape, and the first row is a virtual sword and card soldier object group, the second row is a virtual long sword hand object group, and the third row is a virtual long spear hand object group.
  • the three rows of virtual object groups can attack the enemy virtual object at the same time, and because of the different virtual props equipped by each, different attack effects can be brought about.
  • the virtual sword and card soldier object of the team member can use a virtual shield to make the hostile virtual object unbalanced
  • the virtual long sword hand object of the team member can use a virtual long sword to attack multiple hostile virtual objects
  • the virtual long spear hand object of the team member can make the hit hostile virtual object suffer more damage from the virtual object group.
  • FIG. 5 shows a schematic diagram of the interface when the virtual object group is arranged in a wedge formation.
  • the virtual object group is arranged in a triangle, and there are virtual spearman object groups at the vertices and both sides of the triangle facing the hostile virtual object 501.
  • the formation allows the virtual spearman objects of the group members to preferentially attack more hostile virtual objects. Since the virtual spearman objects can make the hit hostile virtual objects receive more damage from the virtual object group, other virtual object groups obtain higher output.
  • icons corresponding to the three-segment array and the wedge array are displayed on the interface of the game match, and corresponding array arrangement diagrams are displayed on the icons.
  • the icon corresponding to the three-segment array can be highlighted; if the array of the virtual object group needs to be switched to a wedge array, the operation of switching the array of the virtual object group to the wedge array can be triggered by receiving a click operation on the wedge array icon; or, the operation of switching the array of the virtual object group to the wedge array can be triggered by receiving a click operation on a fixed key (for example, F2 on the keyboard).
  • the formation recommended by the system may change according to the number and types of virtual objects in the virtual object group. For example, when the number of virtual objects in the virtual object group is less than 3, the wedge formation cannot be triggered; when the types of virtual objects in the virtual object group are less than 3, the three-section formation cannot be triggered.
  • the target game interface can display the real-time formation of the virtual object group, and switch the formation of the virtual object group by receiving the arrangement and combination operations of multiple virtual object groups in the virtual object group.
  • a real-time formation interface is displayed on the target game interface, on which icons are used to display the arrangement positions and quantities of multiple virtual object groups in the virtual object group.
  • the types of the multiple virtual object groups are distinguished by color or shape (for example, a virtual sword and shield soldier object group can be represented by a virtual shield icon, and a virtual spearman object group can be represented by a virtual spear icon).
  • the formation of the virtual object group can be switched by receiving a move operation on the icon in the real-time formation interface.
  • moving icons it can be the movement of a single icon or the movement of a group of icons (that is, a group of icons corresponding to multiple member virtual objects of the same type); or, a formation diagram is drawn in the real-time formation interface, and the formation of the virtual object group can be switched by filling icons into the drawn formation diagram.
  • the drawing area is filled with icons of the same color as the drawing area; for example: a triangle is drawn with colored lines, where both sides of the triangle are red, then the red icons corresponding to the virtual spearman object are automatically filled on both sides of the triangle, and the remaining side of the triangle is green, then the green icon corresponding to the virtual sword and shield soldier object is automatically filled on that side, and the interior of the triangle is blue, then the blue icon corresponding to the virtual swordman object is filled inside.
  • the virtual object group corresponds to a formation switching voice command or a formation switching gesture command
  • the operation of switching the formation of the virtual object group to a wedge formation is triggered by receiving a voice command operation (for example: the voice "switch to a wedge formation"); or, the operation of switching the formation of the virtual object group to a wedge formation is triggered by capturing the player's waving action through a camera.
  • Method 2 Arrange multiple virtual object groups based on the matching of multiple virtual object groups in the virtual object group to obtain To the target formation.
  • the method of obtaining the target formation based on the matching situation includes at least one of the following situations:
  • the virtual object group includes a first virtual object group and a second virtual object group, wherein the first virtual object group and the second virtual object group are of different types.
  • the virtual props equipped by the member virtual objects and the skills they possess are different, that is, the multiple virtual object groups can be arranged according to the virtual props equipped by the member virtual objects and the skills they possess to obtain a target formation.
  • the virtual cavalry object group 601 is arranged in the front row of the second virtual object group 602, that is, facing the position of the hostile virtual object 603; if the types of multiple member virtual objects in the first virtual object group are virtual spearman objects, as shown in Figure 6, the virtual spearman object group 604 is arranged on both sides of the second virtual object group 602, that is, on the left and right sides of the second virtual object group 602 that is not facing the hostile virtual object 603; if the types of multiple member virtual objects in the first virtual object group are virtual crossbowman objects, as shown in Figure 6, the virtual crossbowman object group 605 is arranged behind the second virtual object group 602, that is, behind the second virtual object group 602 that is not facing the hostile virtual object 603.
  • a wedge array of member virtual objects corresponding to the multiple virtual object groups is displayed in the virtual scene in a wedge-shaped arrangement; or, based on the number of member virtual objects corresponding to the multiple virtual object groups in the virtual object group, a formation of member virtual objects corresponding to the multiple virtual object groups is displayed in cooperation with a main control virtual object, for example, a circular array surrounding the main control virtual object in a fully surrounded or semi-enclosed arrangement, the main control virtual object being a virtual object independently configured in the main control object configuration interface.
  • a wedge formation mainly for attack can be formed; if the difference between the number of team member virtual sword and shield soldier objects and the total number of other types of team member virtual objects in the virtual object group is greater than a threshold, a ring formation mainly for defense can be formed, that is, the team member virtual sword and shield soldier objects surround the main control virtual object in a full or semi-encirclement arrangement.
  • Method 3 Automatically determine the target formation based on the attribute value of the master virtual object.
  • the target formation is automatically determined according to the health value of the master virtual object.
  • the health value of the master virtual object is less than 5 (the initial health value is 100)
  • a formation to protect the master virtual object can be automatically formed.
  • Method 4 Determine the target formation based on the terrain in the virtual scene.
  • the group of virtual objects is controlled to form a target formation with two member virtual objects in a row.
  • the battle control operation may be implemented as at least one of the following situations:
  • Battle control operations can be implemented as attack instructions to hostile virtual objects.
  • an attack instruction to a hostile virtual object is triggered by receiving a click operation on a designated key on a keyboard (for example, the V key); or, an attack instruction to a hostile virtual object is triggered by receiving a trigger operation on an attack control on a target game interface; or, an attack instruction to a hostile virtual object is triggered by receiving a voice/gesture instruction.
  • the battle control operation can be implemented as a retreat command to a group of virtual objects.
  • a retreat instruction to a hostile virtual object is triggered by receiving a click operation on a designated key on a keyboard; or, a retreat instruction to a hostile virtual object is triggered by receiving a trigger operation on a retreat control on a target game interface; or, a retreat instruction to a hostile virtual object is triggered by receiving a voice/gesture instruction.
  • the battle control operation can be realized as the triggering operation of the skills corresponding to the virtual object group.
  • icons of skills that can be used by the virtual object group are displayed on the target game interface.
  • the player triggers the icon (for example, clicks the icon)
  • the virtual object group is triggered to use the skill corresponding to the icon.
  • the skills possessed by the virtual object group will be automatically triggered. For example, when the distance between the virtual long-sword hand object of a member in the virtual object group and the hostile virtual object is less than the distance threshold, the attack speed of the virtual long-sword hand object of the member and the damage value to the hostile virtual object will be increased.
  • the battle control operation can be realized by switching the props equipped by multiple team members' virtual objects.
  • the virtual object group includes a virtual cavalry object group and a virtual infantry object group.
  • the virtual infantry object group is currently equipped with a virtual shield, and the virtual infantry object group is arranged in front of the virtual cavalry object group facing the hostile virtual object.
  • a switching operation is received on the props equipped by the virtual infantry object group, for example, switching the virtual shield to a virtual bow and arrow, the arrangement position of the virtual infantry object group is changed, that is, the virtual infantry object group is arranged behind the virtual cavalry object group, so that the virtual cavalry object group faces the hostile virtual object.
  • battle control operations are only for illustrative purposes, and the embodiments of the present application do not limit this.
  • different battle control operations correspond to different target formations.
  • a virtual sword and card soldier object group, a virtual long sword hand object group, and a virtual long spear hand object group are controlled in a wedge formation to attack the hostile virtual object;
  • a retreat command to a hostile virtual object is received, a virtual sword and card soldier object group, a virtual long sword hand object group, and a virtual long spear hand object group are controlled in a circular formation to move away from the hostile virtual object.
  • Step 303 in response to the battle control operation, displaying attack animations of multiple member virtual objects in multiple virtual object groups attacking hostile virtual objects in target formations and in respective corresponding virtual battle modes.
  • the hostile virtual object is used to indicate a virtual object that is in a different camp from the multiple member virtual objects.
  • the camps corresponding to the multiple member virtual objects fight against the camp corresponding to the hostile virtual object.
  • the virtual object group includes a first virtual object group and a second virtual object group.
  • the generated attack effects include at least one of the following situations:
  • the arrangement position and virtual combat mode of the first virtual object group can increase the attribute value of the second virtual object group.
  • the above-mentioned attribute value includes at least one of a movement speed, an attack value, a defense value, etc. of a member virtual object in the first virtual object group, and this embodiment of the present application is not limited to this.
  • a combination of a virtual cavalry object group and a virtual infantry object group equipped with virtual horses can increase the movement speed of the member virtual infantry objects; or, the movement speeds of the member virtual cavalry objects and the member virtual infantry objects can be increased simultaneously.
  • a combination of a group of virtual sword and shield soldiers and a group of virtual infantry objects equipped with virtual shields can increase the defense value of the group members' virtual infantry objects; or, improve the health value of the group members' virtual infantry objects.
  • a virtual sword and shield soldier object group equipped with a virtual shield and a virtual spearman object group can increase the attack range and attack value of the member virtual spearman object against the hostile virtual object.
  • a single attack can cause 100 points of damage to hostile virtual objects within a range of 3 meters.
  • a single attack can cause 130 points of damage to hostile virtual objects within a range of 4 meters.
  • the increase range of the above-mentioned attribute value is different according to the level of the first virtual object group or the second virtual object group.
  • the increase range of the attribute value is only associated with the level of the first virtual object group, and the higher the level of the first virtual object group, the higher the increase range of the attribute value of the second virtual object group;
  • the increase range of the attribute value is only associated with the level of the second virtual object group, and the higher the level of the second virtual object group, the higher the increase range of the attribute value of the second virtual object group;
  • the increase range of the attribute value is associated with the level of the first virtual object group and the second virtual object group, and optionally, the increase range of the attribute value of the second virtual object group is determined based on the weighted summation result of the first virtual object group level and the second virtual object group level, and the higher the value of the weighted summation result, the higher the increase range of the attribute value of the second virtual object group.
  • the arrangement position and virtual combat method of the first virtual object group can reduce the attack effect of the hostile virtual objects on the second virtual object group.
  • the attack effect of the hostile virtual object on the second virtual object group refers to the attack range or attack value of the hostile virtual object on the second virtual object group.
  • a virtual crossbow object group and a virtual cavalry object group equipped with virtual crossbows are combined.
  • the member virtual crossbow objects can shoot at hostile virtual objects through virtual crossbows, thereby suppressing the attacks of the hostile virtual objects and the second virtual object group, that is, reducing the attack range and attack value of the second virtual object group.
  • the second combat mode of the second virtual object group is enhanced.
  • gain refers to increasing the attribute value of the virtual props corresponding to the second combat mode (including attack value, defense value, movement speed, attack speed, etc.); or increasing the skill attribute value corresponding to the virtual objects of the members in the second virtual object group; or adding additional skills to the virtual objects of the members in the second virtual object group.
  • the first virtual object group can be implemented as a virtual hunter object group
  • the second virtual object group can be implemented as a virtual hound object group
  • the attack of the team member hound object against the target hostile virtual object can be added, that is, when the team member hound object hits the target hostile virtual object, it will cause high damage to the target hostile virtual object, for example: the team member hound object can cause 10 points of damage when hit alone, and can cause 30 points of damage when hit after the team member hunter object shoots it.
  • debuff refers to reducing the attribute value of the virtual props corresponding to the hostile virtual object (including attack value, defense value, movement speed, attack speed, etc.); or reducing the skill attribute value corresponding to the hostile virtual object.
  • the second combat mode of the second virtual object group is enhanced.
  • the first virtual object group is implemented as a virtual knight object group
  • the second virtual object group is implemented as a virtual squire object group.
  • the attack range and single attack duration of the virtual squire object group on the hostile virtual object can be increased. That is, when the elimination rate of the virtual knight objects of the virtual knight object group reaches a threshold, the attack intensity of the virtual squire object group on the hostile virtual object will be increased.
  • different elimination rates correspond to different increase ranges. Schematically, the higher the elimination rate, the longer the attack range of the virtual servant object group on the hostile virtual object and the longer the duration of a single attack.
  • the first virtual object group and the second virtual object group form different formations, the first virtual object group and the second virtual object group will generate different combination skills, which are neither original skills of the first virtual object group nor original skills of the second virtual object group.
  • attack effects are only illustrative examples, and the embodiments of the present application do not limit this.
  • the above only illustrates the effect of the first virtual object group on the second virtual object group.
  • the second virtual object group can also have the same effect on the first virtual object group; and when the number of virtual object groups in the virtual object group is greater than 2, these virtual object groups will also produce the attack effects described above.
  • the virtual sword and shield soldier object group will simultaneously increase the defense value of the virtual long sword hand object group and the virtual long spear hand object group.
  • the attack animation is an animation displayed according to the attack effect.
  • the animation of the bow and arrow hitting the hostile virtual object will be displayed, and identification information will be displayed on the hit hostile virtual object, and the identification information is used to indicate that the hostile virtual object is in a hit state; optionally, the team member hound object will give priority to attacking the hostile virtual object with the identification information.
  • multiple virtual object groups in the virtual object group may simultaneously attack the hostile virtual object in their respective corresponding virtual battle modes.
  • the virtual object group includes a virtual cavalry object group and a virtual infantry object group.
  • the virtual cavalry object group in the virtual object group first attacks the hostile virtual object. After 3 seconds, the virtual infantry object group in the virtual object group attacks the hostile virtual object.
  • the virtual scene also displays a master virtual object corresponding to the virtual object group.
  • the master virtual object is a virtual object independently configured in the master object configuration interface.
  • the master virtual object is a virtual object used to represent the player's character.
  • the player can then manipulate the main virtual object and the virtual object group separately, that is, when a first control operation is received on the main virtual object, the main virtual object is displayed to execute a first action animation corresponding to the first control operation; when a second control operation is received on the virtual object group, the virtual object group is displayed to execute a second action in cooperation with the main virtual object.
  • the first control operation is used to indicate an operation method of controlling the master virtual object to perform a corresponding action in the virtual scene.
  • the first control operation is used to control the master virtual object to perform an attack in the virtual scene, then based on the first control operation, the master virtual object is controlled to attack in the virtual scene; or, the first control operation is used to control the master virtual object to run in the virtual scene, then based on the first control operation, the master virtual object is controlled to run in the virtual scene; or, the first control operation is used to control the master virtual object to crawl forward in the virtual scene, then based on the first control operation, the master virtual object is controlled to crawl forward in the virtual scene, etc.
  • a first action animation corresponding to the first control operation performed by the master virtual object in the virtual scene is displayed.
  • the first action animation is used to display the action form corresponding to the first control operation.
  • the first control operation is used to control the master virtual object to perform an attack action in the virtual scene, then the first action animation corresponding to the first control operation is implemented as an attack animation; or, the first control operation is used to control the master virtual object to run in the virtual scene, then the first action animation corresponding to the first control operation is implemented as a running animation; or, the first control operation is used to control the master virtual object to crawl in the virtual scene, then the first action animation corresponding to the first control operation is implemented as a crawling animation, etc.
  • the second control operation is used to indicate an operation method of controlling the virtual object group to cooperate with the main control virtual object to perform actions in the virtual scene.
  • member virtual objects in the designated virtual object group are controlled to enter a target coordination mode.
  • the player can select the cooperation mode of the specified virtual object group, thereby selecting and controlling the virtual battle state of the specified virtual object group.
  • a target matching mode is determined.
  • a plurality of cooperation mode selection controls are displayed in the virtual scene, and different cooperation mode selection controls correspond to different cooperation modes. Based on the player's triggering operation on the cooperation mode selection control, the target cooperation mode for the virtual objects of the members in the specified object group to conduct virtual battles is determined.
  • the target cooperation mode is used to instruct the team member virtual objects to cooperate with the main control virtual object in the virtual battle.
  • the team member virtual objects move, attack, and the like in the virtual scene based on the target coordination mode, thereby cooperating with the main control virtual object to perform a virtual battle in the virtual scene.
  • the target coordination mode is the follow mode, then after the target coordination mode is determined, the member virtual objects in the specified virtual object group follow the main control virtual object in the virtual scene; or, if the target coordination mode is the hold mode, then after the target coordination mode is determined, the member virtual objects in the specified virtual object group hold at the specified position in the virtual scene.
  • member virtual objects in a designated virtual object group are controlled to switch to a target cooperation mode.
  • the member virtual objects in the specified virtual object group are in a coordination mode
  • the member virtual objects in the specified virtual object group are controlled to switch to a target coordination mode.
  • the member virtual objects in a specified virtual object group are displayed in a virtual scene, the member virtual objects are in the default cooperation mode (such as cooperation mode A).
  • the member virtual objects in the specified virtual object group are controlled to switch to cooperation mode B (ie, target cooperation mode); or, after controlling the member virtual objects in the specified virtual object group to enter cooperation mode A, the player wants the member virtual objects to cooperate with the main control virtual object in cooperation mode B, then the cooperation mode is switched to switch the current cooperation mode A to cooperation mode B, so that the member virtual objects in the specified virtual object group assist the main control virtual object in cooperation mode B.
  • the team member virtual object is displayed in the virtual scene to perform a second action animation corresponding to the target cooperation mode.
  • a second action animation is displayed, and the second action animation is used to show that the team member virtual object performs an action corresponding to the target cooperation mode in the virtual scene.
  • the second action animation includes the team member virtual object performing an action animation corresponding to the target cooperation mode toward the hostile virtual object.
  • the hostile virtual object is used to indicate a virtual object that is in a different camp from the main virtual object.
  • the camp corresponding to the main virtual object and the camp corresponding to the hostile virtual object engage in a virtual battle.
  • the member virtual objects in the designated virtual object group and the main control virtual object belong to the same camp of virtual objects.
  • the member virtual objects assist the main control virtual object to attack the hostile virtual object.
  • the member virtual objects assist the main control virtual object in accordance with the target coordination mode. For example, when the target coordination mode is implemented as the follow mode, the member virtual objects follow the main control virtual object to produce a multiple attack effect on the hostile virtual object; or, when the target coordination mode is implemented as the hold mode, the member virtual objects follow the instructions of the main control virtual object to form a designated formation at the designated position, and establish a defensive barrier through the designated formation to reduce the enemy virtual object's desire to search for the enemy, thereby effectively protecting the garrison area or the main control virtual object indicated by the designated formation.
  • the preset area behind the virtual objects of the team members in the designated formation is used as the garrison area indicated by the designated formation; or, the preset area surrounded by the virtual objects of the team members in the designated formation is used as the garrison area indicated by the designated formation, etc.
  • the virtual objects of the team members in the designated formation attack the enemy virtual objects based on the player's control; or, in response to the enemy virtual objects being within the preset attack range of the designated formation, the enemy virtual objects are automatically attacked, etc.
  • the hostile virtual object is attacked according to the virtual combat mode corresponding to the team member virtual object.
  • the virtual object of the member is controlled to attack the hostile virtual object within a certain range on the virtual ground, such as using a virtual spear configured by the virtual object of the member to attack the hostile virtual object within a certain range, thereby displaying the attack animation of the virtual object of the member on the hostile virtual object.
  • the virtual combat method of the virtual object of the melee infantry type is: using a virtual spear to attack the hostile virtual object within a certain range.
  • the team member virtual object when the team member virtual object is a cavalry type virtual object, when the team member virtual object is controlled to attack the hostile virtual object, the team member virtual object is controlled to attack the hostile virtual object within a certain range on horseback, such as using a virtual sword configured by the team member virtual object itself to attack the hostile virtual object within a certain range, thereby displaying the attack animation of the team member virtual object on the hostile virtual object.
  • the virtual combat method of the cavalry type virtual object is: using a virtual sword to attack the hostile virtual object, etc.
  • the control method of the virtual object group in the virtual scene receives the battle control operation on the virtual object group, controls multiple virtual object groups in the virtual object group to cooperate with the main control virtual object to fight in the target formation and the corresponding virtual battle mode, and displays the corresponding attack animation of attacking the hostile virtual object; on the one hand, because the virtual object group includes more than two virtual object groups belonging to different types, the number of target formations and virtual battle modes formed are increased, thereby enriching the control method of the player when controlling the virtual object group to fight; on the other hand, because the battle control operation can control the virtual object group, that is, more than two virtual object groups belonging to different types at the same time, the control efficiency of the player over the virtual object group when participating in the game is improved.
  • the method provided in the embodiment of the present application provides at least two methods for determining the target formation.
  • First by receiving a formation configuration operation, the arrangement positions of multiple virtual object groups in the virtual object group are configured to obtain a target formation, thereby improving the configuration efficiency of the target formation configuration.
  • the method provided in the embodiment of the present application realizes the combination configuration operation of virtual object groups by displaying a combination configuration interface and receiving a selection operation of at least two virtual object groups from a plurality of candidate virtual object groups, thereby providing players with a channel for independently constructing virtual object groups, improving the players' gaming experience, and further improving the efficiency of human-computer interaction.
  • the virtual object group includes a virtual hunter object group and a virtual hound object group, wherein the virtual hunter object group includes a plurality of group member hunter objects, and the virtual hound object group includes a plurality of group member hound objects.
  • FIG. 7 shows a flow chart of a method for controlling a virtual object group in a virtual scene provided by an exemplary embodiment of the present application. The method is described by taking the application of the method in the terminal shown in FIG. 2 as an example. As shown in FIG. 7, the method includes:
  • Step 701 display a first virtual object group in a virtual scene.
  • the first virtual object group is composed of a virtual hunter object group and a virtual hound object group.
  • multiple member hunter objects in the virtual hunter object group are equipped with virtual bows and arrows, which can cause damage to hostile virtual objects remotely, wherein each member hunter object is configured with one or more member hound objects, which can cause damage to hostile virtual objects at close range by biting.
  • Step 702 receiving a battle control operation on a first virtual object group.
  • the above-mentioned battle control operation is used to instruct and control the virtual hunter object group and the virtual hound object group in the first virtual object group to cooperate in combat in a target formation, wherein the target formation is used to indicate the arrangement positions of the virtual hunter object group and the virtual hound object group in the first virtual object group.
  • the target formations of the virtual hunter object group and the virtual hound object group include at least one of the following formations:
  • the following formation refers to a formation in which a plurality of crew member hound objects follow a plurality of crew member hunter objects respectively, that is, one or more crew member hound objects follow the peripheral position of a crew member hunter object.
  • FIG. 8 shows a schematic diagram of the interface display of the second virtual object group in the following formation.
  • the interface 800 includes a plurality of group member hunter objects 801 and a plurality of group member hound objects 802, and a group member hunter The human object 801 is followed by a team member, a hound object 802 .
  • the virtual hound object group is arranged in front of the virtual hunter object group and faces the position of the enemy virtual object.
  • the virtual hound object group surrounds the virtual hunter object group.
  • the first virtual object group can be displayed by default in a follow formation; optionally, when the player initiates an attack command to the hostile virtual object, the follow formation can be maintained or switched to a charge formation; when the player initiates a retreat command, the follow formation can be maintained or switched to a protection formation.
  • whether to use a follow formation or a protection formation is determined based on the health value of each member hunter object in the virtual hunter object group. If the health value of each member hunter object is less than a threshold, it is switched to a protection formation. If the health value of each member hunter object is greater than or equal to the threshold, it is switched to a follow formation.
  • Step 703 in response to the battle control operation, display the attack animation of multiple team member hunter objects and multiple team member hound objects attacking the hostile virtual object in a target formation and in their respective corresponding virtual battle modes.
  • an attack animation of multiple team member hound objects and multiple team member hunter objects attacking hostile virtual objects in a following formation and in their respective corresponding virtual combat modes is displayed; or, an attack animation of multiple team member hound objects and multiple team member hunter objects attacking hostile virtual objects in a charging formation and in their respective corresponding virtual combat modes is displayed.
  • the attack animation of the multiple team member hunter objects and the multiple team member hound objects attacking the hostile virtual object further includes at least one of the following situations:
  • the first fighting mode refers to the way in which the team member hunter object shoots based on the equipped virtual bow and arrow
  • the second fighting mode refers to the fighting mode corresponding to the team member hound object's attack skills set by the system, for example: the skill of causing damage to the hostile virtual object by biting.
  • the team member hunter object shoots the target hostile virtual object with a virtual bow and arrow
  • the team member hound object hits the target hostile virtual object again, it will cause high damage to the target hostile virtual object.
  • the high damage value is the target attack value, which is much larger than the initial attack value set by the system default corresponding to the attack skill of the team member hound object.
  • an animation of the arrow hitting the hostile virtual object will be displayed, and first identification information will be displayed on the hit hostile virtual object, and the first identification information is used to indicate that the hostile virtual object is in a hit state; optionally, the team member hound object will give priority to attacking the hostile virtual object with the first identification information.
  • the third attack animation is used to indicate that the virtual hound object group hits the hostile virtual object; wherein the third attack animation corresponds to the first attack effect, the first attack effect is used to indicate that the movement speed of the hostile virtual object is reduced and the attack value of the hostile virtual object is reduced; or, the movement speed of multiple member hunter objects is increased and the attack values of multiple member hunter objects are increased.
  • second identification information is displayed on the hostile virtual object, and the second identification information is used to indicate that the movement speed of the hostile virtual object has slowed down and the attack power has weakened.
  • the team member hunter object will give priority to attacking the hostile virtual object with the second identification information; or, third identification information is displayed on the team member hunter object followed by the team member hound object, and the third identification information is used to indicate that the movement speed of the team member hunter object has increased and the attack power has increased (that is, the damage value of a single attack to the hostile virtual object has increased).
  • the attack effect of the virtual hunter object group gain is increased, for example: the movement speed and attack power of all group hunter objects are increased, and the increase is the same as the movement speed and attack power increase indicated by the third identification information. or, within a preset time, increase the movement speed and attack power of all group member hunter objects to a target range, which is much greater than the increase in movement speed and attack power indicated by the third identification information.
  • a fourth attack animation of the virtual hound object group attacking the hostile virtual object in a second combat mode is displayed, wherein the second combat mode corresponds to a second attack effect, and the second attack effect is used to indicate the attack effect of multiple member hound objects causing damage to the hostile virtual object for a preset duration.
  • the hound objects that have not been eliminated will be displayed to continuously lock onto the hostile virtual object to attack, and generate an attack animation of damage.
  • the hound objects that have not been eliminated will be eliminated.
  • the above preset time is associated with the elimination rate of member hunter objects in the virtual hunter object group.
  • the remaining member hound objects will obtain a locking damage bonus lasting 5 seconds; if the elimination rate of member hunter objects in the virtual hunter object group is 50%, the remaining member hound objects will obtain a locking damage skill lasting 2 seconds.
  • the control method of the virtual object group in the virtual scene receives the battle control operation on the first virtual object group, controls the virtual hunter object group and the virtual hound object group in the virtual object group to cooperate in battle in the target formation and the respective corresponding virtual battle methods, and displays the corresponding attack animation of attacking the hostile virtual object; on the one hand, because the first virtual object group includes two different types of virtual object groups, the number of target formations and virtual battle methods formed are increased, thereby enriching the control methods of the player when controlling the virtual object group to fight; on the other hand, because the battle control operation can simultaneously control the first virtual object group, that is, the virtual hunter object group and the virtual hound object group, the control efficiency of the player over the virtual object group when participating in the game is improved.
  • the method provided in the embodiment of the present application can display attack animations of multiple team member hound objects and multiple team member hunter objects attacking hostile virtual objects in a following formation and their respective corresponding virtual combat modes by receiving battle control operations. That is, the following formation is determined based on the battle control operation, thereby improving the operational efficiency of players in selecting formations when participating in game matches.
  • the method provided in the embodiment of the present application provides at least three attack animations of the first virtual object group on the hostile virtual object.
  • the virtual object group includes a virtual attendant object group
  • the virtual attendant object group includes a plurality of member attendant objects.
  • FIG9 shows a flow chart of a method for controlling a virtual object group in a virtual scene provided by an exemplary embodiment of the present application. The method is applied to a terminal as shown in FIG2 , and as shown in FIG9 , the method includes:
  • Step 901 display a second virtual object group in a virtual scene.
  • the second virtual object group is composed of other virtual object groups and virtual attendant object groups.
  • the other virtual object groups are implemented as virtual knight object groups as an example for explanation, the virtual knight object group includes multiple member virtual knight objects, and optionally, the multiple member virtual knight objects in the virtual knight object group are equipped with virtual horses and virtual lances.
  • the virtual horse can provide the team member virtual knight object with a long-distance charge skill, and the team member virtual knight object can use the charge skill to cause the first damage to the hostile virtual object.
  • the first damage value caused by the charge skill to the hostile virtual object is determined. The longer the distance between the team member virtual knight object and the hostile virtual object, the higher the damage value caused by the charge skill to the hostile virtual object. That is, when the team member virtual knight object charges a longer run-up distance, the greater the impact force of hitting the hostile virtual object, and the higher the damage value.
  • the team member virtual knight object reaches a distance threshold with the hostile virtual object, it can use a virtual lance to cause a second damage to the hostile virtual object. Harm value.
  • the above-mentioned first damage value and second damage value also correspond to a bonus coefficient, wherein the bonus coefficient can be determined according to the difference between the level of the virtual knight object group and the level of the hostile virtual object group.
  • the bonus coefficient can be determined according to the difference between the level of the virtual knight object group and the level of the hostile virtual object group.
  • the virtual knight object group corresponds to a combination configuration permission, that is, other virtual object groups can be configured for the virtual knight object group, and optionally, the virtual knight object group can be configured with one or more virtual object groups. Then displaying the virtual knight object group and the virtual attendant object group also includes:
  • a combination configuration interface of a virtual knight object group is displayed, on which a plurality of candidate virtual servant object groups are displayed; in response to receiving a selection operation of a virtual servant object group from the plurality of candidate virtual servant object groups, the virtual knight object group and the virtual servant object group in the virtual scene are displayed.
  • multiple candidate virtual attendant object groups correspond to different types, wherein the types of virtual attendant object groups include at least one of virtual cavalry object groups, virtual pikeman object groups, and virtual crossbowman object groups, which is not limited to the embodiments of the present application.
  • the virtual cavalry object group belongs to the virtual cavalry type
  • the virtual pikeman object group belongs to the virtual infantry type
  • the virtual crossbowman object group belongs to the virtual crossbowman type.
  • FIG. 10 shows a display schematic diagram of a virtual knight object group.
  • An icon 1001 of a virtual knight object group is displayed in the interface 1000, and an icon 1002 of a "squire corps" is also displayed in the interface 1000, indicating that the virtual knight object group has the combination configuration permission. Clicking the icon 1002 will display the combination configuration interface of the virtual knight object group.
  • the virtual squire object group can be selected. If the virtual cavalry object group is selected as the virtual squire object group, after the selection is completed, the icon corresponding to the virtual cavalry object group will be in the icon 1002. Then, when the player selects the virtual knight object group in the game, the virtual object group consisting of the virtual knight object group and the virtual cavalry object group will be directly displayed in the virtual scene.
  • Step 902 receiving a battle control operation on a second group of virtual objects.
  • the above-mentioned battle control operation is used to instruct and control other virtual object groups and virtual attendant object groups in the second virtual object group to cooperate in combat in a target formation, wherein the target formation is used to indicate the arrangement positions of other virtual object groups and virtual attendant object groups in the second virtual object group.
  • different types of virtual servant object groups correspond to different virtual props and skills, and thus different types of virtual servant object groups correspond to different target formations.
  • the method of determining the target formation based on the type of virtual servant object group further includes:
  • the arrangement position of the virtual attendant object group in the virtual object group is determined; based on the arrangement position corresponding to the virtual attendant object group and the arrangement positions of other virtual object groups, the target formation is determined.
  • the target formation includes at least one of the following formations:
  • the virtual cavalry object group 601 is arranged horizontally in front of the second virtual object group (ie, other virtual object groups) 602 .
  • the virtual attendant object group is a virtual crossbowman object group, as shown in FIG. 6 , the virtual crossbowman object group 605 is arranged behind the second virtual object group 602 .
  • the virtual spearman object group 604 is arranged at both sides of the second virtual object group 602 .
  • the above other virtual object groups themselves also have their corresponding arrangement methods, that is, players can
  • the formation of other virtual object groups is determined.
  • the specific determination method can refer to step 302 and will not be repeated here.
  • the corresponding arrangement position of the virtual servant object group will be adjusted according to the formation.
  • Step 903 in response to the battle control operation, displaying the attack animation of multiple team member virtual objects and multiple team member servant objects attacking the hostile virtual object in a target formation and in their respective corresponding virtual battle modes.
  • the attack animation of the multiple team member virtual knight objects and the multiple team member servant objects attacking the hostile virtual object also includes at least one of the following situations:
  • the above-mentioned fighting method refers to a fighting method in which the virtual cavalry object group drives a virtual horse to charge towards the direction of the hostile virtual object.
  • Figure 11 shows a schematic diagram of the attack animation display of the second virtual object group composed of the virtual knight object group and the virtual cavalry object group.
  • multiple member virtual cavalry objects 1101 are facing the hostile virtual object, blocking in front of multiple member virtual knight objects 1102, charging towards the hostile virtual object before multiple member virtual knight objects 1102, bearing the front damage for it, and facilitating the attack of multiple member virtual knight objects 1102.
  • the above-mentioned fighting method refers to a fighting method in which the virtual crossbowman object group uses virtual bows and arrows to shoot at the hostile virtual objects.
  • Figure 12 shows a schematic diagram of the attack animation display of the second virtual object group composed of the virtual knight object group and the virtual crossbowman object group.
  • multiple team member virtual crossbowman objects 1201 are behind multiple team member virtual knight objects 1202, using virtual bows and arrows to shoot at the area where the hostile virtual objects are located, assisting the multiple team member virtual knight objects 1202 in attacking.
  • the above-mentioned fighting method refers to a fighting method in which the virtual spearman object group uses virtual spears to defend against certain attack damage on the left and right sides of the virtual knight object group, and uses virtual spears to cause damage to hostile virtual objects.
  • Figure 13 shows a schematic diagram of the attack animation display of the second virtual object group composed of the virtual knight object group and the virtual spearman object group.
  • multiple member virtual spearman objects 1301 are arranged on the left and right sides of multiple member virtual knight objects 1302, using virtual spears to attack the enemy virtual objects, assisting the multiple member virtual knight objects 1302 in attacking and bearing the attack damage from the left and right sides.
  • the terminal can also control the virtual servant object group individually. Schematically, when the terminal receives an instruction to stop attacking the virtual servant object group, the terminal controls the virtual servant object group to stay on standby and not continue to participate in the virtual battle.
  • the control method of the virtual object group in the virtual scene receives the battle control operation on the second virtual object group, controls the virtual knight object group and the virtual squire object group in the virtual object group to cooperate in combat in the target formation and the respective corresponding virtual combat methods, and displays the corresponding attack animation of attacking the hostile virtual object; on the one hand, since the second virtual object group includes two different types of virtual object groups, the number of target formations and virtual combat methods formed are increased, thereby enriching the control methods of the player when controlling the virtual object group to fight; on the other hand, since the battle control operation can simultaneously control the second virtual object group, that is, the virtual knight object group and the virtual squire object group, the control efficiency of the player over the virtual object group when participating in the game is improved.
  • FIG. 14 is a structural block diagram of a control device for a virtual object group in a virtual scene provided by an exemplary embodiment of the present application. As shown in FIG. 14 , the device includes the following parts:
  • a display module 1400 is used to display a virtual object group in a virtual scene, wherein the virtual object group includes a plurality of virtual object groups, wherein the virtual object group is an object group composed of a plurality of member virtual objects of the same type, and virtual objects of different virtual object types have different corresponding virtual combat modes in the virtual scene;
  • the receiving module 1410 is used to receive a battle control operation on the virtual object group, wherein the battle control operation is used to instruct to control multiple virtual object groups in the virtual object group to cooperate in a target formation, and the target formation is used to indicate the arrangement positions of the multiple virtual object groups in the virtual object group;
  • the display module 1400 is further used to display, in response to the battle control operation, attack animations of multiple member virtual objects in the multiple virtual object groups attacking hostile virtual objects in the target formation and in their respective corresponding virtual battle modes.
  • the receiving module 1410 is further used to receive a formation configuration operation, and the formation configuration operation is used to configure the arrangement positions of the multiple virtual object groups in the virtual object group to obtain the target formation.
  • the device further comprises:
  • the arrangement module 1420 is used to arrange the multiple virtual object groups based on the matching conditions of the multiple virtual object groups in the virtual object group to obtain the target formation.
  • the arrangement module 1420 includes:
  • An acquiring unit 1421 is used to acquire virtual object types corresponding to the plurality of virtual object groups, wherein the virtual object types include corresponding default arrangement positions;
  • the arrangement module 1420 is further configured to arrange the plurality of virtual object groups based on the default arrangement positions corresponding to the virtual object types to obtain the target formation.
  • the display module 1400 is also used to display a combination configuration interface, which includes multiple candidate virtual object groups; the display module 1400 is also used to display the virtual object group in the virtual scene in response to receiving a selection operation on at least two virtual object groups among the multiple candidate virtual object groups.
  • the display module 1400 is further used to display a wedge array in which the member virtual objects corresponding to the multiple virtual object groups are arranged in a wedge shape in the virtual scene based on the number of member virtual objects corresponding to the multiple virtual object groups in the virtual object group; or, the display module 1400 is further used to display a ring array in which the member virtual objects corresponding to the multiple virtual object groups are arranged in a fully or semi-enclosed manner around a master virtual object based on the number of member virtual objects corresponding to the multiple virtual object groups in the virtual object group, where the master virtual object is a virtual object independently configured in the master object configuration interface.
  • the virtual object group includes a virtual hunter object group and a virtual hound object group, the virtual hunter object group includes multiple member hunter objects, and the virtual hound object group includes multiple member hound objects; the display module 1400 is also used to display attack animations of the multiple member hound objects and the multiple member hunter objects attacking the hostile virtual objects in a following formation and in their respective corresponding virtual combat modes, and the following formation refers to the formation in which the multiple member hound objects respectively follow the multiple member hunter objects.
  • the display module 1400 is further used to display a first attack animation of the virtual hunter object group on the hostile virtual object in a first combat mode, wherein the first attack animation is used to indicate that the virtual hunter object group hits the hostile virtual object; the display module 1400 is further used to display a second attack animation of the virtual hound object group attacking the hostile virtual object in a second combat mode based on the first attack animation, wherein the second combat mode corresponds to a target attack value, and the target attack value is greater than the initial attack value of the member hound object in the virtual hound object group.
  • the display module 1400 is further used to display a third attack animation of the virtual hound object group on the hostile virtual object in the second combat mode, the third attack animation being used to indicate that the virtual hound object group hits the hostile virtual object; wherein the third attack animation corresponds to a first attack effect, the first attack effect being used to indicate that the movement speed of the hostile virtual object is reduced and the attack value of the hostile virtual object is reduced; or The movement speed of the multiple team member hunter objects increases and the attack values of the multiple team member hunter objects increase.
  • the display module 1400 is further used to display a fourth attack animation of the virtual hound object group attacking the hostile virtual object in a second combat mode in response to the virtual hunter object group being eliminated, wherein the second combat mode corresponds to a second attack effect, and the second attack effect is used to indicate the attack effect of the multiple member hound objects causing damage to the hostile virtual object for a preset duration.
  • the virtual object group includes a virtual servant object group, and the virtual servant object group includes multiple member servant objects; the arrangement module 1420 is further used to determine the arrangement position of the virtual servant object group in the virtual object group based on the virtual object types corresponding to the member servant objects in the virtual servant object group; the arrangement module 1420 is further used to determine the target formation based on the arrangement position corresponding to the virtual servant object group and the arrangement positions of other virtual object groups.
  • the arrangement module 1420 is further used to, in response to the team member attendant objects including virtual cavalry types, determine that the virtual attendant object group is arranged in front of other virtual object groups in the virtual object group, and the team member attendant objects are facing the hostile virtual object; the arrangement module 1420 is further used to, in response to the virtual attendant object group including virtual crossbowmen types, determine that the virtual attendant object group is arranged behind other virtual object groups in the virtual object group and avoids a position where the hostile virtual object attacks head-on; the arrangement module 1420 is further used to, in response to the virtual attendant object group including virtual infantry types, determine that the virtual attendant object group is arranged on both sides of other virtual object groups in the virtual object group.
  • the control device for a virtual object group in a virtual scene controls multiple virtual object groups in the virtual object group to cooperate in combat in a target formation and in their respective corresponding virtual combat modes by receiving a combat control operation on the virtual object group, and displays corresponding attack animations for attacking hostile virtual objects; on the one hand, since the virtual object group includes more than two virtual object groups of different types, the number of target formations and virtual combat modes formed are increased, thereby enriching the control methods for players when controlling virtual object groups to fight; on the other hand, since the combat control operation can simultaneously control virtual object groups, that is, more than two virtual object groups of different types, the control efficiency of players over virtual object groups when participating in game matches is improved.
  • control device for the virtual object group in the virtual scene provided in the above embodiment is only illustrated by the division of the above functional modules.
  • the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above.
  • the control device for the virtual object group in the virtual scene provided in the above embodiment and the control method embodiment of the virtual object group in the virtual scene belong to the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
  • FIG16 shows a block diagram of an electronic device 1600 provided by an exemplary embodiment of the present application.
  • the electronic device 1600 may be a portable mobile terminal, such as a smart phone, a vehicle-mounted terminal, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer or a desktop computer.
  • the electronic device 1600 may also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.
  • the electronic device 1600 includes a processor 1601 and a memory 1602 .
  • Processor 1601 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc.
  • Processor 1601 may be implemented in at least one of the following hardware forms: DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array).
  • Processor 1601 may also include a main processor and a coprocessor.
  • the main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state.
  • processor 1601 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content that needs to be displayed on the display screen.
  • processor 1601 may also include AI (Artificial Intelligence, Artificial intelligence) processor, which is used to handle computing operations related to machine learning.
  • AI Artificial Intelligence, Artificial intelligence
  • the memory 1602 may include one or more computer-readable storage media, which may be non-transitory.
  • the memory 1602 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 1602 is used to store at least one instruction, which is used to be executed by the processor 1601 to implement the control method of the virtual object group in the virtual scene provided by the method embodiment of the present application.
  • the electronic device 1600 further includes one or more sensors, including but not limited to: a proximity sensor, a gyroscope sensor, and a pressure sensor.
  • sensors including but not limited to: a proximity sensor, a gyroscope sensor, and a pressure sensor.
  • the proximity sensor also called a distance sensor, is usually disposed on the front panel of the electronic device 1600.
  • the proximity sensor is used to collect the distance between the user and the front of the electronic device 1600.
  • the gyroscope sensor can detect the body direction and rotation angle of the electronic device 1600, and the gyroscope sensor can cooperate with the acceleration sensor to collect the user's 3D actions on the electronic device 1600.
  • the processor 1601 can implement the following functions based on the data collected by the gyroscope sensor: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
  • the pressure sensor can be set on the side frame of the electronic device 1600 and/or the lower layer of the display screen.
  • the processor 1601 can detect the user's holding signal of the electronic device 1600, and the processor 1601 performs left and right hand recognition or quick operation according to the holding signal collected by the pressure sensor.
  • the processor 1601 controls the operability controls on the UI interface according to the user's pressure operation on the display screen.
  • the operability controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
  • the electronic device 1600 also includes other components. Those skilled in the art will understand that the structure shown in Figure 16 does not constitute a limitation on the electronic device 1600, and it may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
  • the embodiment of the present application further provides a computer device, which can be implemented as a terminal or a server as shown in Figure 2.
  • the computer device includes a processor and a memory, in which at least one instruction, at least one program, a code set or an instruction set is stored, and the at least one instruction, at least one program, a code set or an instruction set is loaded and executed by the processor to implement the control method of the virtual object group in the virtual scene provided by the above-mentioned method embodiments.
  • An embodiment of the present application also provides a computer-readable storage medium, on which is stored at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the control method of a virtual object group in a virtual scene provided by the above-mentioned method embodiments.
  • the embodiments of the present application also provide a computer program product or a computer program, which includes a computer instruction stored in a computer-readable storage medium.
  • a processor of a computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the control method of a virtual object group in a virtual scene described in any of the above embodiments.
  • the computer readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid state drive (SSD), or an optical disk.
  • the random access memory may include a resistive random access memory (ReRAM) and a dynamic random access memory (DRAM).
  • ReRAM resistive random access memory
  • DRAM dynamic random access memory

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Abstract

A method and apparatus for controlling a virtual object group in a virtual scene, and a product, which relate to the field of man-machine interaction. The method comprises: displaying a virtual object cluster in a virtual scene (301); receiving a battle control operation for the virtual object cluster (302); and in response to the battle control operation, displaying an attack animation in which a plurality of group member virtual objects in a plurality of virtual object groups form a target array and use virtual battle modes respectively corresponding thereto to attack enemy virtual objects (303).

Description

虚拟场景中虚拟对象组的控制方法、装置及产品Control method, device and product of virtual object group in virtual scene
本申请要求于2022年10月31日提交的申请号为202211366359.1、发明名称为“虚拟场景中虚拟对象组的控制方法、装置及产品”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。This application claims priority to Chinese patent application No. 202211366359.1, filed on October 31, 2022, and entitled “Control method, device and product for a virtual object group in a virtual scene”, the entire contents of which are incorporated by reference into this application.
技术领域Technical Field
本申请实施例涉及人机交互领域,特别涉及一种虚拟场景中虚拟对象组的控制方法、装置及产品。The embodiments of the present application relate to the field of human-computer interaction, and in particular to a method, device and product for controlling a virtual object group in a virtual scene.
背景技术Background technique
在支持虚拟场景的应用程序中,例如:战术竞技类游戏中,玩家不仅可以控制单一虚拟对象(也即,一个虚拟角色)进行对战,还可以同时控制多个虚拟对象进行对战。In applications that support virtual scenes, such as tactical competitive games, players can not only control a single virtual object (ie, a virtual character) to fight, but also control multiple virtual objects to fight at the same time.
相关技术中,玩家可以控制虚拟对象组组成不同的阵型在虚拟场景中移动或者与其他虚拟对象进行对战。In the related art, players can control virtual objects to form different formations to move in a virtual scene or fight with other virtual objects.
然而这种对虚拟对象组的控制方式较为单一,人机交互效率较低。However, this method of controlling the virtual object group is relatively simple and the human-computer interaction efficiency is low.
发明内容Summary of the invention
本申请实施例提供了一种虚拟场景中虚拟对象组的控制方法、装置及产品,丰富了对虚拟对象组的控制方式,提高了人机交互效率,所述技术方案如下:The embodiments of the present application provide a method, device and product for controlling a virtual object group in a virtual scene, which enriches the control methods for the virtual object group and improves the efficiency of human-computer interaction. The technical solution is as follows:
一方面,提供了一种虚拟场景中虚拟对象组的控制方法,由计算机设备执行,所述方法包括:In one aspect, a method for controlling a virtual object group in a virtual scene is provided, which is executed by a computer device, and the method comprises:
显示处于虚拟场景中的虚拟对象群,所述虚拟对象群中包括多个虚拟对象组,其中,所述虚拟对象组是由多个同种类的组员虚拟对象组成的对象组,不同虚拟对象种类的虚拟对象在虚拟场景中对应的虚拟对战方式不同;Displaying a group of virtual objects in a virtual scene, wherein the group of virtual objects includes a plurality of virtual object groups, wherein the virtual object group is an object group composed of a plurality of member virtual objects of the same type, and virtual objects of different virtual object types have different corresponding virtual combat modes in the virtual scene;
接收对所述虚拟对象群的对战控制操作,所述对战控制操作用于指示控制所述虚拟对象群中的多个虚拟对象组以目标阵型进行配合作战,所述目标阵型用于指示所述多个虚拟对象组在所述虚拟对象群中的排列位置;receiving a battle control operation on the virtual object group, the battle control operation being used to instruct to control a plurality of virtual object groups in the virtual object group to cooperate in a battle in a target formation, the target formation being used to indicate an arrangement position of the plurality of virtual object groups in the virtual object group;
响应于所述对战控制操作,显示所述多个虚拟对象组中的多个组员虚拟对象以所述目标阵型以及各自对应的虚拟对战方式对敌对虚拟对象进行攻击的攻击动画。In response to the battle control operation, an attack animation of multiple member virtual objects in the multiple virtual object groups attacking the hostile virtual object in the target formation and in their respective corresponding virtual battle modes is displayed.
另一方面,提供了一种虚拟场景中虚拟对象组的控制装置,所述装置包括:In another aspect, a control device for a virtual object group in a virtual scene is provided, the device comprising:
显示模块,用于显示处于虚拟场景中的虚拟对象群,所述虚拟对象群中包括多个虚拟对象组,其中,所述虚拟对象组是由多个同种类的组员虚拟对象组成的对象组,不同虚拟对象种类的虚拟对象在虚拟场景中对应的虚拟对战方式不同;A display module is used to display a virtual object group in a virtual scene, wherein the virtual object group includes a plurality of virtual object groups, wherein the virtual object group is an object group composed of a plurality of member virtual objects of the same type, and virtual objects of different virtual object types have different corresponding virtual combat modes in the virtual scene;
接收模块,用于接收对所述虚拟对象群的对战控制操作,所述对战控制操作用于指示控制所述虚拟对象群中的多个虚拟对象组以目标阵型进行配合作战,所述目标阵型用于指示所述多个虚拟对象组在所述虚拟对象群中的排列位置;a receiving module, configured to receive a battle control operation on the virtual object group, wherein the battle control operation is used to instruct to control multiple virtual object groups in the virtual object group to cooperate in a target formation, wherein the target formation is used to indicate the arrangement positions of the multiple virtual object groups in the virtual object group;
所述显示模块,还用于响应于所述对战控制操作,显示所述多个虚拟对象组中的多个组员虚拟对象以所述目标阵型以及各自对应的虚拟对战方式对敌对虚拟对象进行攻击的攻击动画。The display module is further used to respond to the battle control operation and display attack animations of multiple member virtual objects in the multiple virtual object groups attacking hostile virtual objects in the target formation and in their respective corresponding virtual battle modes.
另一方面,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指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如上述实施例中任一所述虚拟 场景中虚拟对象组的控制方法。On the other hand, a computer device is provided, the computer device comprising a processor and a memory, the memory storing at least one instruction, at least one program, a code set or an instruction set, the at least one instruction, the at least one program, the code set or the instruction set being loaded and executed by the processor to implement the virtualization described in any one of the above embodiments. Control methods for groups of virtual objects in a scene.
另一方面,提供了一种计算机可读存储介质,所述存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现如上述实施例中任一所述的虚拟场景中虚拟对象组的控制方法。On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement a method for controlling a virtual object group in a virtual scene as described in any of the above embodiments.
另一方面,提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述实施例中任一所述的虚拟场景中虚拟对象组的控制方法。On the other hand, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the control method of a virtual object group in a virtual scene described in any of the above embodiments.
本申请实施例提供的技术方案带来的有益效果至少包括:The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:
通过接收对虚拟对象群的对战控制操作,控制虚拟对象群中的多个虚拟对象组以目标阵型以及各自对应的虚拟对战方式配合作战,并显示对应的对敌对虚拟对象进行攻击的攻击动画;一方面,由于虚拟对象群中包括有两种以上的属于不同种类的虚拟对象组,提高了构成的目标阵型数量和虚拟对战方式,从而丰富了玩家在控制虚拟对象群进行对战时的控制方式;另一方面,由于对战控制操作可同时对虚拟对象群,也即两种以上的属于不同种类的虚拟对象组进行控制,提高了玩家在参与游戏对局时对虚拟对象组的控制效率。By receiving a battle control operation on a virtual object group, multiple virtual object groups in the virtual object group are controlled to fight in a target formation and in their respective corresponding virtual battle modes, and corresponding attack animations of attacking hostile virtual objects are displayed; on the one hand, since the virtual object group includes more than two virtual object groups of different types, the number of target formations and virtual battle modes formed are increased, thereby enriching the control methods of players when controlling virtual object groups to fight; on the other hand, since the battle control operation can simultaneously control virtual object groups, that is, more than two virtual object groups of different types, the control efficiency of players over virtual object groups when participating in game matches is improved.
附图说明BRIEF DESCRIPTION OF THE DRAWINGS
图1是本申请一个示例性实施例提供的终端的结构框图;FIG1 is a structural block diagram of a terminal provided by an exemplary embodiment of the present application;
图2是本申请一个示例性实施例提供的实施环境示意图;FIG2 is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application;
图3是本申请一个示例性实施例提供的虚拟场景中虚拟对象组的控制方法的流程图;FIG3 is a flow chart of a method for controlling a virtual object group in a virtual scene provided by an exemplary embodiment of the present application;
图4是本申请一个示例性实施例提供的三段阵的界面显示示意图;FIG4 is a schematic diagram of an interface display of a three-segment array provided by an exemplary embodiment of the present application;
图5是本申请一个示例性实施例提供的楔形阵的界面显示示意图;FIG5 is a schematic diagram of an interface display of a wedge array provided by an exemplary embodiment of the present application;
图6是本申请一个示例性实施例提供的排列位置示意图;FIG6 is a schematic diagram of arrangement positions provided by an exemplary embodiment of the present application;
图7是本申请另一个示例性实施例提供的虚拟场景中虚拟对象组的控制方法的流程图;7 is a flowchart of a method for controlling a virtual object group in a virtual scene provided by another exemplary embodiment of the present application;
图8是本申请另一个示例性实施例提供的第一虚拟对象群的界面显示示意图;FIG8 is a schematic diagram of an interface display of a first virtual object group provided by another exemplary embodiment of the present application;
图9是本申请另一个示例性实施例提供的虚拟场景中虚拟对象组的控制方法的流程图;9 is a flowchart of a method for controlling a virtual object group in a virtual scene provided by another exemplary embodiment of the present application;
图10是本申请一个示例性实施例提供的虚拟骑士对象的界面显示示意图;FIG10 is a schematic diagram of an interface display of a virtual knight object provided by an exemplary embodiment of the present application;
图11是本申请一个示例性实施例提供的一种第二虚拟对象群的界面显示示意图;FIG11 is a schematic diagram of an interface display of a second virtual object group provided by an exemplary embodiment of the present application;
图12是本申请一个示例性实施例提供的另一种第二虚拟对象群的界面显示示意图;FIG12 is a schematic diagram of another interface display of a second virtual object group provided by an exemplary embodiment of the present application;
图13是本申请一个示例性实施例提供的另一种第二虚拟对象群的界面显示示意图;FIG13 is a schematic diagram of another interface display of a second virtual object group provided by an exemplary embodiment of the present application;
图14是本申请一个示例性实施例提供的虚拟场景中虚拟对象组的控制装置的结构框图;FIG14 is a structural block diagram of a control device for a virtual object group in a virtual scene provided by an exemplary embodiment of the present application;
图15是本申请另一个示例性实施例提供的虚拟场景中虚拟对象组的控制装置的结构框图;15 is a structural block diagram of a control device for a virtual object group in a virtual scene provided by another exemplary embodiment of the present application;
图16是本申请一个示例性实施例提供的终端结构框图。FIG. 16 is a block diagram of a terminal structure provided by an exemplary embodiment of the present application.
具体实施方式Detailed ways
首先,针对本申请实施例中涉及的名词进行简单介绍。First, a brief introduction is given to the terms involved in the embodiments of the present application.
虚拟对象:是指在虚拟场景中可活动的虚拟角色,该可活动对象是虚拟人物、虚拟动物、动漫人物等。该虚拟对象是该虚拟场景中的一个虚拟的用于代表用户的虚拟形象。虚拟场景中包括多个虚拟对象,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。可选地,该虚拟对象是通过在客户端上操作进行控制的角色,或者是通过训练设置在虚拟环境中的人工智能(Artificial Intelligence,AI),或者是设置在虚拟场景中的非玩家角色(Non-Player Character,NPC)。可选地,该虚拟对象是在虚拟场景中进行竞技的虚拟人物。可选地,该虚拟场景中的虚拟对象的数量是预设设置的,或者是根据加入该虚拟场景的客户端的数量动态确定的,本申请实施例对此不作限定。 Virtual object: refers to a virtual character that can be moved in a virtual scene. The movable object is a virtual person, a virtual animal, a cartoon character, etc. The virtual object is a virtual image in the virtual scene that is used to represent the user. The virtual scene includes multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. Optionally, the virtual object is a character controlled by operation on the client, or an artificial intelligence (AI) set in a virtual environment through training, or a non-player character (NPC) set in a virtual scene. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene is preset, or is dynamically determined according to the number of clients joining the virtual scene, and the embodiments of the present application are not limited to this.
虚拟道具:是指虚拟场景中的虚拟对象可使用的道具。以射击类游戏为例,射击类游戏中设置有投掷物道具,还设置有虚拟发射器、虚拟发射物等射击道具,其中该虚拟发射物是该虚拟发射器执行发射操作时射出的物体,投掷物道具和射击道具能够对被击中的虚拟对象造成伤害,还设置有虚拟芯片等技能道具,能够赋予装备的虚拟对象对应的操作权限。虚拟道具还能够辅助虚拟对象达到某种目的,例如,虚拟烟雾弹能够辅助虚拟对象遮掩身形。需要说明的是,本申请实施例对虚拟道具的类型不作限定。Virtual props: refers to props that can be used by virtual objects in virtual scenes. Taking shooting games as an example, shooting games are provided with throwing props, virtual launchers, virtual projectiles and other shooting props, wherein the virtual projectile is the object fired by the virtual launcher when performing a firing operation, and throwing props and shooting props can cause damage to the virtual objects that are hit. Skill props such as virtual chips are also provided, which can grant the equipped virtual objects corresponding operating permissions. Virtual props can also assist virtual objects in achieving certain purposes. For example, virtual smoke bombs can assist virtual objects in concealing their bodies. It should be noted that the embodiments of the present application do not limit the types of virtual props.
战术竞技游戏:是指至少两个虚拟对象在虚拟环境中以单局对战模式进行竞技的游戏。虚拟对象通过躲避其他虚拟对象发起的攻击和虚拟环境中存在的危险(比如,毒气圈、沼泽地等)来达到在虚拟环境中存活的目的,当虚拟对象在虚拟环境中的生命值为零时,虚拟对象在虚拟环境中的生命结束,最后存活在虚拟环境中的虚拟对象是获胜方。可选地,该对战以第一个客户端加入对战的时刻作为开始时刻,以最后一个客户端退出对战的时刻作为结束时刻,每个客户端可以控制虚拟环境中的一个或多个虚拟对象。可选地,该对战的竞技模式可以包括单人对战模式、双人小组对战模式或者多人大组对战模式,本申请实施例对对战模式不加以限定。Tactical competitive game: refers to a game in which at least two virtual objects compete in a single-game battle mode in a virtual environment. Virtual objects survive in the virtual environment by avoiding attacks launched by other virtual objects and dangers in the virtual environment (such as poison gas circles, swamps, etc.). When the life value of the virtual object in the virtual environment is zero, the life of the virtual object in the virtual environment ends, and the virtual object that survives the virtual environment at last is the winner. Optionally, the battle starts at the moment when the first client joins the battle and ends at the moment when the last client exits the battle. Each client can control one or more virtual objects in the virtual environment. Optionally, the competitive mode of the battle can include a single-player battle mode, a two-player team battle mode, or a multiplayer group battle mode. The embodiment of the present application does not limit the battle mode.
虚拟对象组:是指玩家控制虚拟对象在虚拟环境中创建的团体,又被命名为虚拟兵团。该团体中包括至少一个组员虚拟对象,创建该团体的组员虚拟对象是该团体的团长,负责管理该团体的事务或组织该团体与其他团体在虚拟环境中进行对战。在游戏中设置有兵团任务,需要虚拟兵团中的组员虚拟对象协作完成,当完成兵团任务时,虚拟兵团将获得兵团奖励,虚拟兵团中的每个组员虚拟对象也将获得奖励。兵团通过提升等级招揽更多的成员,进一步扩大兵团规模。Virtual object group: refers to a group created by players controlling virtual objects in a virtual environment, also known as a virtual legion. The group includes at least one member virtual object. The member virtual object that created the group is the leader of the group, responsible for managing the affairs of the group or organizing the group to fight against other groups in the virtual environment. Legion tasks are set in the game, which require the collaboration of the member virtual objects in the virtual legion. When the legion tasks are completed, the virtual legion will receive a legion reward, and each member virtual object in the virtual legion will also receive a reward. The legion recruits more members by upgrading its level and further expands its size.
在支持虚拟场景的应用程序中,例如:战术竞技类游戏中,玩家不仅可以控制单一虚拟对象(也即,一个虚拟角色)进行对战,还可以同时控制多个虚拟对象进行对战。相关技术中,玩家可以控制虚拟对象组组成不同的阵型在虚拟场景中移动或者与其他虚拟对象进行对战。然而这种对虚拟对象组的控制方式较为单一,人机交互效率较低。In applications that support virtual scenes, such as tactical competitive games, players can not only control a single virtual object (i.e., a virtual character) to fight, but also control multiple virtual objects to fight at the same time. In related technologies, players can control virtual object groups to form different formations to move in virtual scenes or fight with other virtual objects. However, this method of controlling virtual object groups is relatively simple, and the human-computer interaction efficiency is low.
本申请实施例提供的虚拟场景中虚拟对象的控制方法可在虚拟场景中显示虚拟对象群,且该虚拟对象群中包括多个虚拟对象组;通过接收对虚拟对象群的对战控制操作,控制虚拟对象群中的多个虚拟对象组以目标阵型以及各自对应的虚拟对战方式配合作战,并显示对应的对敌对虚拟对象进行攻击的攻击动画。针对本申请实施例得到的虚拟场景中虚拟对象组的控制方法,能够应用于手游场景、端游场景等多种游戏场景中,本申请实施例对此不加以限定。The control method of virtual objects in a virtual scene provided by the embodiment of the present application can display a virtual object group in the virtual scene, and the virtual object group includes multiple virtual object groups; by receiving a battle control operation on the virtual object group, the multiple virtual object groups in the virtual object group are controlled to fight in a target formation and in their respective corresponding virtual battle modes, and the corresponding attack animation of attacking the hostile virtual object is displayed. The control method of the virtual object group in the virtual scene obtained by the embodiment of the present application can be applied to a variety of game scenes such as mobile game scenes and terminal game scenes, and the embodiment of the present application does not limit this.
图1示出了本申请一个示例性实施例提供的电子设备的结构框图。该电子设备100包括:操作系统120和应用程序122。FIG1 shows a block diagram of an electronic device provided by an exemplary embodiment of the present application. The electronic device 100 includes: an operating system 120 and an application 122 .
操作系统120是为应用程序122提供对计算机硬件的安全访问的基础软件。The operating system 120 is the underlying software that provides application programs 122 with secure access to the computer's hardware.
应用程序122是支持虚拟环境的应用程序。可选地,应用程序122是支持三维虚拟环境的应用程序。该应用程序122可以是虚拟现实应用程序、三维地图程序、自走棋游戏、益智类游戏、第三人称射击游戏(Third-Person Shooting game,TPS)、第一人称射击游戏(First-Person Shooting game,FPS)、多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)、多人枪战类生存游戏中的任意一种。该应用程序122可以是单机版的应用程序,比如单机版的三维游戏程序,也可以是网络联机版的应用程序。The application 122 is an application that supports a virtual environment. Optionally, the application 122 is an application that supports a three-dimensional virtual environment. The application 122 can be any one of a virtual reality application, a three-dimensional map program, an auto chess game, a puzzle game, a third-person shooting game (TPS), a first-person shooting game (FPS), a multiplayer online tactical competitive game (MOBA), and a multiplayer gunfight survival game. The application 122 can be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.
其次,对本申请实施例中涉及的实施环境进行说明,示意性的,请参考图2,该实施环境中涉及终端210、服务器220和通信网络230,其中,终端210和服务器220通过通信网络230进行连接。Secondly, the implementation environment involved in the embodiments of the present application is explained. For schematic illustration, please refer to Figure 2. The implementation environment involves a terminal 210, a server 220 and a communication network 230, wherein the terminal 210 and the server 220 are connected via the communication network 230.
终端210支持显示目标应用程序中的各种界面。示意性的,终端210通过目标应用程序 显示虚拟场景,其中,虚拟场景中包括虚拟对象群、虚拟道具等;虚拟场景中显示的虚拟对象群中包括多个虚拟对象组,一个虚拟对象组由多个同种类的组员虚拟对象组成,不同的候选虚拟对象组之间对应的虚拟对象种类不同,不同虚拟对象种类的虚拟对象在虚拟场景中对应的虚拟对战方式不同。Terminal 210 supports displaying various interfaces in the target application. A virtual scene is displayed, wherein the virtual scene includes a virtual object group, virtual props, etc.; the virtual object group displayed in the virtual scene includes multiple virtual object groups, a virtual object group is composed of multiple member virtual objects of the same type, different candidate virtual object groups correspond to different virtual object types, and virtual objects of different virtual object types have different corresponding virtual combat methods in the virtual scene.
在终端210接收到对虚拟对象群的对战控制操作后,将该控制操作的对应的控制指令和当前虚拟对象群的显示信息(例如:其中多个虚拟对象组的数量和和种类)发送至服务器220,服务器220接收到该控制指令和显示信息后,会根据控制指令和显示信息控制虚拟对象群中的多个虚拟对象组以目标阵型以及各自对应的虚拟对战方式进行配合作战,从而对敌对虚拟对象进行攻击;并将对敌方虚拟对象进行攻击的攻击动画反馈至终端210,由终端210显示该攻击动画。After the terminal 210 receives the battle control operation on the virtual object group, the control instruction corresponding to the control operation and the display information of the current virtual object group (for example: the number and type of multiple virtual object groups therein) are sent to the server 220. After receiving the control instruction and the display information, the server 220 controls the multiple virtual object groups in the virtual object group to cooperate in the target formation and their respective corresponding virtual battle methods according to the control instruction and the display information, thereby attacking the hostile virtual object; and feeds back the attack animation of the attack on the hostile virtual object to the terminal 210, which displays the attack animation.
值得注意的是,上述终端包括但不限于手机、平板电脑、便携式膝上笔记本电脑、智能语音交互设备、智能家电、车载终端等移动终,也可以实现为台式电脑等;上述服务器可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、内容分发网络(Content Delivery Network,CDN)、以及大数据和人工智能平台等基础云计算服务的云服务器。It is worth noting that the above-mentioned terminals include but are not limited to mobile terminals such as mobile phones, tablets, portable laptops, intelligent voice interaction devices, smart home appliances, car terminals, etc., and can also be implemented as desktop computers, etc.; the above-mentioned servers can be independent physical servers, or they can be server clusters or distributed systems composed of multiple physical servers, or they can be cloud servers that provide basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDN), as well as big data and artificial intelligence platforms.
其中,云技术(Cloud technology)是指在广域网或局域网内将硬件、应用程序、网络等系列资源统一起来,实现数据的计算、储存、处理和共享的一种托管技术。Among them, cloud technology refers to a hosting technology that unifies a series of resources such as hardware, applications, and networks within a wide area network or local area network to achieve data computing, storage, processing, and sharing.
在一些可选的实施例中,上述服务器还可以实现为区块链系统中的节点。In some optional embodiments, the above-mentioned server can also be implemented as a node in a blockchain system.
需要进行说明的是,本申请在收集用户的相关数据之前以及在收集用户的相关数据的过程中,都可以显示提示界面、弹窗或输出语音提示信息,该提示界面、弹窗或语音提示信息用于提示用户当前正在搜集其相关数据,使得本申请仅仅在获取到用户对该提示界面或者弹窗发出的确认操作后,才开始执行获取用户相关数据的相关步骤,否则(即未获取到用户对该提示界面或者弹窗发出的确认操作时),结束获取用户相关数据的相关步骤,即不获取用户的相关数据。换句话说,本申请所采集的所有用户数据都是在用户同意并授权的情况下进行采集的,且相关用户数据的收集、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。It should be noted that before collecting relevant data of users and during the process of collecting relevant data of users, this application can display a prompt interface, pop-up window or output voice prompt information, and the prompt interface, pop-up window or voice prompt information is used to prompt the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining relevant data of users after obtaining the confirmation operation issued by the user to the prompt interface or pop-up window, otherwise (that is, when the confirmation operation issued by the user to the prompt interface or pop-up window is not obtained), the relevant steps of obtaining relevant data of users are terminated, that is, the relevant data of users are not obtained. In other words, all user data collected by this application are collected with the consent and authorization of the user, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of relevant countries and regions.
结合上述介绍以及实施环境,对本申请实施例中提供的虚拟场景中虚拟对象组的控制方法进行说明,请参考图3,其示出了本申请一个示例性实施例提供的虚拟场景中虚拟对象组的控制方法的流程图,以该方法应用于如图2所示的终端中为例进行说明,如图3所示,该方法包括:In combination with the above introduction and implementation environment, the control method of the virtual object group in the virtual scene provided in the embodiment of the present application is described. Please refer to FIG3, which shows a flow chart of the control method of the virtual object group in the virtual scene provided by an exemplary embodiment of the present application. The method is applied to the terminal shown in FIG2 as an example for description. As shown in FIG3, the method includes:
步骤301,显示处于虚拟场景中的虚拟对象群。Step 301: Display a group of virtual objects in a virtual scene.
虚拟对象群中包括多个虚拟对象组,其中,虚拟对象组是由多个同种类的组员虚拟对象组成的对象组,不同虚拟对象种类的虚拟对象在虚拟场景中对应的虚拟对战方式不同。The virtual object group includes a plurality of virtual object groups, wherein a virtual object group is an object group composed of a plurality of member virtual objects of the same type, and virtual objects of different virtual object types have different corresponding virtual combat modes in the virtual scene.
其中,虚拟场景是指应用程序(例如:战术竞技应用程序)在终端上运行时显示(或提供)的虚拟场景。该虚拟场景是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。虚拟场景是二维虚拟场景、2.5维虚拟场景或三维虚拟场景中的任意一种,本申请对此不加以限定。The virtual scene refers to a virtual scene displayed (or provided) when an application (e.g., a tactical competitive application) is running on a terminal. The virtual scene is a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and this application does not limit this.
可选地,虚拟对象种类用于指示组员虚拟对象的种类,示意性的,一个虚拟对象组中包括同种类的组员虚拟对象,虚拟对象种类根据组员虚拟对象的种类确定。例如:虚拟对象组实现为虚拟刀牌兵对象组,则其中的组员虚拟对象为虚拟刀牌兵对象;或者,虚拟对象组实现为虚拟长刀手对象组,则其中的组员虚拟对象为虚拟长刀手对象;或者,虚拟对象组实现为虚拟猎犬对象组,则其中的组员虚拟对象为虚拟猎犬对象等,以上仅为示意性的举例,本申请实施例对此不加以限定。 Optionally, the virtual object type is used to indicate the type of the member virtual object. Schematically, a virtual object group includes member virtual objects of the same type, and the virtual object type is determined according to the type of the member virtual object. For example: if the virtual object group is implemented as a virtual sword and card soldier object group, the member virtual objects therein are virtual sword and card soldier objects; or, if the virtual object group is implemented as a virtual long sword hand object group, the member virtual objects therein are virtual long sword hand objects; or, if the virtual object group is implemented as a virtual hound object group, the member virtual objects therein are virtual hound objects, etc. The above are only illustrative examples, and the embodiments of the present application do not limit this.
可选地,虚拟对象群为由多个不同种类的虚拟对象组组成的对象群。示意性的,一个虚拟对象群众可包括一个虚拟刀牌兵对象组、一个虚拟长刀手对象组和一个虚拟长枪手对象组。Optionally, the virtual object group is an object group composed of a plurality of virtual object groups of different types. Schematically, a virtual object group may include a virtual sword and shield soldier object group, a virtual long swordsman object group and a virtual long spearman object group.
可选地,虚拟对象的虚拟对战方式是指虚拟对象对敌对虚拟对象产生伤害的方式,虚拟对战方式由虚拟对象装备的道具和虚拟对象的技能组成。示意性的,若虚拟对象实现为装备有虚拟刀和虚拟盾的虚拟步兵对象,通过虚拟刀在冲锋的时候通过劈砍等动作对一定距离范围内的敌对虚拟对象产生伤害,且通过虚拟盾抵御敌对虚拟对象对自身的伤害,同时虚拟步兵对象本身拥有被动触发技能,例如:当生命值低于阈值时,虚拟刀对敌对虚拟对象的伤害值会增加;或者,当虚拟对象组中的组员虚拟对象的伤亡率高于预设百分比时,虚拟刀对敌对虚拟对象的伤害值会增加。Optionally, the virtual combat mode of the virtual object refers to the mode in which the virtual object causes damage to the hostile virtual object, and the virtual combat mode is composed of the props equipped by the virtual object and the skills of the virtual object. Schematically, if the virtual object is implemented as a virtual infantry object equipped with a virtual knife and a virtual shield, the virtual knife causes damage to the hostile virtual object within a certain distance range through actions such as slashing when charging, and the virtual shield is used to resist the damage to itself by the hostile virtual object. At the same time, the virtual infantry object itself has passive triggering skills, for example: when the health value is lower than the threshold, the damage value of the virtual knife to the hostile virtual object will increase; or when the casualty rate of the member virtual objects in the virtual object group is higher than a preset percentage, the damage value of the virtual knife to the hostile virtual object will increase.
可选地,虚拟对象群的显示方式包括以下情况中的至少一种:Optionally, the display mode of the virtual object group includes at least one of the following situations:
1、从多个候选虚拟对象群中选择虚拟对象群。1. Select a virtual object group from multiple candidate virtual object groups.
可选地,显示选择配置界面,选择配置界面中包括多个候选虚拟对象群;响应于接收到对候选虚拟对象群中虚拟对象群的选择操作,显示处于虚拟场景中的虚拟对象群。Optionally, a selection configuration interface is displayed, the selection configuration interface including a plurality of candidate virtual object groups; in response to receiving a selection operation on a virtual object group in the candidate virtual object group, the virtual object group in the virtual scene is displayed.
示意性的,在游戏中,对局开始之前或者在对局进程中(例如:当初始选择的虚拟对象群全部被淘汰,玩家需要重新选择虚拟对象群进行战斗),在游戏界面中显示虚拟对象群的选择界面,在该选择界面上包括多个可供玩家选择的候选虚拟对象群,玩家可以选择其中一个候选虚拟对象群作为目标虚拟对象群,也即,处于虚拟场景中的虚拟对象群。Illustratively, in the game, before the start of a game or during the game (for example, when all initially selected virtual object groups are eliminated and players need to reselect virtual object groups to fight), a selection interface for virtual object groups is displayed in the game interface. The selection interface includes multiple candidate virtual object groups for players to select. The player can select one of the candidate virtual object groups as the target virtual object group, that is, the virtual object group in the virtual scene.
2、从多个候选虚拟对象组中对至少两个虚拟对象组进行组合得到虚拟对象群。2. Combining at least two virtual object groups from a plurality of candidate virtual object groups to obtain a virtual object group.
可选地,显示组合配置界面,组合配置界面中包括多个候选虚拟对象组;响应于接收到对多个候选虚拟对象组中至少两个虚拟对象组的选择操作,显示处于虚拟场景中的虚拟对象群。Optionally, a combination configuration interface is displayed, the combination configuration interface including a plurality of candidate virtual object groups; in response to receiving a selection operation on at least two virtual object groups among the plurality of candidate virtual object groups, a virtual object group in a virtual scene is displayed.
示意性的,在游戏中,对局开始之前或者在对局进程中,在游戏界面中显示虚拟对象群的组合配置界面,在该组合配置界面上包括多个可供玩家选择的候选虚拟对象组,玩家可以选择其中至少两个候选虚拟对象组组合成目标虚拟对象群,也即,处于虚拟场景中的虚拟对象群。Illustratively, in the game, before the game starts or during the game, a combination configuration interface of a virtual object group is displayed in the game interface, and the combination configuration interface includes multiple candidate virtual object groups for players to select. The player can select at least two of the candidate virtual object groups to combine into a target virtual object group, that is, a virtual object group in a virtual scene.
可选地,候选虚拟对象组对应有组合配置权限和组合配置范围,该组合配置权限用于指示候选虚拟对象组可以被组合(也即,可以和其他候选虚拟对象组组成虚拟对象群,没有组合配置权限的候选虚拟对象组无法组成虚拟对象群),该组合配置范围用于指示可以和候选虚拟对象组进行组合构成虚拟对象群的其他指定候选虚拟对象组;示意性的,组合配置界面中包括:虚拟对象组1、虚拟对象组2、虚拟对象组3、虚拟对象组4,当选择了虚拟对象组1,若虚拟对象组1有组合配置权限,则可显示与其对应的可进行组合的虚拟对象组为虚拟对象组2和虚拟对象组3,剩下虚拟对象组4不可以和虚拟对象组1进行组合。Optionally, the candidate virtual object group corresponds to a combination configuration permission and a combination configuration range, the combination configuration permission is used to indicate that the candidate virtual object group can be combined (that is, it can form a virtual object group with other candidate virtual object groups, and the candidate virtual object group without the combination configuration permission cannot form a virtual object group), and the combination configuration range is used to indicate other specified candidate virtual object groups that can be combined with the candidate virtual object group to form a virtual object group; schematically, the combination configuration interface includes: virtual object group 1, virtual object group 2, virtual object group 3, virtual object group 4, when virtual object group 1 is selected, if virtual object group 1 has the combination configuration permission, then the corresponding virtual object groups that can be combined can be displayed as virtual object group 2 and virtual object group 3, and the remaining virtual object group 4 cannot be combined with virtual object group 1.
可选地,在组合配置界面中,还可以配置被选择的虚拟对象组中组员虚拟对象的数量。Optionally, in the combination configuration interface, the number of member virtual objects in the selected virtual object group may also be configured.
3、当前终端控制的第一虚拟对象组和其他终端控制的第二虚拟对象组进行组合得到虚拟 对象群 3. The first virtual object group controlled by the current terminal and the second virtual object group controlled by other terminals are combined to obtain a virtual object group .
可选地,其中第一虚拟对象组和第二虚拟对象组的种类不相同。Optionally, the first virtual object group and the second virtual object group are of different types.
可选地,接收虚拟对象组组合请求,虚拟对象组组合请求用于请求将当前终端控制的第一虚拟对象组与其他终端控制的第二虚拟对象组进行组合得到虚拟对象群;响应于接收到组合指示,显示处于虚拟场景中的虚拟对象群,其中,组合指示用于指示其他终端同意上述虚拟对象组组合请求。Optionally, a virtual object group combination request is received, the virtual object group combination request being used to request that a first virtual object group controlled by a current terminal be combined with a second virtual object group controlled by other terminals to obtain a virtual object group; in response to receiving a combination indication, the virtual object group in the virtual scene is displayed, wherein the combination indication is used to indicate that other terminals agree to the above virtual object group combination request.
示意性的,在目标对局的进程中,若玩家控制的主控虚拟对象(也即,代表玩家虚拟角色)被淘汰或者玩家控制的虚拟对象组的数量小于阈值,导致无法组成目标阵型,则可以向队友发起组合请求,也即,请求与队友控制的虚拟对象组组合成虚拟对象群,若其他玩家同意该请求,则会组成虚拟对象群并显示在虚拟场景中。Illustratively, during the course of a target match, if the main virtual object controlled by the player (i.e., the virtual character representing the player) is eliminated or the number of virtual object groups controlled by the player is less than a threshold, resulting in the inability to form a target formation, a combination request can be initiated to teammates, that is, a request to combine the virtual object groups controlled by teammates into a virtual object group. If other players agree to the request, a virtual object group will be formed and displayed in the virtual scene.
步骤302,接收对虚拟对象群的对战控制操作。 Step 302: receiving a battle control operation on a group of virtual objects.
对战控制操作用于指示控制虚拟对象群中的多个虚拟对象组以目标阵型进行配合作战,目标阵型用于指示多个虚拟对象组在虚拟对象群中的排列位置。The battle control operation is used to instruct and control multiple virtual object groups in the virtual object group to cooperate in combat in a target formation, and the target formation is used to indicate the arrangement positions of the multiple virtual object groups in the virtual object group.
可选地,其中目标阵型的确定方式包括以下方式中的其中一种:Optionally, the target formation is determined in one of the following ways:
方式一:通过接收阵型配置操作确定目标阵型。Method 1: Determine the target formation by receiving the formation configuration operation.
可选地,接收阵型配置操作,阵型配置操作用于对多个虚拟对象组在虚拟对象群中的排列位置进行配置,得到目标阵型。Optionally, a formation configuration operation is received, where the formation configuration operation is used to configure arrangement positions of multiple virtual object groups in the virtual object group to obtain a target formation.
其中,阵型配置操作可以是在虚拟对局外的操作,也可以是在虚拟对局内的操作。The formation configuration operation may be performed outside the virtual game or within the virtual game.
示意性的,玩家在开始目标对局之前可以在阵型配置界面上对多个虚拟对象组的进行组合得到目标阵型,则当玩家进入到目标对局时,虚拟对象群即以该目标阵型显示在游戏界面;或者,阵型配置界面上显示有系统推荐的候选阵型,玩家可以对候选阵型进行选择,从而确定目标阵型。Illustratively, before starting a target game, the player can combine multiple virtual object groups on the formation configuration interface to obtain a target formation. When the player enters the target game, the virtual object group is displayed on the game interface in the target formation; alternatively, the formation configuration interface displays candidate formations recommended by the system, and the player can select the candidate formation to determine the target formation.
或者,玩家在进入到目标对局时,虚拟对象群会以默认阵型或者提前配置的目标阵型显示在游戏界面,玩家可以根据目标对局的实时战况,对目标阵型进行切换。其中,切换操作可实现为以下情况中的至少一种:Alternatively, when the player enters the target game, the virtual object group will be displayed in the game interface in a default formation or a pre-configured target formation, and the player can switch the target formation according to the real-time battle situation of the target game. The switching operation can be implemented as at least one of the following situations:
(1)目标对局界面中显示有系统推荐的至少两个阵型图标,通过接收对至少两个阵型图标中目标切换图标的选择操作,切换虚拟对象群的阵型。(1) At least two formation icons recommended by the system are displayed in the target game interface, and the formation of the virtual object group is switched by receiving a selection operation of a target switching icon among the at least two formation icons.
示意性的,虚拟对象群由虚拟刀牌兵对象组,虚拟长刀手对象组,虚拟长枪手对象组组成,该虚拟对象群系统推荐的阵型包括三段阵和楔形阵。Schematically, the virtual object group is composed of a virtual sword and shield soldier object group, a virtual long sword soldier object group, and a virtual spear soldier object group. The formations recommended by the virtual object group system include a three-section formation and a wedge formation.
示意性的,请参考图4,图4示出了当虚拟对象群以三段阵进行排列时的界面示意图,在界面400中,虚拟对象群以矩形排列,且第一排为虚拟刀牌兵对象组,第二排为虚拟长刀手对象组,第三排为虚拟长枪手对象组。可选地,在三段阵中三排虚拟对象组能同时对敌方虚拟对象进行攻击,并因为各自的装备的虚拟道具不同能够带来不同的攻击效果,例如:组员虚拟刀牌兵对象可以使用虚拟盾牌让敌对虚拟对象失衡,组员虚拟长刀手对象可以使用虚拟长刀攻击多个敌对虚拟对象,组员虚拟长枪手对象可以让被击中的敌对虚拟对象受到虚拟对象群的更多伤害。Schematically, please refer to FIG. 4, which shows a schematic diagram of the interface when the virtual object group is arranged in a three-stage array. In the interface 400, the virtual object group is arranged in a rectangular shape, and the first row is a virtual sword and card soldier object group, the second row is a virtual long sword hand object group, and the third row is a virtual long spear hand object group. Optionally, in the three-stage array, the three rows of virtual object groups can attack the enemy virtual object at the same time, and because of the different virtual props equipped by each, different attack effects can be brought about. For example, the virtual sword and card soldier object of the team member can use a virtual shield to make the hostile virtual object unbalanced, the virtual long sword hand object of the team member can use a virtual long sword to attack multiple hostile virtual objects, and the virtual long spear hand object of the team member can make the hit hostile virtual object suffer more damage from the virtual object group.
示意性的,请参考图5,图5示出了当虚拟对象群以楔形阵进行排列时的界面示意图,在界面500中,虚拟对象群以三角形排列,且朝向敌对虚拟对象501的三角形顶点和两边位置有虚拟长枪手对象组。可选地,当控制虚拟对象群向敌对虚拟对象进行攻击时,该阵型使得组员虚拟长枪手对象优先攻击到更多的敌对虚拟对象,由于虚拟长枪手对象可以让被击中的敌对虚拟对象受到虚拟对象群的更多伤害,则使得其他虚拟对象组获得了更高的输出。Schematically, please refer to FIG. 5 , which shows a schematic diagram of the interface when the virtual object group is arranged in a wedge formation. In the interface 500, the virtual object group is arranged in a triangle, and there are virtual spearman object groups at the vertices and both sides of the triangle facing the hostile virtual object 501. Optionally, when the virtual object group is controlled to attack the hostile virtual object, the formation allows the virtual spearman objects of the group members to preferentially attack more hostile virtual objects. Since the virtual spearman objects can make the hit hostile virtual objects receive more damage from the virtual object group, other virtual object groups obtain higher output.
可选地,在游戏对局的界面上显示三段阵和楔形阵对应的图标,并在图标上显示对应的阵型排列示意图。在游戏对局中,若当前虚拟对象群的阵型为三段阵,则可高亮显示三段阵对应的图标;若需要将虚拟对象群的阵型切换为楔形阵,则可以通过接收对楔形阵图标的点击操作触发将虚拟对象群的阵型切换为楔形阵的操作;或者,通过接收对固定按键的点击操作(例如:键盘上的F2)触发将虚拟对象群的阵型切换为楔形阵的操作。Optionally, icons corresponding to the three-segment array and the wedge array are displayed on the interface of the game match, and corresponding array arrangement diagrams are displayed on the icons. In the game match, if the current array of the virtual object group is a three-segment array, the icon corresponding to the three-segment array can be highlighted; if the array of the virtual object group needs to be switched to a wedge array, the operation of switching the array of the virtual object group to the wedge array can be triggered by receiving a click operation on the wedge array icon; or, the operation of switching the array of the virtual object group to the wedge array can be triggered by receiving a click operation on a fixed key (for example, F2 on the keyboard).
可选地,在游戏对局的进程中,系统推荐的阵型会根据虚拟对象群中虚拟对象的数量和种类而改变,例如:当虚拟对象群中虚拟对象的数量少于3时,楔形阵无法被触发;当虚拟对象群中的虚拟对象的种类少于3种时,三段阵无法被触发。Optionally, during the course of a game, the formation recommended by the system may change according to the number and types of virtual objects in the virtual object group. For example, when the number of virtual objects in the virtual object group is less than 3, the wedge formation cannot be triggered; when the types of virtual objects in the virtual object group are less than 3, the three-section formation cannot be triggered.
(2)目标对局界面上可显示虚拟对象群实时阵型排列情况,通过接收对虚拟对象群中多个虚拟对象组的排列组合操作,切换虚拟对象群的阵型。(2) The target game interface can display the real-time formation of the virtual object group, and switch the formation of the virtual object group by receiving the arrangement and combination operations of multiple virtual object groups in the virtual object group.
示意性的,在目标对局界面上显示实时阵型界面,在该界面上以图标显示虚拟对象群中多个虚拟对象组的排列位置和数量,可选地,通过颜色或者形状区分多个虚拟对象组的种类(例如:虚拟刀牌兵对象组可用虚拟盾牌图标表示,虚拟长枪手对象组可用虚拟长枪图标表示)。Illustratively, a real-time formation interface is displayed on the target game interface, on which icons are used to display the arrangement positions and quantities of multiple virtual object groups in the virtual object group. Optionally, the types of the multiple virtual object groups are distinguished by color or shape (for example, a virtual sword and shield soldier object group can be represented by a virtual shield icon, and a virtual spearman object group can be represented by a virtual spear icon).
通过在实时阵型界面接收对图标的移动操作即可切换虚拟对象群的阵型,可选地,在移 动图标时,可以是对单个图标的移动,也可以是对一组图标(也即,同种类的多个组员虚拟对象对应的一组图标)的移动;或者,在该实时阵型界面绘制阵型图,通过将图标填充至该绘制的阵型图中即可切换虚拟对象群的阵型,可选地,在绘制区域填充与绘制区域颜色相同的图标;例如:用彩色线条绘制三角形,其中,三角形的两边为红色,则在三角形的两边自动填充虚拟长枪手对象对应的红色图标,三角形剩余的一边为绿色,则在该边自动填充虚拟刀牌兵对象对应的绿色图标,三角形的内部为蓝色,则在内部填充虚拟长刀手对象对应的蓝色图标。The formation of the virtual object group can be switched by receiving a move operation on the icon in the real-time formation interface. When moving icons, it can be the movement of a single icon or the movement of a group of icons (that is, a group of icons corresponding to multiple member virtual objects of the same type); or, a formation diagram is drawn in the real-time formation interface, and the formation of the virtual object group can be switched by filling icons into the drawn formation diagram. Optionally, the drawing area is filled with icons of the same color as the drawing area; for example: a triangle is drawn with colored lines, where both sides of the triangle are red, then the red icons corresponding to the virtual spearman object are automatically filled on both sides of the triangle, and the remaining side of the triangle is green, then the green icon corresponding to the virtual sword and shield soldier object is automatically filled on that side, and the interior of the triangle is blue, then the blue icon corresponding to the virtual swordman object is filled inside.
(3)通过在目标页面接收指定语音或者手势指令,切换虚拟对象群的阵型。(3) Switching the formation of the virtual object group by receiving specified voice or gesture commands on the target page.
示意性的,虚拟对象群对应有阵型切换语音指令或者阵型切换手势指令,通过接收语音指令操作(例如:语音“切换成楔形阵”)触发将虚拟对象群的阵型切换为楔形阵的操作;或者,通过摄像头采集玩家的挥手动作触发将虚拟对象群的阵型切换为楔形阵的操作。Illustratively, the virtual object group corresponds to a formation switching voice command or a formation switching gesture command, and the operation of switching the formation of the virtual object group to a wedge formation is triggered by receiving a voice command operation (for example: the voice "switch to a wedge formation"); or, the operation of switching the formation of the virtual object group to a wedge formation is triggered by capturing the player's waving action through a camera.
方式二:基于虚拟对象群中多个虚拟对象组的搭配情况对多个虚拟对象组进行排列,得Method 2: Arrange multiple virtual object groups based on the matching of multiple virtual object groups in the virtual object group to obtain 到目标阵型。To the target formation.
可选地,基于搭配情况得到目标阵型的方式包括以下情况中的至少一种:Optionally, the method of obtaining the target formation based on the matching situation includes at least one of the following situations:
(1)基于虚拟对象群中多个虚拟对象组的种类对多个虚拟对象组进行排列,得到目标阵型。(1) Arranging the plurality of virtual object groups based on the types of the plurality of virtual object groups in the virtual object group to obtain a target formation.
示意性的,虚拟对象群中包括第一虚拟对象组和第二虚拟对象组,其中第一虚拟对象组和第二虚拟对象组的种类不相同。不同种类的虚拟对象组,其中组员虚拟对象装备的虚拟道具和拥有的技能不同,也即,可根据组员虚拟对象装备的虚拟道具和拥有的技能对多个虚拟对象组进行排列,得到目标阵型。Illustratively, the virtual object group includes a first virtual object group and a second virtual object group, wherein the first virtual object group and the second virtual object group are of different types. In different types of virtual object groups, the virtual props equipped by the member virtual objects and the skills they possess are different, that is, the multiple virtual object groups can be arranged according to the virtual props equipped by the member virtual objects and the skills they possess to obtain a target formation.
若第一虚拟对象组中多个组员虚拟对象的种类为虚拟骑兵对象,示意性的,请参考图6,则将虚拟骑兵对象组601横列在第二虚拟对象组602的前列,也即,正面朝向敌对虚拟对象603的位置;若第一虚拟对象组中多个组员虚拟对象的种类为虚拟长枪手对象,如图6所示,则将虚拟长枪手对象组604排列在第二虚拟对象组602的两侧位置,也即,未朝向敌对虚拟对象603的第二虚拟对象组602的左侧和右侧位置;若第一虚拟对象组中多个组员虚拟对象的种类为虚拟弩兵对象,如图6所示,则将虚拟弩兵对象组605排列在第二虚拟对象组602的后方,也即,未朝向敌对虚拟对象603的第二虚拟对象组602的后方。If the types of multiple member virtual objects in the first virtual object group are virtual cavalry objects, schematically, please refer to Figure 6, then the virtual cavalry object group 601 is arranged in the front row of the second virtual object group 602, that is, facing the position of the hostile virtual object 603; if the types of multiple member virtual objects in the first virtual object group are virtual spearman objects, as shown in Figure 6, the virtual spearman object group 604 is arranged on both sides of the second virtual object group 602, that is, on the left and right sides of the second virtual object group 602 that is not facing the hostile virtual object 603; if the types of multiple member virtual objects in the first virtual object group are virtual crossbowman objects, as shown in Figure 6, the virtual crossbowman object group 605 is arranged behind the second virtual object group 602, that is, behind the second virtual object group 602 that is not facing the hostile virtual object 603.
(2)基于虚拟对象群中多个虚拟对象组的数量对多个虚拟对象组进行排列,得到目标阵型。(2) Arranging the multiple virtual object groups based on the number of the multiple virtual object groups in the virtual object group to obtain a target formation.
可选地,基于虚拟对象群中所述多个虚拟对象组的分别对应的组员虚拟对象的数量,显示多个虚拟对象组的分别对应的组员虚拟对象以楔形的排列方式在虚拟场景中进行排列的楔形阵;或者,基于虚拟对象群中多个虚拟对象组的分别对应的组员虚拟对象的数量,显示多个虚拟对象组的分别对应的组员虚拟对象配合主控虚拟对象的阵型,例如,以全包围或者半包围的排列方式围绕主控虚拟对象的环形阵,主控虚拟对象是在主控对象配置界面中独立配置的虚拟对象。Optionally, based on the number of member virtual objects corresponding to the multiple virtual object groups in the virtual object group, a wedge array of member virtual objects corresponding to the multiple virtual object groups is displayed in the virtual scene in a wedge-shaped arrangement; or, based on the number of member virtual objects corresponding to the multiple virtual object groups in the virtual object group, a formation of member virtual objects corresponding to the multiple virtual object groups is displayed in cooperation with a main control virtual object, for example, a circular array surrounding the main control virtual object in a fully surrounded or semi-enclosed arrangement, the main control virtual object being a virtual object independently configured in the main control object configuration interface.
示意性的,若虚拟对象群中组员虚拟长枪兵对象的数量与其他种类的组员虚拟对象数量总和的差值大于阈值,则可组成以攻击为主的楔形阵;若虚拟对象群中组员虚拟刀盾兵对象的数量与其他种类的组员虚拟对象数量总和的差值大于阈值,则可组成以防守为主的环型阵,即,组员虚拟刀盾兵对象以全包围或者半包围的排列方式围绕主控虚拟对象。In schematic form, if the difference between the number of team member virtual spearman objects and the total number of other types of team member virtual objects in the virtual object group is greater than a threshold, a wedge formation mainly for attack can be formed; if the difference between the number of team member virtual sword and shield soldier objects and the total number of other types of team member virtual objects in the virtual object group is greater than a threshold, a ring formation mainly for defense can be formed, that is, the team member virtual sword and shield soldier objects surround the main control virtual object in a full or semi-encirclement arrangement.
方式三:根据主控虚拟对象的属性值自动确定目标阵型。Method 3: Automatically determine the target formation based on the attribute value of the master virtual object.
可选地,根据主控虚拟对象的生命值自动确定目标阵型,示意性的,当主控虚拟对象的生命值小于5(初始生命值为100),可自动形成保护主控虚拟对象的阵型。Optionally, the target formation is automatically determined according to the health value of the master virtual object. Schematically, when the health value of the master virtual object is less than 5 (the initial health value is 100), a formation to protect the master virtual object can be automatically formed.
方式四:根据虚拟场景中的地形确定目标阵型。Method 4: Determine the target formation based on the terrain in the virtual scene.
示意性的,在游戏对局中,若需要控制在虚拟对象群在较为狭窄的巷道穿行,则控制虚拟对象群以两个组员虚拟对象为一列的排列方式形成目标阵型。 Illustratively, in a game match, if it is necessary to control a group of virtual objects to move through a relatively narrow alley, the group of virtual objects is controlled to form a target formation with two member virtual objects in a row.
需要说明的是,上述对目标阵型的确定方式仅为示意性的举例,本申请实施例对此不加以限定。It should be noted that the above-mentioned method for determining the target formation is only an illustrative example and is not limited to this in the embodiments of the present application.
可选地,对战控制操作可实现为以下情况中的至少一种:Optionally, the battle control operation may be implemented as at least one of the following situations:
1、对战控制操作可实现为对敌对虚拟对象的攻击指令。1. Battle control operations can be implemented as attack instructions to hostile virtual objects.
可选地,通过接收对键盘上指定按键(例如:V键)的点击操作触发对敌对虚拟对象的攻击指令;或者,接收对目标对局界面上的攻击控件的触发操作触发对敌对虚拟对象的攻击指令;或者,接收语音/手势指令触发对敌对虚拟对象的攻击指令。Optionally, an attack instruction to a hostile virtual object is triggered by receiving a click operation on a designated key on a keyboard (for example, the V key); or, an attack instruction to a hostile virtual object is triggered by receiving a trigger operation on an attack control on a target game interface; or, an attack instruction to a hostile virtual object is triggered by receiving a voice/gesture instruction.
2、对战控制操作可实现为对虚拟对象群的撤退指令。2. The battle control operation can be implemented as a retreat command to a group of virtual objects.
可选地,通过接收对键盘上指定按键的点击操作触发对敌对虚拟对象的撤退指令;或者,接收对目标对局界面上的撤退控件的触发操作触发对敌对虚拟对象的撤退指令;或者,接收语音/手势指令触发对敌对虚拟对象的撤退指令。Optionally, a retreat instruction to a hostile virtual object is triggered by receiving a click operation on a designated key on a keyboard; or, a retreat instruction to a hostile virtual object is triggered by receiving a trigger operation on a retreat control on a target game interface; or, a retreat instruction to a hostile virtual object is triggered by receiving a voice/gesture instruction.
3、对战控制操作可实现为对虚拟对象群对应的技能的触发操作。3. The battle control operation can be realized as the triggering operation of the skills corresponding to the virtual object group.
示意性的,目标对局界面上显示有虚拟对象群可使用的技能的图标,当玩家触发图标(例如:点击图标时),即触发虚拟对象群使用该图标相应的技能。Schematically, icons of skills that can be used by the virtual object group are displayed on the target game interface. When the player triggers the icon (for example, clicks the icon), the virtual object group is triggered to use the skill corresponding to the icon.
或者,当满足预设条件时,会自动触发虚拟对象群拥有的技能。例如:当虚拟对象群中的组员虚拟长刀手对象与敌对虚拟对象的距离小于距离阈值时,会增加组员虚拟长刀手对象的攻击速度和对敌对虚拟对象的伤害值。Alternatively, when the preset conditions are met, the skills possessed by the virtual object group will be automatically triggered. For example, when the distance between the virtual long-sword hand object of a member in the virtual object group and the hostile virtual object is less than the distance threshold, the attack speed of the virtual long-sword hand object of the member and the damage value to the hostile virtual object will be increased.
4、对战控制操作可实现为对多个组员虚拟对象装备的道具的切换操作。4. The battle control operation can be realized by switching the props equipped by multiple team members' virtual objects.
示意性的,虚拟对象群中包括虚拟骑兵对象组和虚拟步兵对象组,当前虚拟步兵对象组装备的道具为虚拟盾牌,且虚拟步兵对象组朝向敌对虚拟对象排列在虚拟骑兵对象组的前列;当接收到对虚拟步兵对象组的装备的道具的切换操作,例如:将虚拟盾牌切换为虚拟弓箭时,改变虚拟步兵对象组的排列位置,即将虚拟步兵对象组排列在虚拟骑兵对象组的后方,使得虚拟骑兵对象组正面朝向敌对虚拟对象。Schematically, the virtual object group includes a virtual cavalry object group and a virtual infantry object group. The virtual infantry object group is currently equipped with a virtual shield, and the virtual infantry object group is arranged in front of the virtual cavalry object group facing the hostile virtual object. When a switching operation is received on the props equipped by the virtual infantry object group, for example, switching the virtual shield to a virtual bow and arrow, the arrangement position of the virtual infantry object group is changed, that is, the virtual infantry object group is arranged behind the virtual cavalry object group, so that the virtual cavalry object group faces the hostile virtual object.
上述对对战控制操作的举例仅为示意性的说明,本申请实施例对此不加以限定。可选地,不同的对战控制操作对应有不同的目标阵型,示意性的,当接收到对敌对虚拟对象的攻击指令,以楔形阵控制虚拟刀牌兵对象组,虚拟长刀手对象组,虚拟长枪手对象组对敌对虚拟对象进行攻击;当接收到对敌对虚拟对象的撤退指令时,以环形阵控制虚拟刀牌兵对象组,虚拟长刀手对象组,虚拟长枪手对象组远离敌对虚拟对象。The above examples of battle control operations are only for illustrative purposes, and the embodiments of the present application do not limit this. Optionally, different battle control operations correspond to different target formations. Schematically, when an attack command to a hostile virtual object is received, a virtual sword and card soldier object group, a virtual long sword hand object group, and a virtual long spear hand object group are controlled in a wedge formation to attack the hostile virtual object; when a retreat command to a hostile virtual object is received, a virtual sword and card soldier object group, a virtual long sword hand object group, and a virtual long spear hand object group are controlled in a circular formation to move away from the hostile virtual object.
步骤303,响应于对战控制操作,显示多个虚拟对象组中的多个组员虚拟对象以目标阵型以及各自对应的虚拟对战方式对敌对虚拟对象进行攻击的攻击动画。Step 303 , in response to the battle control operation, displaying attack animations of multiple member virtual objects in multiple virtual object groups attacking hostile virtual objects in target formations and in respective corresponding virtual battle modes.
可选地,敌对虚拟对象用于指示与多个组员虚拟对象处于不同阵营的虚拟对象,在虚拟场景中,多个组员虚拟对象对应的阵营与敌对虚拟对象对应的阵营进行对战。Optionally, the hostile virtual object is used to indicate a virtual object that is in a different camp from the multiple member virtual objects. In the virtual scene, the camps corresponding to the multiple member virtual objects fight against the camp corresponding to the hostile virtual object.
可选地,不同的目标阵型和不同的虚拟对战方式搭配产生有不同的攻击效果,以虚拟对象群中包括第一虚拟对象组和第二虚拟对象组为例进行说明,其中,产生的攻击效果包括以下情况中的至少一种:Optionally, different target formations and different virtual combat modes may produce different attack effects. For example, the virtual object group includes a first virtual object group and a second virtual object group. The generated attack effects include at least one of the following situations:
1、在目标阵型中,第一虚拟对象组的排列位置和虚拟对战方式可以增加第二虚拟对象组的属性值。1. In the target formation, the arrangement position and virtual combat mode of the first virtual object group can increase the attribute value of the second virtual object group.
可选地,上述属性值包括第一虚拟对象组中组员虚拟对象的移动速度、攻击值、防御值等中的至少一种,本申请实施例对此不加以限定。Optionally, the above-mentioned attribute value includes at least one of a movement speed, an attack value, a defense value, etc. of a member virtual object in the first virtual object group, and this embodiment of the present application is not limited to this.
示意性的,装备有虚拟马匹的虚拟骑兵对象组和虚拟步兵对象组组合,则可增加组员虚拟步兵对象的移动速度;或者,组员虚拟骑兵对象和组员虚拟步兵对象的移动速度同时增加。Illustratively, a combination of a virtual cavalry object group and a virtual infantry object group equipped with virtual horses can increase the movement speed of the member virtual infantry objects; or, the movement speeds of the member virtual cavalry objects and the member virtual infantry objects can be increased simultaneously.
示意性的,装备有虚拟盾牌的虚拟刀牌兵对象组和虚拟步兵对象组组合,则可增加组员虚拟步兵对象的防御值;或者,提高组员虚拟步兵对象的生命值。Illustratively, a combination of a group of virtual sword and shield soldiers and a group of virtual infantry objects equipped with virtual shields can increase the defense value of the group members' virtual infantry objects; or, improve the health value of the group members' virtual infantry objects.
示意性的,装备有虚拟盾牌的虚拟刀盾兵对象组和虚拟长枪手对象组组合,则可增加组员虚拟长枪手对象对敌对虚拟对象的攻击范围和攻击值。例如:组员虚拟长枪手对象在单独 作战时,单次出击可对范围3米内的敌对虚拟对象产生100点伤害,当与组员虚拟刀盾兵对象配合作战时,单次出击可对范围4米内的敌对虚拟对象产生130点伤害。Indicatively, a virtual sword and shield soldier object group equipped with a virtual shield and a virtual spearman object group can increase the attack range and attack value of the member virtual spearman object against the hostile virtual object. During combat, a single attack can cause 100 points of damage to hostile virtual objects within a range of 3 meters. When fighting in cooperation with the virtual sword and shield soldiers of the team members, a single attack can cause 130 points of damage to hostile virtual objects within a range of 4 meters.
可选地,根据第一虚拟对象组或者第二虚拟对象组的等级,上述属性值的增加幅度不同。可选地,属性值的增加幅度只与第一虚拟对象组的等级关联,则第一虚拟对象组的等级越高,对第二虚拟对象组的属性值的增加幅度越高;属性值的增加幅度只与第二虚拟对象组的等级关联,则第二虚拟对象组的等级越高,对第二虚拟对象组的属性值的增加幅度越高;属性值的增加幅度与第一虚拟对象组和第二虚拟对象组的等级关联,可选地,基于第一虚拟对象组等级和第二虚拟对象组等级的加权求和结果,确定第二虚拟对象组的属性值增加幅度,则加权求和结果的值越高,对第二虚拟对象组的属性值的增加幅度越高。Optionally, the increase range of the above-mentioned attribute value is different according to the level of the first virtual object group or the second virtual object group. Optionally, the increase range of the attribute value is only associated with the level of the first virtual object group, and the higher the level of the first virtual object group, the higher the increase range of the attribute value of the second virtual object group; the increase range of the attribute value is only associated with the level of the second virtual object group, and the higher the level of the second virtual object group, the higher the increase range of the attribute value of the second virtual object group; the increase range of the attribute value is associated with the level of the first virtual object group and the second virtual object group, and optionally, the increase range of the attribute value of the second virtual object group is determined based on the weighted summation result of the first virtual object group level and the second virtual object group level, and the higher the value of the weighted summation result, the higher the increase range of the attribute value of the second virtual object group.
2、在目标阵型中,第一虚拟对象组的排列位置和虚拟对战方式可以减少敌对虚拟对象对第二虚拟对象组的攻击效果。2. In the target formation, the arrangement position and virtual combat method of the first virtual object group can reduce the attack effect of the hostile virtual objects on the second virtual object group.
其中,敌对虚拟对象对第二虚拟对象组的攻击效果是指敌对虚拟对象对第二虚拟对象组的攻击范围或者攻击值。The attack effect of the hostile virtual object on the second virtual object group refers to the attack range or attack value of the hostile virtual object on the second virtual object group.
示意性的,装备有虚拟弓弩的虚拟弩兵对象组和虚拟骑兵对象组组合,组员虚拟弩兵对象可以通过虚拟弓弩对敌对虚拟对象进行射击,从而压制敌对虚拟对象与第二虚拟对象组的攻击,也即减少对第二虚拟对象组的攻击范围和攻击值。Schematically, a virtual crossbow object group and a virtual cavalry object group equipped with virtual crossbows are combined. The member virtual crossbow objects can shoot at hostile virtual objects through virtual crossbows, thereby suppressing the attacks of the hostile virtual objects and the second virtual object group, that is, reducing the attack range and attack value of the second virtual object group.
3、在目标阵型中,响应于第一虚拟对象组以第一对战方式命中敌对虚拟对象,对第二虚拟对象组的第二对战方式进行增益。3. In the target formation, in response to the first virtual object group hitting the hostile virtual object in the first combat mode, the second combat mode of the second virtual object group is enhanced.
其中,增益是指增加第二对战方式对应的虚拟道具的属性值(包括攻击值、防御值、移动速度、攻击速度等);或者增加第二虚拟对象组中组员虚拟对象对应的技能属性值;或者为第二虚拟对象组中组员虚拟对象增加额外的技能。Among them, gain refers to increasing the attribute value of the virtual props corresponding to the second combat mode (including attack value, defense value, movement speed, attack speed, etc.); or increasing the skill attribute value corresponding to the virtual objects of the members in the second virtual object group; or adding additional skills to the virtual objects of the members in the second virtual object group.
示意性的,以增加技能属性值为例进行说明,第一虚拟对象组可实现为虚拟猎人对象组,第二虚拟对象组可实现为虚拟猎犬对象组;装备有虚拟弓箭的组员猎人对象射中目标敌对虚拟对象后,若目标虚拟对象未被淘汰,则可对组员猎犬对象针对该目标敌对虚拟对象的攻击进行加成,也即,当组员猎犬对象命中目标敌对虚拟对象后,将对目标敌对虚拟对象产生高额伤害,例如:组员猎犬对象在单独命中时可产生10点伤害,在组员猎人对象射中后命中时可产生30点伤害。Schematically, taking the increase of skill attribute values as an example, the first virtual object group can be implemented as a virtual hunter object group, and the second virtual object group can be implemented as a virtual hound object group; after the team member hunter object equipped with a virtual bow and arrow shoots the target hostile virtual object, if the target virtual object has not been eliminated, the attack of the team member hound object against the target hostile virtual object can be added, that is, when the team member hound object hits the target hostile virtual object, it will cause high damage to the target hostile virtual object, for example: the team member hound object can cause 10 points of damage when hit alone, and can cause 30 points of damage when hit after the team member hunter object shoots it.
4、在目标阵型中,响应于第一虚拟对象组以第一对战方式命中敌对虚拟对象,对敌对虚拟对象的攻击方式进行减益。4. In the target formation, in response to the first virtual object group hitting the hostile virtual object in the first combat mode, debuffing the attack mode of the hostile virtual object.
其中,减益是指减少敌对虚拟对象对应的虚拟道具的属性值(包括攻击值、防御值、移动速度、攻击速度等);或者减少敌对虚拟对象对应的技能属性值。Among them, debuff refers to reducing the attribute value of the virtual props corresponding to the hostile virtual object (including attack value, defense value, movement speed, attack speed, etc.); or reducing the skill attribute value corresponding to the hostile virtual object.
5、在目标阵型中,基于第一虚拟对象组的淘汰率,对第二虚拟对象组的第二对战方式进行增益。5. In the target formation, based on the elimination rate of the first virtual object group, the second combat mode of the second virtual object group is enhanced.
示意性的,以第一虚拟对象组实现为虚拟骑士对象组,第二虚拟对象组实现为虚拟侍从对象组为例进行说明,当虚拟骑士对象组中组员虚拟骑士对象的淘汰率高于阈值,则可增加虚拟侍从对象组对敌对虚拟对象的攻击范围和单次攻击持续时间。也即,当虚拟骑士对象组中组员虚拟骑士对象的淘汰率达到阈值时,会使得虚拟侍从对象组对敌对虚拟对象的攻击力度增加。In an illustrative example, the first virtual object group is implemented as a virtual knight object group, and the second virtual object group is implemented as a virtual squire object group. When the elimination rate of the virtual knight objects of the virtual knight object group is higher than a threshold, the attack range and single attack duration of the virtual squire object group on the hostile virtual object can be increased. That is, when the elimination rate of the virtual knight objects of the virtual knight object group reaches a threshold, the attack intensity of the virtual squire object group on the hostile virtual object will be increased.
可选地,不同的淘汰率对应有不同的增加幅度,示意性的,淘汰率越高,虚拟侍从对象组对敌对虚拟对象的攻击范围越远、单次攻击持续时间越长。Optionally, different elimination rates correspond to different increase ranges. Schematically, the higher the elimination rate, the longer the attack range of the virtual servant object group on the hostile virtual object and the longer the duration of a single attack.
6、响应于第一虚拟对象组和第二虚拟对象组以目标阵型进行排列,增加第一虚拟对象组和第二虚拟对象组的对战技能。6. In response to the first virtual object group and the second virtual object group being arranged in a target formation, increasing a combat skill of the first virtual object group and the second virtual object group.
也即,当第一虚拟对象组和第二虚拟对象组组成不同的阵型时,第一虚拟对象组和第二虚拟对象组会产生不同的组合技能,该组合技能不属于第一虚拟对象组原有的技能,也不属于第二虚拟对象组原有的技能。 That is, when the first virtual object group and the second virtual object group form different formations, the first virtual object group and the second virtual object group will generate different combination skills, which are neither original skills of the first virtual object group nor original skills of the second virtual object group.
需要说明的是,上述对攻击效果的举例仅为示意性的举例,本申请实施例对此不加以限定。且上述只说明了第一虚拟对象组对第二虚拟对象组的影响结果,显然,第二虚拟对象组也可对第一虚拟对象组产生同样的影响;且当虚拟对象群中虚拟对象组的数量大于2时,这些虚拟对象组之间同样会产生如上述说明中的攻击效果,例如:在三段阵中,虚拟刀牌兵对象组会同时增加虚拟长刀手对象组和虚拟长枪手对象组的防御值。It should be noted that the above examples of attack effects are only illustrative examples, and the embodiments of the present application do not limit this. Moreover, the above only illustrates the effect of the first virtual object group on the second virtual object group. Obviously, the second virtual object group can also have the same effect on the first virtual object group; and when the number of virtual object groups in the virtual object group is greater than 2, these virtual object groups will also produce the attack effects described above. For example, in a three-stage formation, the virtual sword and shield soldier object group will simultaneously increase the defense value of the virtual long sword hand object group and the virtual long spear hand object group.
可选地,攻击动画为根据攻击效果显示的动画,示意性的,当组员猎人对象的弓箭射中敌对虚拟对象时,会显示弓箭射中敌对虚拟对象的动画,且会在被射中的敌对虚拟对象上显示标识信息,该标识信息用于表示该敌对虚拟对象为被射中的状态;可选地,组员猎犬对象会优先攻击有该标识信息的敌对虚拟对象。Optionally, the attack animation is an animation displayed according to the attack effect. Schematically, when the bow and arrow of the team member hunter object hits the hostile virtual object, the animation of the bow and arrow hitting the hostile virtual object will be displayed, and identification information will be displayed on the hit hostile virtual object, and the identification information is used to indicate that the hostile virtual object is in a hit state; optionally, the team member hound object will give priority to attacking the hostile virtual object with the identification information.
可选地,当接收到对战控制操作时,虚拟对象群中的多个虚拟对象组可以同时以各自对应的虚拟对战方式对敌对虚拟对象进行攻击。Optionally, when a battle control operation is received, multiple virtual object groups in the virtual object group may simultaneously attack the hostile virtual object in their respective corresponding virtual battle modes.
或者,虚拟对象群中的多个虚拟对象按照预设的时间间隔以各自对应的虚拟对战方式对敌对虚拟对象进行攻击。示意性的,以虚拟对象群中包括虚拟骑兵对象组和虚拟步兵对象组,当接收到对战控制操作时,虚拟对象群中的虚拟骑兵对象组首先对敌对虚拟对象发起攻击,3秒后,虚拟对象群中的虚拟步兵对象组对敌对虚拟对象发起攻击。Alternatively, multiple virtual objects in the virtual object group attack the hostile virtual object in their respective corresponding virtual combat modes at preset time intervals. In an exemplary embodiment, the virtual object group includes a virtual cavalry object group and a virtual infantry object group. When a combat control operation is received, the virtual cavalry object group in the virtual object group first attacks the hostile virtual object. After 3 seconds, the virtual infantry object group in the virtual object group attacks the hostile virtual object.
可选地,虚拟场景中还显示有虚拟对象群对应的主控虚拟对象,主控虚拟对象是在主控对象配置界面中独立配置的虚拟对象,主控虚拟对象即用于代表玩家角色的虚拟对象。示意性的,游戏中存在有主控对象配置界面,主控对象配置界面用于对玩家所控制的主控虚拟对象进行独立配置。例如:玩家在主控对象配置界面中切换主控虚拟对象的装扮服饰、虚拟道具、虚拟坐骑等。Optionally, the virtual scene also displays a master virtual object corresponding to the virtual object group. The master virtual object is a virtual object independently configured in the master object configuration interface. The master virtual object is a virtual object used to represent the player's character. Schematically, there is a master object configuration interface in the game, and the master object configuration interface is used to independently configure the master virtual object controlled by the player. For example, the player switches the dress-up costumes, virtual props, virtual mounts, etc. of the master virtual object in the master object configuration interface.
则玩家可以对主控虚拟对象和虚拟对象群分别进行操控,即当接收到对主控虚拟对象的第一控制操作,显示主控虚拟对象执行第一控制操作对应的第一动作动画,当接收到对虚拟对象群的第二控制操作,显示虚拟对象群执行配合主控虚拟对象的第二动作。The player can then manipulate the main virtual object and the virtual object group separately, that is, when a first control operation is received on the main virtual object, the main virtual object is displayed to execute a first action animation corresponding to the first control operation; when a second control operation is received on the virtual object group, the virtual object group is displayed to execute a second action in cooperation with the main virtual object.
示意性的,第一控制操作用于指示控制主控虚拟对象在虚拟场景进行对应动作的操作方式。Illustratively, the first control operation is used to indicate an operation method of controlling the master virtual object to perform a corresponding action in the virtual scene.
例如:第一控制操作用于控制主控虚拟对象在虚拟场景进行攻击动作,则基于该第一控制操作,控制主控虚拟对象在虚拟场景中进行攻击;或者,第一控制操作用于控制主控虚拟对象在虚拟场景进行奔跑,则基于该第一控制操作,控制主控虚拟对象在虚拟场景中进行奔跑;或者,第一控制操作用于控制主控虚拟对象在虚拟场景进行匍匐前进,则基于该第一控制操作,控制主控虚拟对象在虚拟场景中进行匍匐前进等。For example: the first control operation is used to control the master virtual object to perform an attack in the virtual scene, then based on the first control operation, the master virtual object is controlled to attack in the virtual scene; or, the first control operation is used to control the master virtual object to run in the virtual scene, then based on the first control operation, the master virtual object is controlled to run in the virtual scene; or, the first control operation is used to control the master virtual object to crawl forward in the virtual scene, then based on the first control operation, the master virtual object is controlled to crawl forward in the virtual scene, etc.
基于接收到的对主控虚拟对象的第一控制操作,显示主控虚拟对象在虚拟场景中执行第一控制操作对应的第一动作动画。Based on the received first control operation on the master virtual object, a first action animation corresponding to the first control operation performed by the master virtual object in the virtual scene is displayed.
其中,第一动作动画用于展示第一控制操作所对应的动作形式。The first action animation is used to display the action form corresponding to the first control operation.
例如:第一控制操作用于控制主控虚拟对象在虚拟场景进行攻击动作,则与该第一控制操作对应的第一动作动画实现为攻击动画;或者,第一控制操作用于控制主控虚拟对象在虚拟场景进行奔跑,则与该第一控制操作对应的第一动作动画实现为奔跑动画;或者,第一控制操作用于控制主控虚拟对象在虚拟场景进行匍匐前进,则与该第一控制操作对应的第一动作动画实现为匍匐前进动画等。For example: the first control operation is used to control the master virtual object to perform an attack action in the virtual scene, then the first action animation corresponding to the first control operation is implemented as an attack animation; or, the first control operation is used to control the master virtual object to run in the virtual scene, then the first action animation corresponding to the first control operation is implemented as a running animation; or, the first control operation is used to control the master virtual object to crawl in the virtual scene, then the first action animation corresponding to the first control operation is implemented as a crawling animation, etc.
示意性的,第二控制操作用于指示控制虚拟对象组在虚拟场景进行配合主控虚拟对象进行动作的操作方式。Illustratively, the second control operation is used to indicate an operation method of controlling the virtual object group to cooperate with the main control virtual object to perform actions in the virtual scene.
在一个可选的实施例中,响应于接收到针对指定虚拟对象组的第二控制操作,控制指定虚拟对象组中的组员虚拟对象进入目标配合模式。In an optional embodiment, in response to receiving a second control operation for a designated virtual object group, member virtual objects in the designated virtual object group are controlled to enter a target coordination mode.
可选地,在虚拟场景中显示主控虚拟对象以及指定虚拟对象组中的组员虚拟对象后,玩家能够对指定虚拟对象组的配合模式进行选择,从而对指定虚拟对象组的虚拟对战状态进行选择控制。 Optionally, after the main control virtual object and the member virtual objects in the specified virtual object group are displayed in the virtual scene, the player can select the cooperation mode of the specified virtual object group, thereby selecting and controlling the virtual battle state of the specified virtual object group.
在一个可选的实施例中,响应于接收到对配合模式选择控件的触发操作,确定目标配合模式。In an optional embodiment, in response to receiving a trigger operation on a matching mode selection control, a target matching mode is determined.
示意性的,在虚拟场景中显示有多个配合模式选择控件,不同的配合模式选择控件对应不同的配合模式,基于玩家对配合模式选择控件的触发操作,确定指定对象组中的组员虚拟对象进行虚拟对战的目标配合模式。Schematically, a plurality of cooperation mode selection controls are displayed in the virtual scene, and different cooperation mode selection controls correspond to different cooperation modes. Based on the player's triggering operation on the cooperation mode selection control, the target cooperation mode for the virtual objects of the members in the specified object group to conduct virtual battles is determined.
其中,目标配合模式用于指示组员虚拟对象在虚拟对战中配合主控虚拟对象。Among them, the target cooperation mode is used to instruct the team member virtual objects to cooperate with the main control virtual object in the virtual battle.
示意性的,在确定目标配合模式后,组员虚拟对象基于目标配合模式,在虚拟场景中进行移动、攻击等过程,从而配合主控虚拟对象在虚拟场景中进行虚拟对战。Illustratively, after the target coordination mode is determined, the team member virtual objects move, attack, and the like in the virtual scene based on the target coordination mode, thereby cooperating with the main control virtual object to perform a virtual battle in the virtual scene.
例如:目标配合模式为跟随模式,则在确定目标配合模式后,指定虚拟对象组中的组员虚拟对象在虚拟场景中跟随主控虚拟对象;或者,目标配合模式为坚守模式,则在确定目标配合模式后,指定虚拟对象组中的组员虚拟对象在虚拟场景的指定位置处进行坚守。For example: if the target coordination mode is the follow mode, then after the target coordination mode is determined, the member virtual objects in the specified virtual object group follow the main control virtual object in the virtual scene; or, if the target coordination mode is the hold mode, then after the target coordination mode is determined, the member virtual objects in the specified virtual object group hold at the specified position in the virtual scene.
在一个可选的实施例中,响应于接收到配合模式切换操作,控制指定虚拟对象组中的组员虚拟对象切换至目标配合模式。In an optional embodiment, in response to receiving a cooperation mode switching operation, member virtual objects in a designated virtual object group are controlled to switch to a target cooperation mode.
示意性的,在指定虚拟对象组中的组员虚拟对象处于一种配合模式的条件下,在接收到配合模式的切换操作后,控制指定虚拟对象组中的组员虚拟对象切换至目标配合模式。Illustratively, under the condition that the member virtual objects in the specified virtual object group are in a coordination mode, after receiving a coordination mode switching operation, the member virtual objects in the specified virtual object group are controlled to switch to a target coordination mode.
例如:在虚拟场景中显示指定虚拟对象组中的组员虚拟对象时,组员虚拟对象处于默认配合模式(如:配合模式A),在玩家对配合模式B对应的配合模式控件进行触发操作后,控制指定虚拟对象组中的组员虚拟对象切换至配合模式B(即:目标配合模式);或者,在控制指定虚拟对象组中的组员虚拟对象进入配合模式A后,玩家想要组员虚拟对象以配合模式B对主控虚拟对象进行配合,则对配合模式进行切换操作,将当前的配合模式A切换至配合模式B,从而使得指定虚拟对象组中的组员虚拟对象以配合模式B辅助主控虚拟对象。For example: when the member virtual objects in a specified virtual object group are displayed in a virtual scene, the member virtual objects are in the default cooperation mode (such as cooperation mode A). After the player triggers the cooperation mode control corresponding to cooperation mode B, the member virtual objects in the specified virtual object group are controlled to switch to cooperation mode B (ie, target cooperation mode); or, after controlling the member virtual objects in the specified virtual object group to enter cooperation mode A, the player wants the member virtual objects to cooperate with the main control virtual object in cooperation mode B, then the cooperation mode is switched to switch the current cooperation mode A to cooperation mode B, so that the member virtual objects in the specified virtual object group assist the main control virtual object in cooperation mode B.
在一个可选的实施例中,显示组员虚拟对象在虚拟场景中执行与目标配合模式对应的第二动作动画。In an optional embodiment, the team member virtual object is displayed in the virtual scene to perform a second action animation corresponding to the target cooperation mode.
示意性的,当玩家对目标配合模式进行选择操作后,显示第二动作动画,第二动作动画用于展示组员虚拟对象在虚拟场景中执行与目标配合模式对应的动作。Illustratively, after the player selects the target cooperation mode, a second action animation is displayed, and the second action animation is used to show that the team member virtual object performs an action corresponding to the target cooperation mode in the virtual scene.
可选地,第二动作动画包括组员虚拟对象向敌对虚拟对象执行与目标配合模式对应的动作动画。Optionally, the second action animation includes the team member virtual object performing an action animation corresponding to the target cooperation mode toward the hostile virtual object.
敌对虚拟对象用于指示与主控虚拟对象处于不同阵营的虚拟对象,在虚拟场景中,主控虚拟对象对应的阵营与敌对虚拟对象对应的阵营进行虚拟对战。The hostile virtual object is used to indicate a virtual object that is in a different camp from the main virtual object. In the virtual scene, the camp corresponding to the main virtual object and the camp corresponding to the hostile virtual object engage in a virtual battle.
可选地,指定虚拟对象组中的组员虚拟对象与主控虚拟对象属于同一阵营的虚拟对象,在进行虚拟对战时,组员虚拟对象辅助主控虚拟对象,对敌对虚拟对象进行攻击。Optionally, the member virtual objects in the designated virtual object group and the main control virtual object belong to the same camp of virtual objects. When performing a virtual battle, the member virtual objects assist the main control virtual object to attack the hostile virtual object.
在指定虚拟对象组中的组员虚拟对象进入目标配合模式后,组员虚拟对象依照目标配合模式对主控虚拟对象进行辅助,例如:当目标配合模式实现为跟随模式时,组员虚拟对象跟随主控虚拟对象,以便于产生对敌对虚拟对象进行多重攻击的攻击效果;或者,当目标配合模式实现为坚守模式时,组员虚拟对象依照主控虚拟对象的指示,在指定位置处排列成指定阵型,通过指定阵型建立起抵御屏障,以降低敌方虚拟对象的索敌欲望,从而对指定阵型所指示的驻守区域或者主控虚拟对象进行有效保护。After the member virtual objects in the designated virtual object group enter the target coordination mode, the member virtual objects assist the main control virtual object in accordance with the target coordination mode. For example, when the target coordination mode is implemented as the follow mode, the member virtual objects follow the main control virtual object to produce a multiple attack effect on the hostile virtual object; or, when the target coordination mode is implemented as the hold mode, the member virtual objects follow the instructions of the main control virtual object to form a designated formation at the designated position, and establish a defensive barrier through the designated formation to reduce the enemy virtual object's desire to search for the enemy, thereby effectively protecting the garrison area or the main control virtual object indicated by the designated formation.
示意性的,将指定阵型中组员虚拟对象后方的预设区域作为指定阵型所指示的驻守区域;或者,将指定阵型中组员虚拟对象所包围的预设区域作为指定阵型所指示的驻守区域等。Illustratively, the preset area behind the virtual objects of the team members in the designated formation is used as the garrison area indicated by the designated formation; or, the preset area surrounded by the virtual objects of the team members in the designated formation is used as the garrison area indicated by the designated formation, etc.
可选地,在坚守模式下,指定阵型中的组员虚拟对象基于玩家的操控,对敌方虚拟对象进行攻击;或者,响应于敌方虚拟对象位于指定阵型的预设攻击范围内,自动对敌方虚拟对象进行攻击等。Optionally, in the hold mode, the virtual objects of the team members in the designated formation attack the enemy virtual objects based on the player's control; or, in response to the enemy virtual objects being within the preset attack range of the designated formation, the enemy virtual objects are automatically attacked, etc.
示意性的,在目标配合模式下,当控制组员虚拟对象对敌对虚拟对象进行攻击时,根据组员虚拟对象对应的虚拟对战方式,对敌对虚拟对象进行攻击。Illustratively, in the target coordination mode, when the control team member virtual object attacks the hostile virtual object, the hostile virtual object is attacked according to the virtual combat mode corresponding to the team member virtual object.
例如:在目标配合模式下,当组员虚拟对象为近战步兵类型的虚拟对象时,在控制组员 虚拟对象对敌对虚拟对象进行攻击时,控制组员虚拟对象在虚拟地面上对处于一定范围内的敌对虚拟对象进行攻击,如:使用组员虚拟对象自身配置的虚拟长矛,对处于一定范围内的敌对虚拟对象进行攻击,从而显示组员虚拟对象对敌对虚拟对象的攻击动画。其中,近战步兵类型的虚拟对象的虚拟对战方式为:使用虚拟长矛对一定范围内的敌对虚拟对象进行攻击。For example: In the target coordination mode, when the team member virtual object is a melee infantry type virtual object, when controlling the team member When a virtual object attacks a hostile virtual object, the virtual object of the member is controlled to attack the hostile virtual object within a certain range on the virtual ground, such as using a virtual spear configured by the virtual object of the member to attack the hostile virtual object within a certain range, thereby displaying the attack animation of the virtual object of the member on the hostile virtual object. Among them, the virtual combat method of the virtual object of the melee infantry type is: using a virtual spear to attack the hostile virtual object within a certain range.
或者,在目标配合模式下,当组员虚拟对象为骑兵类型的虚拟对象时,在控制组员虚拟对象对敌对虚拟对象进行攻击时,控制组员虚拟对象在马背上对处于一定范围内的敌对虚拟对象进行攻击,如:使用组员虚拟对象自身配置的虚拟刀剑,对处于一定范围内的敌对虚拟对象进行攻击,从而显示组员虚拟对象对敌对虚拟对象的攻击动画。其中,骑兵类型的虚拟对象的虚拟对战方式为:使用虚拟刀剑对敌对虚拟对象进行攻击等。Alternatively, in the target coordination mode, when the team member virtual object is a cavalry type virtual object, when the team member virtual object is controlled to attack the hostile virtual object, the team member virtual object is controlled to attack the hostile virtual object within a certain range on horseback, such as using a virtual sword configured by the team member virtual object itself to attack the hostile virtual object within a certain range, thereby displaying the attack animation of the team member virtual object on the hostile virtual object. Among them, the virtual combat method of the cavalry type virtual object is: using a virtual sword to attack the hostile virtual object, etc.
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.
综上所述,本申请实施例提供的虚拟场景中虚拟对象组的控制方法通过接收对虚拟对象群的对战控制操作,控制虚拟对象群中的多个虚拟对象组以目标阵型以及各自对应的虚拟对战方式配合主控虚拟对象进行作战,并显示对应的对敌对虚拟对象进行攻击的攻击动画;一方面,由于虚拟对象群中包括有两种以上的属于不同种类的虚拟对象组,提高了构成的目标阵型数量和虚拟对战方式,从而丰富了玩家在控制虚拟对象群进行对战时的控制方式;另一方面,由于对战控制操作可同时对虚拟对象群,也即两种以上的属于不同种类的虚拟对象组进行控制,提高了玩家在参与游戏对局时对虚拟对象组的控制效率。In summary, the control method of the virtual object group in the virtual scene provided by the embodiment of the present application receives the battle control operation on the virtual object group, controls multiple virtual object groups in the virtual object group to cooperate with the main control virtual object to fight in the target formation and the corresponding virtual battle mode, and displays the corresponding attack animation of attacking the hostile virtual object; on the one hand, because the virtual object group includes more than two virtual object groups belonging to different types, the number of target formations and virtual battle modes formed are increased, thereby enriching the control method of the player when controlling the virtual object group to fight; on the other hand, because the battle control operation can control the virtual object group, that is, more than two virtual object groups belonging to different types at the same time, the control efficiency of the player over the virtual object group when participating in the game is improved.
本申请实施例提供的方法提供了至少两种对目标阵型的确定方式,第一,通过接收阵型配置操作,对多个虚拟对象组在虚拟对象群中的排列位置进行配置,得到目标阵型,提高了对目标阵型配置的配置效率;第二,基于虚拟对象群中多个虚拟对象组的搭配情况对多个虚拟对象组进行排列,得到目标阵型,由于在确定目标阵型时考虑到了多个虚拟对象组的搭配情况,提高了基于目标阵型对敌对虚拟对象进行攻击的攻击效率。The method provided in the embodiment of the present application provides at least two methods for determining the target formation. First, by receiving a formation configuration operation, the arrangement positions of multiple virtual object groups in the virtual object group are configured to obtain a target formation, thereby improving the configuration efficiency of the target formation configuration. Second, based on the matching conditions of multiple virtual object groups in the virtual object group, multiple virtual object groups are arranged to obtain a target formation. Since the matching conditions of multiple virtual object groups are taken into consideration when determining the target formation, the attack efficiency of attacking hostile virtual objects based on the target formation is improved.
本申请实施例提供的方法通过显示组合配置界面,接收对多个候选虚拟对象组中至少两个虚拟对象组的选择操作,实现了虚拟对象群的组合配置操作,则为玩家提供了自主构建虚拟对象群的通道,提升了玩家的游戏体验,且进一步的提高了人机交互效率。The method provided in the embodiment of the present application realizes the combination configuration operation of virtual object groups by displaying a combination configuration interface and receiving a selection operation of at least two virtual object groups from a plurality of candidate virtual object groups, thereby providing players with a channel for independently constructing virtual object groups, improving the players' gaming experience, and further improving the efficiency of human-computer interaction.
在一些可选的实施例中,上述虚拟对象群中包括虚拟猎人对象组和虚拟猎犬对象组,其中,虚拟猎人对象组中包括多个组员猎人对象,虚拟猎犬对象组中包括多个组员猎犬对象,请参考图7,其示出了本申请一个示例性实施例提供的虚拟场景中虚拟对象组的控制方法的流程图,以该方法应用于如图2所示的终端中为例进行说明,如图7所示,该方法包括:In some optional embodiments, the virtual object group includes a virtual hunter object group and a virtual hound object group, wherein the virtual hunter object group includes a plurality of group member hunter objects, and the virtual hound object group includes a plurality of group member hound objects. Please refer to FIG. 7, which shows a flow chart of a method for controlling a virtual object group in a virtual scene provided by an exemplary embodiment of the present application. The method is described by taking the application of the method in the terminal shown in FIG. 2 as an example. As shown in FIG. 7, the method includes:
步骤701,显示处于虚拟场景中的第一虚拟对象群。Step 701: display a first virtual object group in a virtual scene.
上述第一虚拟对象群由虚拟猎人对象组和虚拟猎犬对象组组成。The first virtual object group is composed of a virtual hunter object group and a virtual hound object group.
可选地,虚拟猎人对象组中的多个组员猎人对象装备有虚拟弓箭,可远程对敌对虚拟对象产生伤害,其中,每个组员猎人对象配置有一个或者多个组员猎犬对象,组员猎犬对象可通过撕咬的方式近距离的对敌对虚拟对象产生伤害。Optionally, multiple member hunter objects in the virtual hunter object group are equipped with virtual bows and arrows, which can cause damage to hostile virtual objects remotely, wherein each member hunter object is configured with one or more member hound objects, which can cause damage to hostile virtual objects at close range by biting.
步骤702,接收对第一虚拟对象群的对战控制操作。Step 702: receiving a battle control operation on a first virtual object group.
上述对战控制操作用于指示控制第一虚拟对象群中的虚拟猎人对象组和虚拟猎犬对象组以目标阵型进行配合作战,其中,目标阵型用于指示虚拟猎人对象组和虚拟猎犬对象组在第一虚拟对象群中的排列位置。The above-mentioned battle control operation is used to instruct and control the virtual hunter object group and the virtual hound object group in the first virtual object group to cooperate in combat in a target formation, wherein the target formation is used to indicate the arrangement positions of the virtual hunter object group and the virtual hound object group in the first virtual object group.
可选地,虚拟猎人对象组和虚拟猎犬对象组的目标阵型包括以下阵型中的至少一种:Optionally, the target formations of the virtual hunter object group and the virtual hound object group include at least one of the following formations:
1、跟随阵型。1. Follow the formation.
跟随阵型是指多个组员猎犬对象分别跟随多个组员猎人对象的阵型,也即,一个或者多个组员猎犬对象跟随在一个组员猎人对象的周侧位置。The following formation refers to a formation in which a plurality of crew member hound objects follow a plurality of crew member hunter objects respectively, that is, one or more crew member hound objects follow the peripheral position of a crew member hunter object.
示意性的,请参考图8,其示出了第二虚拟对象群在跟随阵型下的界面显示示意图,若图8所示,界面800中包括多个组员猎人对象801和多个组员猎犬对象802,且一个组员猎 人对象801周侧跟随有一个组员猎犬对象802。Schematically, please refer to FIG. 8, which shows a schematic diagram of the interface display of the second virtual object group in the following formation. As shown in FIG. 8, the interface 800 includes a plurality of group member hunter objects 801 and a plurality of group member hound objects 802, and a group member hunter The human object 801 is followed by a team member, a hound object 802 .
2、冲锋阵型。2. Charge formation.
也即,虚拟猎犬对象组排列在虚拟猎人对象组的前列,且朝向敌方虚拟对象的位置。That is, the virtual hound object group is arranged in front of the virtual hunter object group and faces the position of the enemy virtual object.
3、保护阵型。3. Protect the formation.
也即,虚拟猎犬对象组围绕在虚拟猎人对象组的周侧位置。That is, the virtual hound object group surrounds the virtual hunter object group.
上述对目标阵型的举例仅为示意性的说明,本申请实施例对此不加以限定。The above examples of target formations are merely illustrative and are not limited to these in the embodiments of the present application.
示意性的,当玩家刚进入目标对局时,可默认通过跟随阵型显示第一虚拟对象群;可选地,当玩家发起对敌对虚拟对象的攻击指令时,可保持跟随阵型或者切换为冲锋阵型;当玩家发起对撤退指令时,可保持跟随阵型或者切换为保护阵型,可选地,根据虚拟猎人对象组中各组员猎人对象的生命值确定使用跟随阵型还是保护阵型,若各组员猎人对象的生命值小于阈值,则切换为保护阵型,各组员猎人对象的生命值大于或者等于阈值,则切换为跟随阵型。Illustratively, when the player just enters the target game, the first virtual object group can be displayed by default in a follow formation; optionally, when the player initiates an attack command to the hostile virtual object, the follow formation can be maintained or switched to a charge formation; when the player initiates a retreat command, the follow formation can be maintained or switched to a protection formation. Optionally, whether to use a follow formation or a protection formation is determined based on the health value of each member hunter object in the virtual hunter object group. If the health value of each member hunter object is less than a threshold, it is switched to a protection formation. If the health value of each member hunter object is greater than or equal to the threshold, it is switched to a follow formation.
步骤703,响应于对战控制操作,显示多个组员猎人对象和多个组员猎犬对象以目标阵型以及各自对应的虚拟对战方式对敌对虚拟对象进行攻击的攻击动画。Step 703, in response to the battle control operation, display the attack animation of multiple team member hunter objects and multiple team member hound objects attacking the hostile virtual object in a target formation and in their respective corresponding virtual battle modes.
可选地,显示多个组员猎犬对象和多个组员猎人对象以跟随阵型以及各自对应的虚拟对战方式对敌对虚拟对象进行攻击的攻击动画;或者,显示多个组员猎犬对象和多个组员猎人对象以冲锋阵型以及各自对应的虚拟对战方式对敌对虚拟对象进行攻击的攻击动画。Optionally, an attack animation of multiple team member hound objects and multiple team member hunter objects attacking hostile virtual objects in a following formation and in their respective corresponding virtual combat modes is displayed; or, an attack animation of multiple team member hound objects and multiple team member hunter objects attacking hostile virtual objects in a charging formation and in their respective corresponding virtual combat modes is displayed.
可选地,多个组员猎人对象和多个组员猎犬对象对敌对虚拟对象进行攻击的攻击动画还包括以下情况中的至少一种:Optionally, the attack animation of the multiple team member hunter objects and the multiple team member hound objects attacking the hostile virtual object further includes at least one of the following situations:
1、显示虚拟猎人对象组以第一对战方式对敌对虚拟对象的第一攻击动画,第一攻击动画用于指示虚拟猎人对象组命中敌对虚拟对象;基于第一攻击动画,显示虚拟猎犬对象组以第二对战方式对敌对虚拟对象进行攻击的第二攻击动画,其中,第二对战方式对应有目标攻击值,目标攻击值大于虚拟猎犬对象组中的组员猎犬对象的初始攻击值。1. Display a first attack animation of the virtual hunter object group attacking a hostile virtual object in a first combat mode, wherein the first attack animation is used to indicate that the virtual hunter object group hits the hostile virtual object; based on the first attack animation, display a second attack animation of the virtual hound object group attacking the hostile virtual object in a second combat mode, wherein the second combat mode corresponds to a target attack value, and the target attack value is greater than an initial attack value of a member hound object in the virtual hound object group.
可选地,第一对战方式是指组员猎人对象基于装备的虚拟弓箭进行射击的方式,第二对战方式是指组员猎犬对象基于系统设定的攻击技能对应的对战方式,例如:通过撕咬的方式对敌对虚拟对象产生伤害的技能。Optionally, the first fighting mode refers to the way in which the team member hunter object shoots based on the equipped virtual bow and arrow, and the second fighting mode refers to the fighting mode corresponding to the team member hound object's attack skills set by the system, for example: the skill of causing damage to the hostile virtual object by biting.
示意性的,当组员猎人对象通过虚拟弓箭射中目标敌对虚拟对象后,若组员猎犬对象再次命中该目标敌对虚拟对象,则会对该目标敌对虚拟对象产生高额伤害,该高额伤害值即为目标攻击值,远大于组员猎犬对象的攻击技能对应的系统默认设定的初始攻击值。In schematic form, after the team member hunter object shoots the target hostile virtual object with a virtual bow and arrow, if the team member hound object hits the target hostile virtual object again, it will cause high damage to the target hostile virtual object. The high damage value is the target attack value, which is much larger than the initial attack value set by the system default corresponding to the attack skill of the team member hound object.
可选地,当组员猎人对象的虚拟弓箭射中敌对虚拟对象时,会显示弓箭射中敌对虚拟对象的动画,且会在被射中的敌对虚拟对象上显示第一标识信息,该第一标识信息用于表示该敌对虚拟对象为被射中的状态;可选地,组员猎犬对象会优先攻击有该第一标识信息的敌对虚拟对象。Optionally, when the virtual arrow of the team member hunter object hits a hostile virtual object, an animation of the arrow hitting the hostile virtual object will be displayed, and first identification information will be displayed on the hit hostile virtual object, and the first identification information is used to indicate that the hostile virtual object is in a hit state; optionally, the team member hound object will give priority to attacking the hostile virtual object with the first identification information.
2、显示虚拟猎犬对象组以第二对战方式对敌对虚拟对象的第三攻击动画,第三攻击动画用于指示虚拟猎犬对象组命中敌对虚拟对象;其中,第三攻击动画对应第一攻击效果,第一攻击效果用于指示敌对虚拟对象的移动速度减少以及敌对虚拟对象的攻击值减少;或者,多个组员猎人对象的移动速度增加以及多个组员猎人对象的攻击值增加。2. Display a third attack animation of the virtual hound object group on the hostile virtual object in the second combat mode, the third attack animation is used to indicate that the virtual hound object group hits the hostile virtual object; wherein the third attack animation corresponds to the first attack effect, the first attack effect is used to indicate that the movement speed of the hostile virtual object is reduced and the attack value of the hostile virtual object is reduced; or, the movement speed of multiple member hunter objects is increased and the attack values of multiple member hunter objects are increased.
示意性的,当组员猎犬对象通过撕咬的方式对敌对虚拟对象产生伤害后,在敌对虚拟对象上显示第二标识信息,该第二标识信息用于指示敌对虚拟对象的移动速度减慢且攻击力减弱,可选地,组员猎人对象会优先攻击有该第二标识信息的敌对虚拟对象;或者,在组员猎犬对象所跟随的组员猎人对象上显示第三标识信息,该第三标识信息用于指示组员猎人对象的移动速度提高且攻击力增强(也即,单次攻击对敌对虚拟对象的伤害值增加)。Illustratively, when the team member hound object causes damage to the hostile virtual object by biting, second identification information is displayed on the hostile virtual object, and the second identification information is used to indicate that the movement speed of the hostile virtual object has slowed down and the attack power has weakened. Optionally, the team member hunter object will give priority to attacking the hostile virtual object with the second identification information; or, third identification information is displayed on the team member hunter object followed by the team member hound object, and the third identification information is used to indicate that the movement speed of the team member hunter object has increased and the attack power has increased (that is, the damage value of a single attack to the hostile virtual object has increased).
可选地,若显示有第三标识信息的组员猎人对象的数量达到数量阈值(该数量阈值小于组员猎人对象的数量),则对虚拟猎人对象组增益的攻击效果进行增益,例如:提高所有的组员猎人对象移动速度且攻击力,且提高的幅度与第三标识信息指示的移动速度和攻击力的提 高幅度相同;或者,在预设时间内,使所有的组员猎人对象的移动速度和攻击力提高到目标幅度,该目标幅度远大于第三标识信息指示的移动速度和攻击力的提高幅度。Optionally, if the number of group hunter objects displaying the third identification information reaches a number threshold (the number threshold is less than the number of group hunter objects), the attack effect of the virtual hunter object group gain is increased, for example: the movement speed and attack power of all group hunter objects are increased, and the increase is the same as the movement speed and attack power increase indicated by the third identification information. or, within a preset time, increase the movement speed and attack power of all group member hunter objects to a target range, which is much greater than the increase in movement speed and attack power indicated by the third identification information.
3、响应于虚拟猎人对象组被淘汰,显示虚拟猎犬对象组以第二对战方式对敌对虚拟对象进行攻击的第四攻击动画,其中,第二对战方式对应第二攻击效果,第二攻击效果用于指示多个组员猎犬对象以预设时长持续对敌对虚拟对象产生伤害的攻击效果。3. In response to the virtual hunter object group being eliminated, a fourth attack animation of the virtual hound object group attacking the hostile virtual object in a second combat mode is displayed, wherein the second combat mode corresponds to a second attack effect, and the second attack effect is used to indicate the attack effect of multiple member hound objects causing damage to the hostile virtual object for a preset duration.
示意性的,当虚拟猎人对象组被淘汰,若虚拟猎犬对象组中还存在有未淘汰的虚拟猎犬对象,则在预设时间内,显示未被淘汰的组员猎犬对象持续锁定敌对虚拟对象进行攻击,并产生伤害的攻击动画。可选地,响应于预设时间结束,未被淘汰的组员猎犬对象将被淘汰。Illustratively, when a virtual hunter object group is eliminated, if there are still virtual hound objects that have not been eliminated in the virtual hound object group, then within a preset time, the hound objects that have not been eliminated will be displayed to continuously lock onto the hostile virtual object to attack, and generate an attack animation of damage. Optionally, in response to the end of the preset time, the hound objects that have not been eliminated will be eliminated.
可选地,上述预设时间与虚拟猎人对象组中组员猎人对象的淘汰率相关联,淘汰率越高则预设时间越长,示意性的,当组员猎人对象全部被淘汰,未被淘汰的组员猎犬对象将获得持续5秒的锁定伤害加成;虚拟猎人对象组中组员猎人对象的淘汰率为50%,则未被淘汰的组员猎犬对象将获得持续2秒的锁定伤害技能。Optionally, the above preset time is associated with the elimination rate of member hunter objects in the virtual hunter object group. The higher the elimination rate, the longer the preset time. Schematically, when all member hunter objects are eliminated, the remaining member hound objects will obtain a locking damage bonus lasting 5 seconds; if the elimination rate of member hunter objects in the virtual hunter object group is 50%, the remaining member hound objects will obtain a locking damage skill lasting 2 seconds.
综上所述,本申请实施例提供的虚拟场景中虚拟对象组的控制方法通过接收对第一虚拟对象群的对战控制操作,控制虚拟对象群中的虚拟猎人对象组和虚拟猎犬对象组以目标阵型以及各自对应的虚拟对战方式配合作战,并显示对应的对敌对虚拟对象进行攻击的攻击动画;一方面,由于第一虚拟对象群中包括有两种不同种类的虚拟对象组,提高了构成的目标阵型数量和虚拟对战方式,从而丰富了玩家在控制虚拟对象群进行对战时的控制方式;另一方面,由于对战控制操作可同时对第一虚拟对象群,也即虚拟猎人对象组和虚拟猎犬对象组进行控制,提高了玩家在参与游戏对局时对虚拟对象组的控制效率。In summary, the control method of the virtual object group in the virtual scene provided by the embodiment of the present application receives the battle control operation on the first virtual object group, controls the virtual hunter object group and the virtual hound object group in the virtual object group to cooperate in battle in the target formation and the respective corresponding virtual battle methods, and displays the corresponding attack animation of attacking the hostile virtual object; on the one hand, because the first virtual object group includes two different types of virtual object groups, the number of target formations and virtual battle methods formed are increased, thereby enriching the control methods of the player when controlling the virtual object group to fight; on the other hand, because the battle control operation can simultaneously control the first virtual object group, that is, the virtual hunter object group and the virtual hound object group, the control efficiency of the player over the virtual object group when participating in the game is improved.
本申请实施例提供的方法,通过接收对战控制操作可显示多个组员猎犬对象和多个组员猎人对象以跟随阵型以及各自对应的虚拟对战方式对敌对虚拟对象进行攻击的攻击动画,也即,基于对战控制操作确定了跟随阵型,提高了玩家在参与游戏对局对阵型的选择的操作效率。The method provided in the embodiment of the present application can display attack animations of multiple team member hound objects and multiple team member hunter objects attacking hostile virtual objects in a following formation and their respective corresponding virtual combat modes by receiving battle control operations. That is, the following formation is determined based on the battle control operation, thereby improving the operational efficiency of players in selecting formations when participating in game matches.
本申请实施例提供的方法,提供了至少三种第一虚拟对象群对敌对虚拟对象的攻击动画,第一,基于虚拟猎人对象组命中敌对虚拟对象,显示虚拟猎犬对象组以增益后的对战方式对敌对虚拟对象进行攻击的攻击动画;第二,显示虚拟猎犬对象组命中敌对虚拟对象的敌对动画,该命中效果将对敌对虚拟对象对虚拟对象群的攻击效果进行减益;第三,响应于虚拟猎人对象组被淘汰,显示虚拟猎犬对象组以增益后的对战方式对敌对虚拟对象进行攻击的攻击动画,进一步的丰富了玩家在控制虚拟对象群进行对战时的控制方式。The method provided in the embodiment of the present application provides at least three attack animations of the first virtual object group on the hostile virtual object. First, based on the virtual hunter object group hitting the hostile virtual object, an attack animation of the virtual hound object group attacking the hostile virtual object in a buffed combat manner is displayed; second, a hostile animation of the virtual hound object group hitting the hostile virtual object is displayed, and the hit effect will reduce the attack effect of the hostile virtual object on the virtual object group; third, in response to the virtual hunter object group being eliminated, an attack animation of the virtual hound object group attacking the hostile virtual object in a buffed combat manner is displayed, further enriching the player's control method when controlling the virtual object group to fight.
在一些可选的实施例中,上述虚拟对象群中包括虚拟侍从对象组,虚拟侍从对象组中包括多个组员侍从对象,请参考图9,其示出了本申请一个示例性实施例提供的虚拟场景中虚拟对象组的控制方法的流程图,以该方法应用于如图2所示的终端中为例进行说明,如图9所示,该方法包括:In some optional embodiments, the virtual object group includes a virtual attendant object group, and the virtual attendant object group includes a plurality of member attendant objects. Please refer to FIG9 , which shows a flow chart of a method for controlling a virtual object group in a virtual scene provided by an exemplary embodiment of the present application. The method is applied to a terminal as shown in FIG2 , and as shown in FIG9 , the method includes:
步骤901,显示处于虚拟场景中的第二虚拟对象群。Step 901: display a second virtual object group in a virtual scene.
上述第二虚拟对象群由其他虚拟对象组和虚拟侍从对象组组成。The second virtual object group is composed of other virtual object groups and virtual attendant object groups.
示意性的,以其他虚拟对象组实现为虚拟骑士对象组为例进行说明,虚拟骑士对象组中包括多个组员虚拟骑士对象,可选地,虚拟骑士对象组中的多个组员虚拟骑士对象装备有虚拟马匹和虚拟骑枪。Illustratively, the other virtual object groups are implemented as virtual knight object groups as an example for explanation, the virtual knight object group includes multiple member virtual knight objects, and optionally, the multiple member virtual knight objects in the virtual knight object group are equipped with virtual horses and virtual lances.
其中,虚拟马匹可为组员虚拟骑士对象提供远距离冲锋技能,则组员虚拟骑士对象通过该冲锋技能对敌对虚拟对象产生第一伤害,可选地,基于组员虚拟骑士对象与敌对虚拟对象的距离,确定该冲锋技能对敌对虚拟对象产生的第一伤害值,则组员虚拟骑士对象与敌对虚拟对象的距离越长,该冲锋技能对敌对虚拟对象产生的伤害值越高,也即,当组员虚拟骑士对象冲锋的助跑距离越长,撞到敌对虚拟对象的冲击力就越大,伤害值越高。另外,组员虚拟骑士对象在与敌对虚拟对象达到距离阈值时,可使用虚拟骑枪对敌对虚拟对象产生第二伤 害值。Among them, the virtual horse can provide the team member virtual knight object with a long-distance charge skill, and the team member virtual knight object can use the charge skill to cause the first damage to the hostile virtual object. Optionally, based on the distance between the team member virtual knight object and the hostile virtual object, the first damage value caused by the charge skill to the hostile virtual object is determined. The longer the distance between the team member virtual knight object and the hostile virtual object, the higher the damage value caused by the charge skill to the hostile virtual object. That is, when the team member virtual knight object charges a longer run-up distance, the greater the impact force of hitting the hostile virtual object, and the higher the damage value. In addition, when the team member virtual knight object reaches a distance threshold with the hostile virtual object, it can use a virtual lance to cause a second damage to the hostile virtual object. Harm value.
可选地,上述第一伤害值和第二伤害值还对应有加成系数,其中,加成系数可根据虚拟骑士对象组等级与敌对虚拟对象组等级的差值确定,示意性的,虚拟骑士对象组的等级越高,敌对虚拟对象组等级越低,则加成系数越高,也即第一伤害值和第二伤害值越高。Optionally, the above-mentioned first damage value and second damage value also correspond to a bonus coefficient, wherein the bonus coefficient can be determined according to the difference between the level of the virtual knight object group and the level of the hostile virtual object group. Schematically, the higher the level of the virtual knight object group and the lower the level of the hostile virtual object group, the higher the bonus coefficient, that is, the higher the first damage value and the second damage value.
在一些可选的实施例中,虚拟骑士对象组对应有组合配置权限,也即,可以为虚拟骑士对象组配置其他的虚拟对象组,可选地,虚拟骑士对象组可配置一个或者多个虚拟对象组。则显示虚拟骑士对象组和虚拟侍从对象组,还包括:In some optional embodiments, the virtual knight object group corresponds to a combination configuration permission, that is, other virtual object groups can be configured for the virtual knight object group, and optionally, the virtual knight object group can be configured with one or more virtual object groups. Then displaying the virtual knight object group and the virtual attendant object group also includes:
显示虚拟骑士对象组的组合配置界面,在该组合配置界面上显示多个候选虚拟侍从对象组;响应于接收到对多个候选虚拟侍从对象组中虚拟侍从对象组的选择操作,显示处于虚拟场景中的显示虚拟骑士对象组和虚拟侍从对象组。A combination configuration interface of a virtual knight object group is displayed, on which a plurality of candidate virtual servant object groups are displayed; in response to receiving a selection operation of a virtual servant object group from the plurality of candidate virtual servant object groups, the virtual knight object group and the virtual servant object group in the virtual scene are displayed.
可选地,多个候选虚拟侍从对象组对应的种类不同,其中,虚拟侍从对象组的种类包括虚拟骑兵对象组、虚拟长枪手对象组、虚拟弩兵对象组中的至少一种,本申请实施例对此不加以限定,其中虚拟骑兵对象组属于虚拟骑兵种类,虚拟长枪手对象组属于虚拟步兵类型、虚拟弩兵对象组属于虚拟弩兵类型。Optionally, multiple candidate virtual attendant object groups correspond to different types, wherein the types of virtual attendant object groups include at least one of virtual cavalry object groups, virtual pikeman object groups, and virtual crossbowman object groups, which is not limited to the embodiments of the present application. The virtual cavalry object group belongs to the virtual cavalry type, the virtual pikeman object group belongs to the virtual infantry type, and the virtual crossbowman object group belongs to the virtual crossbowman type.
示意性的,请参考图10,其示出了一种虚拟骑士对象组的显示示意图,在界面1000中显示有虚拟骑士对象组的图标1001,在界面1000中还显示有“侍从兵团”的图标1002,即表示该虚拟骑士对象组有组合配置权限,点击图标1002,即可显示虚拟骑士对象组的组合配置界面,在该组合配置界面可选择虚拟侍从对象组,若选择了虚拟骑兵对象组作为虚拟侍从对象组,则选择结束后,虚拟骑兵对象组对应的图标会在图标1002中。则当玩家在游戏对局中选择该虚拟骑士对象组后,会直接在虚拟场景中显示虚拟骑士对象组和虚拟骑兵对象组组成的虚拟对象群。Schematically, please refer to FIG. 10, which shows a display schematic diagram of a virtual knight object group. An icon 1001 of a virtual knight object group is displayed in the interface 1000, and an icon 1002 of a "squire corps" is also displayed in the interface 1000, indicating that the virtual knight object group has the combination configuration permission. Clicking the icon 1002 will display the combination configuration interface of the virtual knight object group. In the combination configuration interface, the virtual squire object group can be selected. If the virtual cavalry object group is selected as the virtual squire object group, after the selection is completed, the icon corresponding to the virtual cavalry object group will be in the icon 1002. Then, when the player selects the virtual knight object group in the game, the virtual object group consisting of the virtual knight object group and the virtual cavalry object group will be directly displayed in the virtual scene.
步骤902,接收对第二虚拟对象群的对战控制操作。Step 902: receiving a battle control operation on a second group of virtual objects.
上述对战控制操作用于指示控制第二虚拟对象群中的其他虚拟对象组和虚拟侍从对象组以目标阵型进行配合作战,其中,目标阵型用于指示其他虚拟对象组和虚拟侍从对象组在第二虚拟对象群中的排列位置。The above-mentioned battle control operation is used to instruct and control other virtual object groups and virtual attendant object groups in the second virtual object group to cooperate in combat in a target formation, wherein the target formation is used to indicate the arrangement positions of other virtual object groups and virtual attendant object groups in the second virtual object group.
可选地,不同种类的虚拟侍从对象组对应的虚拟道具和技能不同,则不同种类的虚拟侍从对象组对应的目标阵型也不相同,则基于虚拟侍从对象组的种类确定目标阵型的方式还包括:Optionally, different types of virtual servant object groups correspond to different virtual props and skills, and thus different types of virtual servant object groups correspond to different target formations. The method of determining the target formation based on the type of virtual servant object group further includes:
基于虚拟侍从对象组中组员侍从对象对应的虚拟对象种类,确定虚拟侍从对象组在虚拟对象群中的排列位置;基于虚拟侍从对象组对应的排列位置,和其他虚拟对象组的排列位置确定目标阵型。Based on the virtual object types corresponding to the member attendant objects in the virtual attendant object group, the arrangement position of the virtual attendant object group in the virtual object group is determined; based on the arrangement position corresponding to the virtual attendant object group and the arrangement positions of other virtual object groups, the target formation is determined.
其中,目标阵型包括以下阵型中的至少一种:The target formation includes at least one of the following formations:
1、响应于组员侍从对象包括虚拟骑兵种类,确定虚拟侍从对象组在虚拟对象群中排列在其他虚拟对象组的前方,且组员侍从对象正面朝向敌对虚拟对象。1. In response to the member attendant objects including a virtual cavalry type, determine that the virtual attendant object group is arranged in front of other virtual object groups in the virtual object group, and the member attendant objects face the hostile virtual object.
示意性的,若虚拟侍从对象组为虚拟骑兵对象组,如图6所示,将虚拟骑兵对象组601横列在第二虚拟对象组(也即其他虚拟对象组)602的前列。Illustratively, if the virtual attendant object group is a virtual cavalry object group, as shown in FIG. 6 , the virtual cavalry object group 601 is arranged horizontally in front of the second virtual object group (ie, other virtual object groups) 602 .
2、响应于虚拟侍从对象组包括虚拟弩兵种类,确定虚拟侍从对象组在虚拟对象群中排列在其他虚拟对象组的后方,且避开敌对虚拟对象正面攻击的位置。2. In response to the virtual servant object group including the virtual crossbowman type, determine that the virtual servant object group is arranged behind other virtual object groups in the virtual object group and avoids a position where the hostile virtual object attacks head-on.
示意性的,若虚拟侍从对象组为虚拟弩兵对象组,如图6所示,将虚拟弩兵对象组605排列在第二虚拟对象组602的后方。Illustratively, if the virtual attendant object group is a virtual crossbowman object group, as shown in FIG. 6 , the virtual crossbowman object group 605 is arranged behind the second virtual object group 602 .
3、响应于虚拟侍从对象组包括虚拟步兵种类,确定虚拟侍从对象组在虚拟对象群中排列在其他虚拟对象组的两侧位置。3. In response to the virtual attendant object group including the virtual infantry type, determine that the virtual attendant object group is arranged at both sides of other virtual object groups in the virtual object group.
示意性的,若虚拟侍从对象组为虚拟长枪手对象组,如图6所示,将虚拟长枪手对象组604排列在第二虚拟对象组602的两侧位置。Illustratively, if the virtual servant object group is a virtual spearman object group, as shown in FIG. 6 , the virtual spearman object group 604 is arranged at both sides of the second virtual object group 602 .
在一些可选的实施例中,上述其他虚拟对象组自身也有其对应的排列方式,也即玩家可 以对其他虚拟对象组自身的阵型进行确定,具体确定方式可参考步骤302,此处不再赘述;可选地,其他虚拟对象组自身的阵型确定后,将根据该阵型,对虚拟侍从对象组对应的排列位置进行调整。In some optional embodiments, the above other virtual object groups themselves also have their corresponding arrangement methods, that is, players can The formation of other virtual object groups is determined. The specific determination method can refer to step 302 and will not be repeated here. Optionally, after the formation of other virtual object groups is determined, the corresponding arrangement position of the virtual servant object group will be adjusted according to the formation.
步骤903,响应于对战控制操作,显示多个组员虚拟对象和多个组员侍从对象以目标阵型以及各自对应的虚拟对战方式对敌对虚拟对象进行攻击的攻击动画。Step 903, in response to the battle control operation, displaying the attack animation of multiple team member virtual objects and multiple team member servant objects attacking the hostile virtual object in a target formation and in their respective corresponding virtual battle modes.
可选地,多个组员虚拟骑士对象和多个组员侍从对象对敌对虚拟对象进行攻击的攻击动画还包括以下情况中的至少一种:Optionally, the attack animation of the multiple team member virtual knight objects and the multiple team member servant objects attacking the hostile virtual object also includes at least one of the following situations:
1、响应于虚拟侍从对象组为虚拟骑兵种类,显示虚拟侍从对象组以与虚拟侍从对象组对应的对战方式为其他虚拟对象组抵挡敌对虚拟对象的正面攻击的第五攻击动画。1. In response to the virtual squire object group being a virtual cavalry type, displaying a fifth attack animation of the virtual squire object group resisting a frontal attack of a hostile virtual object for other virtual object groups in a fighting mode corresponding to the virtual squire object group.
可选地,以虚拟侍从对象组实现为虚拟骑兵对象组为例进行说明,上述对战方式是指虚拟骑兵对象组驾驶虚拟马匹向敌对虚拟对象方向冲锋的对战方式。Optionally, taking the virtual attendant object group implemented as a virtual cavalry object group as an example for explanation, the above-mentioned fighting method refers to a fighting method in which the virtual cavalry object group drives a virtual horse to charge towards the direction of the hostile virtual object.
示意性的,请参考图11,其示出了虚拟骑士对象组和虚拟骑兵对象组构成的第二虚拟对象群的攻击动画显示示意图,如图11所示,在界面1100中多个组员虚拟骑兵对象1101朝向敌对虚拟对象,挡在多个组员虚拟骑士对象1102的前方,先于多个组员虚拟骑士对象1102朝敌对虚拟对象进行冲锋,为其承受前方伤害,并方便多个组员虚拟骑士对象1102进行攻击。For illustration, please refer to Figure 11, which shows a schematic diagram of the attack animation display of the second virtual object group composed of the virtual knight object group and the virtual cavalry object group. As shown in Figure 11, in the interface 1100, multiple member virtual cavalry objects 1101 are facing the hostile virtual object, blocking in front of multiple member virtual knight objects 1102, charging towards the hostile virtual object before multiple member virtual knight objects 1102, bearing the front damage for it, and facilitating the attack of multiple member virtual knight objects 1102.
2、响应于虚拟侍从对象组为虚拟弩兵种类,显示虚拟侍从对象组通过与虚拟侍从对象组对应的对战方式攻击敌对虚拟对象,压制敌对虚拟对象对其他虚拟对象组的攻击的第六攻击动画。2. In response to the virtual servant object group being a virtual crossbowman type, displaying a sixth attack animation in which the virtual servant object group attacks a hostile virtual object using a combat method corresponding to the virtual servant object group, thereby suppressing the hostile virtual object's attack on other virtual object groups.
可选地,以虚拟侍从对象组实现为虚拟弩兵对象组为例进行说明,上述对战方式是指虚拟弩兵对象组使用虚拟弓箭向敌对虚拟对象射击的对战方式。Optionally, taking the virtual attendant object group implemented as a virtual crossbowman object group as an example for explanation, the above-mentioned fighting method refers to a fighting method in which the virtual crossbowman object group uses virtual bows and arrows to shoot at the hostile virtual objects.
示意性的,请参考图12,其示出了虚拟骑士对象组和虚拟弩兵对象组构成的第二虚拟对象群的攻击动画显示示意图,如图12所示,在界面1200中多个组员虚拟弩兵对象1201在多个组员虚拟骑士对象1202的后方,使用虚拟弓箭向敌对虚拟对象所在区域射击,协助多个组员虚拟骑士对象1202进行攻击。Schematically, please refer to Figure 12, which shows a schematic diagram of the attack animation display of the second virtual object group composed of the virtual knight object group and the virtual crossbowman object group. As shown in Figure 12, in the interface 1200, multiple team member virtual crossbowman objects 1201 are behind multiple team member virtual knight objects 1202, using virtual bows and arrows to shoot at the area where the hostile virtual objects are located, assisting the multiple team member virtual knight objects 1202 in attacking.
3、响应于虚拟侍从对象组为虚拟步兵种类,显示虚拟侍从对象组以与虚拟侍从对象组对应的对战方式为其他虚拟对象组抵挡敌对虚拟对象的侧面攻击的第七攻击动画。3. In response to the virtual attendant object group being a virtual infantry type, displaying a seventh attack animation of the virtual attendant object group resisting a side attack of a hostile virtual object for other virtual object groups in a fighting mode corresponding to the virtual attendant object group.
可选地,以虚拟侍从对象组实现为虚拟长枪手对象组为例进行说明,上述对战方式是指虚拟长枪手对象组通过虚拟长枪在虚拟骑士对象组的左右两侧为其抵御一定的攻击伤害,并使用虚拟长枪对敌对虚拟对象产生伤害的对战方式。Optionally, taking the virtual squire object group implemented as a virtual spearman object group as an example for explanation, the above-mentioned fighting method refers to a fighting method in which the virtual spearman object group uses virtual spears to defend against certain attack damage on the left and right sides of the virtual knight object group, and uses virtual spears to cause damage to hostile virtual objects.
示意性的,请参考图13,其示出了虚拟骑士对象组和虚拟长枪手对象组构成的第二虚拟对象群的攻击动画显示示意图,如图13所示,在界面1300中多个组员虚拟长枪手对象1301排列在多个组员虚拟骑士对象1302的左右两侧,使用虚拟长枪向敌攻击虚拟对象,协助多个组员虚拟骑士对象1302进行攻击并为其承受来自左右两侧的攻击伤害。Schematically, please refer to Figure 13, which shows a schematic diagram of the attack animation display of the second virtual object group composed of the virtual knight object group and the virtual spearman object group. As shown in Figure 13, in the interface 1300, multiple member virtual spearman objects 1301 are arranged on the left and right sides of multiple member virtual knight objects 1302, using virtual spears to attack the enemy virtual objects, assisting the multiple member virtual knight objects 1302 in attacking and bearing the attack damage from the left and right sides.
可选地,终端还可以单独对虚拟侍从对象组进行控制,示意性的,当终端接收到对虚拟侍从对象组的停止攻击的指令时,控制虚拟侍从对象组原地待命,不继续参与虚拟对战。Optionally, the terminal can also control the virtual servant object group individually. Schematically, when the terminal receives an instruction to stop attacking the virtual servant object group, the terminal controls the virtual servant object group to stay on standby and not continue to participate in the virtual battle.
综上所述,本申请实施例提供的虚拟场景中虚拟对象组的控制方法通过接收对第二虚拟对象群的对战控制操作,控制虚拟对象群中的虚拟骑士对象组和虚拟侍从对象组以目标阵型以及各自对应的虚拟对战方式配合作战,并显示对应的对敌对虚拟对象进行攻击的攻击动画;一方面,由于第二虚拟对象群中包括有两种不同种类的虚拟对象组,提高了构成的目标阵型数量和虚拟对战方式,从而丰富了玩家在控制虚拟对象群进行对战时的控制方式;另一方面,由于对战控制操作可同时对第二虚拟对象群,也即虚拟骑士对象组和虚拟侍从对象组进行控制,提高了玩家在参与游戏对局时对虚拟对象组的控制效率。In summary, the control method of the virtual object group in the virtual scene provided by the embodiment of the present application receives the battle control operation on the second virtual object group, controls the virtual knight object group and the virtual squire object group in the virtual object group to cooperate in combat in the target formation and the respective corresponding virtual combat methods, and displays the corresponding attack animation of attacking the hostile virtual object; on the one hand, since the second virtual object group includes two different types of virtual object groups, the number of target formations and virtual combat methods formed are increased, thereby enriching the control methods of the player when controlling the virtual object group to fight; on the other hand, since the battle control operation can simultaneously control the second virtual object group, that is, the virtual knight object group and the virtual squire object group, the control efficiency of the player over the virtual object group when participating in the game is improved.
图14是本申请一个示例性实施例提供的虚拟场景中虚拟对象组的控制装置的结构框图,如图14所示,该装置包括如下部分: FIG. 14 is a structural block diagram of a control device for a virtual object group in a virtual scene provided by an exemplary embodiment of the present application. As shown in FIG. 14 , the device includes the following parts:
显示模块1400,用于显示处于虚拟场景中的虚拟对象群,所述虚拟对象群中包括多个虚拟对象组,其中,所述虚拟对象组是由多个同种类的组员虚拟对象组成的对象组,不同虚拟对象种类的虚拟对象在虚拟场景中对应的虚拟对战方式不同;A display module 1400 is used to display a virtual object group in a virtual scene, wherein the virtual object group includes a plurality of virtual object groups, wherein the virtual object group is an object group composed of a plurality of member virtual objects of the same type, and virtual objects of different virtual object types have different corresponding virtual combat modes in the virtual scene;
接收模块1410,用于接收对所述虚拟对象群的对战控制操作,所述对战控制操作用于指示控制所述虚拟对象群中的多个虚拟对象组以目标阵型进行配合作战,所述目标阵型用于指示所述多个虚拟对象组在所述虚拟对象群中的排列位置;The receiving module 1410 is used to receive a battle control operation on the virtual object group, wherein the battle control operation is used to instruct to control multiple virtual object groups in the virtual object group to cooperate in a target formation, and the target formation is used to indicate the arrangement positions of the multiple virtual object groups in the virtual object group;
所述显示模块1400,还用于响应于所述对战控制操作,显示所述多个虚拟对象组中的多个组员虚拟对象以所述目标阵型以及各自对应的虚拟对战方式对敌对虚拟对象进行攻击的攻击动画。The display module 1400 is further used to display, in response to the battle control operation, attack animations of multiple member virtual objects in the multiple virtual object groups attacking hostile virtual objects in the target formation and in their respective corresponding virtual battle modes.
请参考图15,在一些可选的实施例中,所述接收模块1410,还用于接收阵型配置操作,所述阵型配置操作用于对所述多个虚拟对象组在所述虚拟对象群中的排列位置进行配置,得到所述目标阵型。Please refer to FIG. 15 . In some optional embodiments, the receiving module 1410 is further used to receive a formation configuration operation, and the formation configuration operation is used to configure the arrangement positions of the multiple virtual object groups in the virtual object group to obtain the target formation.
在一些可选的实施例中,所述装置还包括:In some optional embodiments, the device further comprises:
排列模块1420,用于基于所述虚拟对象群中所述多个虚拟对象组的搭配情况对所述多个虚拟对象组进行排列,得到所述目标阵型。The arrangement module 1420 is used to arrange the multiple virtual object groups based on the matching conditions of the multiple virtual object groups in the virtual object group to obtain the target formation.
在一些可选的实施例中,所述排列模块1420,包括:In some optional embodiments, the arrangement module 1420 includes:
获取单元1421,用于获取所述多个虚拟对象组分别对应的虚拟对象种类,所述虚拟对象种类包括对应的默认排列位置;An acquiring unit 1421 is used to acquire virtual object types corresponding to the plurality of virtual object groups, wherein the virtual object types include corresponding default arrangement positions;
所述排列模块1420,还用于基于各虚拟对象种类分别对应的默认排列位置对所述多个虚拟对象组进行排列,得到所述目标阵型。The arrangement module 1420 is further configured to arrange the plurality of virtual object groups based on the default arrangement positions corresponding to the virtual object types to obtain the target formation.
在一些可选的实施例中,所述显示模块1400,还用于显示组合配置界面,所述组合配置界面中包括多个候选虚拟对象组;所述显示模块1400,还用于响应于接收对所述多个候选虚拟对象组中所述至少两个虚拟对象组的选择操作,显示处于所述虚拟场景中的所述虚拟对象群。In some optional embodiments, the display module 1400 is also used to display a combination configuration interface, which includes multiple candidate virtual object groups; the display module 1400 is also used to display the virtual object group in the virtual scene in response to receiving a selection operation on at least two virtual object groups among the multiple candidate virtual object groups.
在一些可选的实施例中,所述显示模块1400,还用于基于所述虚拟对象群中所述多个虚拟对象组的分别对应的组员虚拟对象的数量,显示所述多个虚拟对象组的分别对应的组员虚拟对象以楔形的排列方式在虚拟场景中进行排列的楔形阵;或者,所述显示模块1400,还用于基于所述虚拟对象群中所述多个虚拟对象组的分别对应的组员虚拟对象的数量,显示所述多个虚拟对象组的分别对应的组员虚拟对象以全包围或者半包围的排列方式围绕主控虚拟对象的环形阵,所述主控虚拟对象是在主控对象配置界面中独立配置的虚拟对象。In some optional embodiments, the display module 1400 is further used to display a wedge array in which the member virtual objects corresponding to the multiple virtual object groups are arranged in a wedge shape in the virtual scene based on the number of member virtual objects corresponding to the multiple virtual object groups in the virtual object group; or, the display module 1400 is further used to display a ring array in which the member virtual objects corresponding to the multiple virtual object groups are arranged in a fully or semi-enclosed manner around a master virtual object based on the number of member virtual objects corresponding to the multiple virtual object groups in the virtual object group, where the master virtual object is a virtual object independently configured in the master object configuration interface.
在一些可选的实施例中,所述虚拟对象群中包括虚拟猎人对象组和虚拟猎犬对象组,所述虚拟猎人对象组中包括多个组员猎人对象,所述虚拟猎犬对象组中包括多个组员猎犬对象;所述显示模块1400,还用于显示所述多个组员猎犬对象和所述多个组员猎人对象以跟随阵型以及各自对应的虚拟对战方式对所述敌对虚拟对象进行攻击的攻击动画,所述跟随阵型是指所述多个组员猎犬对象分别跟随所述多个组员猎人对象的阵型。In some optional embodiments, the virtual object group includes a virtual hunter object group and a virtual hound object group, the virtual hunter object group includes multiple member hunter objects, and the virtual hound object group includes multiple member hound objects; the display module 1400 is also used to display attack animations of the multiple member hound objects and the multiple member hunter objects attacking the hostile virtual objects in a following formation and in their respective corresponding virtual combat modes, and the following formation refers to the formation in which the multiple member hound objects respectively follow the multiple member hunter objects.
在一些可选的实施例中,所述显示模块1400,还用于显示所述虚拟猎人对象组以第一对战方式对所述敌对虚拟对象的第一攻击动画,所述第一攻击动画用于指示所述虚拟猎人对象组命中所述敌对虚拟对象;所述显示模块1400,还用于基于所述第一攻击动画,显示所述虚拟猎犬对象组以第二对战方式对所述敌对虚拟对象进行攻击的第二攻击动画,其中,第二对战方式对应有目标攻击值,所述目标攻击值大于所述虚拟猎犬对象组中的组员猎犬对象的初始攻击值。In some optional embodiments, the display module 1400 is further used to display a first attack animation of the virtual hunter object group on the hostile virtual object in a first combat mode, wherein the first attack animation is used to indicate that the virtual hunter object group hits the hostile virtual object; the display module 1400 is further used to display a second attack animation of the virtual hound object group attacking the hostile virtual object in a second combat mode based on the first attack animation, wherein the second combat mode corresponds to a target attack value, and the target attack value is greater than the initial attack value of the member hound object in the virtual hound object group.
在一些可选的实施例中,所述显示模块1400,还用于显示所述虚拟猎犬对象组以第二对战方式对所述敌对虚拟对象的第三攻击动画,所述第三攻击动画用于指示所述虚拟猎犬对象组命中所述敌对虚拟对象;其中,所述第三攻击动画对应第一攻击效果,所述第一攻击效果用于指示所述敌对虚拟对象的移动速度减少以及所述敌对虚拟对象的攻击值减少;或者,所 述多个组员猎人对象的移动速度增加以及所述多个组员猎人对象的攻击值增加。In some optional embodiments, the display module 1400 is further used to display a third attack animation of the virtual hound object group on the hostile virtual object in the second combat mode, the third attack animation being used to indicate that the virtual hound object group hits the hostile virtual object; wherein the third attack animation corresponds to a first attack effect, the first attack effect being used to indicate that the movement speed of the hostile virtual object is reduced and the attack value of the hostile virtual object is reduced; or The movement speed of the multiple team member hunter objects increases and the attack values of the multiple team member hunter objects increase.
在一些可选的实施例中,所述显示模块1400,还用于响应于所述虚拟猎人对象组被淘汰,显示所述虚拟猎犬对象组以第二对战方式对所述敌对虚拟对象进行攻击的第四攻击动画,其中,所述第二对战方式对应第二攻击效果,所述第二攻击效果用于指示所述多个组员猎犬对象以预设时长持续对所述敌对虚拟对象产生伤害的攻击效果。In some optional embodiments, the display module 1400 is further used to display a fourth attack animation of the virtual hound object group attacking the hostile virtual object in a second combat mode in response to the virtual hunter object group being eliminated, wherein the second combat mode corresponds to a second attack effect, and the second attack effect is used to indicate the attack effect of the multiple member hound objects causing damage to the hostile virtual object for a preset duration.
在一些可选的实施例中,所述虚拟对象群中包括虚拟侍从对象组,所述虚拟侍从对象组中包括多个组员侍从对象;所述排列模块1420,还用于基于所述虚拟侍从对象组中组员侍从对象对应的虚拟对象种类,确定所述虚拟侍从对象组在所述虚拟对象群中的排列位置;所述排列模块1420,还用于基于所述虚拟侍从对象组对应的排列位置,和其他虚拟对象组的排列位置确定所述目标阵型。In some optional embodiments, the virtual object group includes a virtual servant object group, and the virtual servant object group includes multiple member servant objects; the arrangement module 1420 is further used to determine the arrangement position of the virtual servant object group in the virtual object group based on the virtual object types corresponding to the member servant objects in the virtual servant object group; the arrangement module 1420 is further used to determine the target formation based on the arrangement position corresponding to the virtual servant object group and the arrangement positions of other virtual object groups.
在一些可选的实施例中,所述排列模块1420,还用于响应于所述组员侍从对象包括虚拟骑兵种类,确定所述虚拟侍从对象组在所述虚拟对象群中排列在其他虚拟对象组的前方,且所述组员侍从对象正面朝向所述敌对虚拟对象;所述排列模块1420,还用于响应于所述虚拟侍从对象组包括虚拟弩兵种类,确定所述虚拟侍从对象组在所述虚拟对象群中排列在其他虚拟对象组的后方,且避开所述敌对虚拟对象正面攻击的位置;所述排列模块1420,还用于响应于所述虚拟侍从对象组包括虚拟步兵种类,确定所述虚拟侍从对象组在所述虚拟对象群中排列在其他虚拟对象组的两侧位置。In some optional embodiments, the arrangement module 1420 is further used to, in response to the team member attendant objects including virtual cavalry types, determine that the virtual attendant object group is arranged in front of other virtual object groups in the virtual object group, and the team member attendant objects are facing the hostile virtual object; the arrangement module 1420 is further used to, in response to the virtual attendant object group including virtual crossbowmen types, determine that the virtual attendant object group is arranged behind other virtual object groups in the virtual object group and avoids a position where the hostile virtual object attacks head-on; the arrangement module 1420 is further used to, in response to the virtual attendant object group including virtual infantry types, determine that the virtual attendant object group is arranged on both sides of other virtual object groups in the virtual object group.
综上所述,本申请实施例提供的虚拟场景中虚拟对象组的控制装置通过接收对虚拟对象群的对战控制操作,控制虚拟对象群中的多个虚拟对象组以目标阵型以及各自对应的虚拟对战方式配合作战,并显示对应的对敌对虚拟对象进行攻击的攻击动画;一方面,由于虚拟对象群中包括有两种以上的属于不同种类的虚拟对象组,提高了构成的目标阵型数量和虚拟对战方式,从而丰富了玩家在控制虚拟对象群进行对战时的控制方式;另一方面,由于对战控制操作可同时对虚拟对象群,也即两种以上的属于不同种类的虚拟对象组进行控制,提高了玩家在参与游戏对局时对虚拟对象组的控制效率。In summary, the control device for a virtual object group in a virtual scene provided by an embodiment of the present application controls multiple virtual object groups in the virtual object group to cooperate in combat in a target formation and in their respective corresponding virtual combat modes by receiving a combat control operation on the virtual object group, and displays corresponding attack animations for attacking hostile virtual objects; on the one hand, since the virtual object group includes more than two virtual object groups of different types, the number of target formations and virtual combat modes formed are increased, thereby enriching the control methods for players when controlling virtual object groups to fight; on the other hand, since the combat control operation can simultaneously control virtual object groups, that is, more than two virtual object groups of different types, the control efficiency of players over virtual object groups when participating in game matches is improved.
需要说明的是:上述实施例提供的虚拟场景中虚拟对象组的控制装置,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,上述实施例提供的虚拟场景中虚拟对象组的控制装置与虚拟场景中虚拟对象组的控制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。It should be noted that the control device for the virtual object group in the virtual scene provided in the above embodiment is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the control device for the virtual object group in the virtual scene provided in the above embodiment and the control method embodiment of the virtual object group in the virtual scene belong to the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
图16示出了本申请一个示例性实施例提供的电子设备1600的结构框图。该电子设备1600可以是便携式移动终端,比如:智能手机、车载终端、平板电脑、MP3播放器(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器、笔记本电脑或台式电脑。电子设备1600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。FIG16 shows a block diagram of an electronic device 1600 provided by an exemplary embodiment of the present application. The electronic device 1600 may be a portable mobile terminal, such as a smart phone, a vehicle-mounted terminal, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer or a desktop computer. The electronic device 1600 may also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.
通常,电子设备1600包括有:处理器1601和存储器1602。Typically, the electronic device 1600 includes a processor 1601 and a memory 1602 .
处理器1601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1601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1601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1601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1601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。Processor 1601 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. Processor 1601 may be implemented in at least one of the following hardware forms: DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1601 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, processor 1601 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content that needs to be displayed on the display screen. In some embodiments, processor 1601 may also include AI (Artificial Intelligence, Artificial intelligence) processor, which is used to handle computing operations related to machine learning.
存储器1602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1602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1602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1601所执行以实现本申请中方法实施例提供的虚拟场景中虚拟对象组的控制方法。The memory 1602 may include one or more computer-readable storage media, which may be non-transitory. The memory 1602 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. In some embodiments, the non-transitory computer-readable storage medium in the memory 1602 is used to store at least one instruction, which is used to be executed by the processor 1601 to implement the control method of the virtual object group in the virtual scene provided by the method embodiment of the present application.
在一些实施例中,电子设备1600还包括有一个或多个传感器。该一个或多个传感器包括但不限于:接近传感器、陀螺仪传感器、压力传感器。In some embodiments, the electronic device 1600 further includes one or more sensors, including but not limited to: a proximity sensor, a gyroscope sensor, and a pressure sensor.
接近传感器,也称距离传感器,通常设置在电子设备1600的前面板。接近传感器用于采集用户与电子设备1600的正面之间的距离。The proximity sensor, also called a distance sensor, is usually disposed on the front panel of the electronic device 1600. The proximity sensor is used to collect the distance between the user and the front of the electronic device 1600.
陀螺仪传感器可以检测电子设备1600的机体方向及转动角度,陀螺仪传感器可以与加速度传感器协同采集用户对电子设备1600的3D动作。处理器1601根据陀螺仪传感器采集的数据,可以实现如下功能:动作感应(比如根据用户的倾斜操作来改变UI)、拍摄时的图像稳定、游戏控制以及惯性导航。The gyroscope sensor can detect the body direction and rotation angle of the electronic device 1600, and the gyroscope sensor can cooperate with the acceleration sensor to collect the user's 3D actions on the electronic device 1600. The processor 1601 can implement the following functions based on the data collected by the gyroscope sensor: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
压力传感器可以设置在电子设备1600的侧边框和/或显示屏的下层。当压力传感器设置在电子设备1600的侧边框时,可以检测用户对电子设备1600的握持信号,由处理器1601根据压力传感器采集的握持信号进行左右手识别或快捷操作。当压力传感器设置在显示屏的下层时,由处理器1601根据用户对显示屏的压力操作,实现对UI界面上的可操作性控件进行控制。可操作性控件包括按钮控件、滚动条控件、图标控件、菜单控件中的至少一种。The pressure sensor can be set on the side frame of the electronic device 1600 and/or the lower layer of the display screen. When the pressure sensor is set on the side frame of the electronic device 1600, it can detect the user's holding signal of the electronic device 1600, and the processor 1601 performs left and right hand recognition or quick operation according to the holding signal collected by the pressure sensor. When the pressure sensor is set in the lower layer of the display screen, the processor 1601 controls the operability controls on the UI interface according to the user's pressure operation on the display screen. The operability controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
在一些实施例中,电子设备1600还包括其他组件部分,本领域技术人员可以理解,图16中示出的结构并不构成对电子设备1600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。In some embodiments, the electronic device 1600 also includes other components. Those skilled in the art will understand that the structure shown in Figure 16 does not constitute a limitation on the electronic device 1600, and it may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
本申请的实施例还提供了一种计算机设备,该计算机设备可以实现为如图2所示的终端或者服务器。该计算机设备包括处理器和存储器,该存储器中存储有至少一条指令、至少一段程序、代码集或指令集,至少一条指令、至少一段程序、代码集或指令集由处理器加载并执行以实现上述各方法实施例提供的虚拟场景中虚拟对象组的控制方法。The embodiment of the present application further provides a computer device, which can be implemented as a terminal or a server as shown in Figure 2. The computer device includes a processor and a memory, in which at least one instruction, at least one program, a code set or an instruction set is stored, and the at least one instruction, at least one program, a code set or an instruction set is loaded and executed by the processor to implement the control method of the virtual object group in the virtual scene provided by the above-mentioned method embodiments.
本申请的实施例还提供了一种计算机可读存储介质,该计算机可读存储介质上存储有至少一条指令、至少一段程序、代码集或指令集,至少一条指令、至少一段程序、代码集或指令集由处理器加载并执行,以实现上述各方法实施例提供的虚拟场景中虚拟对象组的控制方法。An embodiment of the present application also provides a computer-readable storage medium, on which is stored at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the control method of a virtual object group in a virtual scene provided by the above-mentioned method embodiments.
本申请的实施例还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述实施例中任一所述的虚拟场景中虚拟对象组的控制方法。The embodiments of the present application also provide a computer program product or a computer program, which includes a computer instruction stored in a computer-readable storage medium. A processor of a computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the control method of a virtual object group in a virtual scene described in any of the above embodiments.
可选地,该计算机可读存储介质可以包括:只读存储器(ROM,Read Only Memory)、随机存取记忆体(RAM,Random Access Memory)、固态硬盘(SSD,Solid State Drives)或光盘等。其中,随机存取记忆体可以包括电阻式随机存取记忆体(ReRAM,Resistance Random Access Memory)和动态随机存取存储器(DRAM,Dynamic Random Access Memory)。上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。Optionally, the computer readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid state drive (SSD), or an optical disk. Among them, the random access memory may include a resistive random access memory (ReRAM) and a dynamic random access memory (DRAM). The serial numbers of the above-mentioned embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成,也可以通过程序来指令相关的硬件完成,所述的程序可以存储于一种计算机可读存储介质中,上述提到的存储介质可以是只读存储器,磁盘或光盘等。A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。 The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

Claims (20)

  1. 一种虚拟场景中虚拟对象组的控制方法,由计算机设备执行,所述方法包括:A method for controlling a virtual object group in a virtual scene, executed by a computer device, the method comprising:
    显示处于虚拟场景中的虚拟对象群,所述虚拟对象群中包括多个虚拟对象组,其中,所述虚拟对象组是由多个同种类的组员虚拟对象组成的对象组,不同虚拟对象种类的虚拟对象在虚拟场景中对应的虚拟对战方式不同;Displaying a group of virtual objects in a virtual scene, wherein the group of virtual objects includes a plurality of virtual object groups, wherein the virtual object group is an object group composed of a plurality of member virtual objects of the same type, and virtual objects of different virtual object types have different corresponding virtual combat modes in the virtual scene;
    接收对所述虚拟对象群的对战控制操作,所述对战控制操作用于指示控制所述虚拟对象群中的多个虚拟对象组以目标阵型进行配合作战,所述目标阵型用于指示所述多个虚拟对象组在所述虚拟对象群中的排列位置;receiving a battle control operation on the virtual object group, the battle control operation being used to instruct to control a plurality of virtual object groups in the virtual object group to cooperate in a battle in a target formation, the target formation being used to indicate an arrangement position of the plurality of virtual object groups in the virtual object group;
    响应于所述对战控制操作,显示所述多个虚拟对象组中的多个组员虚拟对象以所述目标阵型以及各自对应的虚拟对战方式对敌对虚拟对象进行攻击的攻击动画。In response to the battle control operation, an attack animation of multiple member virtual objects in the multiple virtual object groups attacking the hostile virtual object in the target formation and in their respective corresponding virtual battle modes is displayed.
  2. 根据权利要求1所述的方法,其中,所述方法还包括:The method according to claim 1, wherein the method further comprises:
    接收阵型配置操作,所述阵型配置操作用于对所述多个虚拟对象组在所述虚拟对象群中的排列位置进行配置,得到所述目标阵型;receiving a formation configuration operation, wherein the formation configuration operation is used to configure the arrangement positions of the plurality of virtual object groups in the virtual object group to obtain the target formation;
    或者,or,
    基于所述虚拟对象群中所述多个虚拟对象组的搭配情况对所述多个虚拟对象组进行排列,得到所述目标阵型。The multiple virtual object groups are arranged based on the matching conditions of the multiple virtual object groups in the virtual object group to obtain the target formation.
  3. 根据权利要求2所述的方法,其中,所述基于所述虚拟对象群中所述多个虚拟对象组的搭配情况对所述多个虚拟对象组进行排列,得到所述目标阵型,包括:The method according to claim 2, wherein the step of arranging the plurality of virtual object groups based on the matching conditions of the plurality of virtual object groups in the virtual object group to obtain the target formation comprises:
    获取所述多个虚拟对象组分别对应的虚拟对象种类,所述虚拟对象种类包括对应的默认排列位置;Acquire virtual object types corresponding to the plurality of virtual object groups respectively, wherein the virtual object types include corresponding default arrangement positions;
    基于各虚拟对象种类分别对应的默认排列位置对所述多个虚拟对象组进行排列,得到所述目标阵型。The plurality of virtual object groups are arranged based on the default arrangement positions corresponding to the respective virtual object types to obtain the target formation.
  4. 根据权利要求2所述的方法,其中,所述基于所述虚拟对象群中所述多个虚拟对象组的搭配情况对所述多个虚拟对象组进行排列,得到所述目标阵型,包括:The method according to claim 2, wherein the step of arranging the plurality of virtual object groups based on the matching conditions of the plurality of virtual object groups in the virtual object group to obtain the target formation comprises:
    基于所述虚拟对象群中所述多个虚拟对象组的分别对应的组员虚拟对象的数量,显示所述多个虚拟对象组的分别对应的组员虚拟对象以楔形的排列方式在虚拟场景中进行排列的楔形阵;Based on the number of member virtual objects respectively corresponding to the plurality of virtual object groups in the virtual object group, displaying a wedge array in which the member virtual objects respectively corresponding to the plurality of virtual object groups are arranged in a wedge-shaped arrangement in the virtual scene;
    或者,or,
    基于所述虚拟对象群中所述多个虚拟对象组的分别对应的组员虚拟对象的数量,显示所述多个虚拟对象组的分别对应的组员虚拟对象以全包围或者半包围的排列方式围绕主控虚拟对象的环形阵,所述主控虚拟对象是在主控对象配置界面中独立配置的虚拟对象。Based on the number of member virtual objects respectively corresponding to the multiple virtual object groups in the virtual object group, the member virtual objects respectively corresponding to the multiple virtual object groups are displayed in a circular array surrounding a main control virtual object in a fully enclosed or semi-enclosed arrangement. The main control virtual object is a virtual object independently configured in the main control object configuration interface.
  5. 根据权利要求1至4任一所述的方法,其中,所述显示处于虚拟场景中的虚拟对象群,包括:The method according to any one of claims 1 to 4, wherein displaying a group of virtual objects in a virtual scene comprises:
    显示组合配置界面,所述组合配置界面中包括多个候选虚拟对象组;Displaying a combination configuration interface, wherein the combination configuration interface includes a plurality of candidate virtual object groups;
    响应于接收对所述多个候选虚拟对象组中至少两个虚拟对象组的选择操作,显示处于所述虚拟场景中的所述虚拟对象群。In response to receiving a selection operation on at least two virtual object groups among the plurality of candidate virtual object groups, the virtual object group in the virtual scene is displayed.
  6. 根据权利要求1至5任一所述的方法,其中,所述虚拟对象群中包括虚拟猎人对象组和虚拟猎犬对象组,所述虚拟猎人对象组中包括多个组员猎人对象,所述虚拟猎犬对象组中包括多个组员猎犬对象; The method according to any one of claims 1 to 5, wherein the virtual object group includes a virtual hunter object group and a virtual hound object group, the virtual hunter object group includes a plurality of group member hunter objects, and the virtual hound object group includes a plurality of group member hound objects;
    所述显示所述多个虚拟对象组中的多个组员虚拟对象以所述目标阵型以及各自对应的虚拟对战方式对敌对虚拟对象进行攻击的攻击动画,包括:The attack animation of displaying the multiple member virtual objects in the multiple virtual object groups attacking the hostile virtual object in the target formation and in the respective corresponding virtual combat modes includes:
    显示所述多个组员猎犬对象和所述多个组员猎人对象以跟随阵型以及各自对应的虚拟对战方式对所述敌对虚拟对象进行攻击的攻击动画,所述跟随阵型是指所述多个组员猎犬对象分别跟随所述多个组员猎人对象的阵型。Display the attack animation of the multiple member hound objects and the multiple member hunter objects attacking the hostile virtual object in a following formation and in their respective corresponding virtual combat modes, wherein the following formation refers to the formation in which the multiple member hound objects respectively follow the multiple member hunter objects.
  7. 根据权利要求6所述的方法,其中,所述显示所述多个组员猎犬对象和所述多个组员猎人对象以跟随阵型以及各自对应的虚拟对战方式对所述敌对虚拟对象进行攻击的攻击动画,包括:The method according to claim 6, wherein the displaying of the attack animations of the multiple member hound objects and the multiple member hunter objects attacking the hostile virtual object in a following formation and in respective corresponding virtual combat modes comprises:
    显示所述虚拟猎人对象组以第一对战方式对所述敌对虚拟对象的第一攻击动画,所述第一攻击动画用于指示所述虚拟猎人对象组命中所述敌对虚拟对象;Displaying a first attack animation of the virtual hunter object group on the hostile virtual object in a first combat mode, wherein the first attack animation is used to indicate that the virtual hunter object group hits the hostile virtual object;
    基于所述第一攻击动画,显示所述虚拟猎犬对象组以第二对战方式对所述敌对虚拟对象进行攻击的第二攻击动画,其中,第二对战方式对应有目标攻击值,所述目标攻击值大于所述虚拟猎犬对象组中的组员猎犬对象的初始攻击值。Based on the first attack animation, a second attack animation is displayed in which the virtual hound object group attacks the hostile virtual object in a second combat mode, wherein the second combat mode corresponds to a target attack value, and the target attack value is greater than the initial attack value of the member hound object in the virtual hound object group.
  8. 根据权利要求6所述的方法,其中,所述方法还包括:The method according to claim 6, wherein the method further comprises:
    显示所述虚拟猎犬对象组以第二对战方式对所述敌对虚拟对象的第三攻击动画,所述第三攻击动画用于指示所述虚拟猎犬对象组命中所述敌对虚拟对象;Displaying a third attack animation of the virtual hound object group on the hostile virtual object in a second combat mode, wherein the third attack animation is used to indicate that the virtual hound object group hits the hostile virtual object;
    其中,所述第三攻击动画对应第一攻击效果,所述第一攻击效果用于指示所述敌对虚拟对象的移动速度减少以及所述敌对虚拟对象的攻击值减少;或者,所述多个组员猎人对象的移动速度增加以及所述多个组员猎人对象的攻击值增加。Among them, the third attack animation corresponds to the first attack effect, and the first attack effect is used to indicate that the movement speed of the hostile virtual object decreases and the attack value of the hostile virtual object decreases; or, the movement speed of the multiple member hunter objects increases and the attack values of the multiple member hunter objects increase.
  9. 根据权利要求6所述的方法,其中,所述显示所述虚拟猎犬对象组和所述虚拟猎人对象组以各自对应的虚拟对战方式对所述敌对虚拟对象进行攻击的攻击动画,包括:The method according to claim 6, wherein the displaying of the attack animation of the virtual hound object group and the virtual hunter object group attacking the hostile virtual object in their respective corresponding virtual combat modes comprises:
    响应于所述虚拟猎人对象组被淘汰,显示所述虚拟猎犬对象组以第二对战方式对所述敌对虚拟对象进行攻击的第四攻击动画,其中,所述第二对战方式对应第二攻击效果,所述第二攻击效果用于指示所述多个组员猎犬对象以预设时长持续对所述敌对虚拟对象产生伤害的攻击效果。In response to the virtual hunter object group being eliminated, a fourth attack animation of the virtual hound object group attacking the hostile virtual object in a second combat mode is displayed, wherein the second combat mode corresponds to a second attack effect, and the second attack effect is used to indicate the attack effect of the multiple member hound objects causing damage to the hostile virtual object for a preset duration.
  10. 根据权利要求1至9任一所述的方法,其中,所述虚拟对象群中包括虚拟侍从对象组,所述虚拟侍从对象组中包括多个组员侍从对象;The method according to any one of claims 1 to 9, wherein the virtual object group includes a virtual attendant object group, and the virtual attendant object group includes a plurality of member attendant objects;
    所述显示所述多个虚拟对象组中的多个组员虚拟对象以所述目标阵型以及各自对应的虚拟对战方式对敌对虚拟对象进行攻击的攻击动画之前,还包括:Before displaying the attack animation of the multiple member virtual objects in the multiple virtual object groups attacking the hostile virtual object in the target formation and in the respective corresponding virtual combat modes, the method further includes:
    基于所述虚拟侍从对象组中组员侍从对象对应的虚拟对象种类,确定所述虚拟侍从对象组在所述虚拟对象群中的排列位置;determining, based on the virtual object types corresponding to the member attendant objects in the virtual attendant object group, an arrangement position of the virtual attendant object group in the virtual object group;
    基于所述虚拟侍从对象组对应的排列位置,和其他虚拟对象组的排列位置确定所述目标阵型。The target formation is determined based on the arrangement positions corresponding to the virtual servant object group and the arrangement positions of other virtual object groups.
  11. 根据权利要求10所述的方法,其中,所述基于所述虚拟侍从对象组中组员侍从对象对应的虚拟对象种类,确定所述虚拟侍从对象组在所述虚拟对象群中的排列位置,包括:The method according to claim 10, wherein the determining the arrangement position of the virtual servant object group in the virtual object group based on the virtual object types corresponding to the member servant objects in the virtual servant object group comprises:
    响应于所述组员侍从对象包括虚拟骑兵种类,确定所述虚拟侍从对象组在所述虚拟对象群中排列在其他虚拟对象组的前方,且所述组员侍从对象正面朝向所述敌对虚拟对象;In response to the group member attendant objects including a virtual cavalry type, determining that the group of virtual attendant objects is arranged in front of other virtual object groups in the group of virtual objects, and the group member attendant objects face the hostile virtual object;
    响应于所述虚拟侍从对象组包括虚拟弩兵种类,确定所述虚拟侍从对象组在所述虚拟对象群中排列在其他虚拟对象组的后方,且避开所述敌对虚拟对象正面攻击的位置;In response to the virtual servant object group including a virtual crossbowman type, determining that the virtual servant object group is arranged behind other virtual object groups in the virtual object group and avoids a position where the hostile virtual object attacks head-on;
    响应于所述虚拟侍从对象组包括虚拟步兵种类,确定所述虚拟侍从对象组在所述虚拟对象群中排列在其他虚拟对象组的两侧位置。 In response to the virtual servant object group including a virtual infantry type, the virtual servant object group is determined to be arranged at both sides of other virtual object groups in the virtual object group.
  12. 一种虚拟场景中虚拟对象组的控制装置,所述装置包括:A control device for a virtual object group in a virtual scene, the device comprising:
    显示模块,用于显示处于虚拟场景中的虚拟对象群,所述虚拟对象群中包括多个虚拟对象组,其中,所述虚拟对象组是由多个同种类的组员虚拟对象组成的对象组,不同虚拟对象种类的虚拟对象在虚拟场景中对应的虚拟对战方式不同;A display module is used to display a virtual object group in a virtual scene, wherein the virtual object group includes a plurality of virtual object groups, wherein the virtual object group is an object group composed of a plurality of member virtual objects of the same type, and virtual objects of different virtual object types have different corresponding virtual combat modes in the virtual scene;
    接收模块,用于接收对所述虚拟对象群的对战控制操作,所述对战控制操作用于指示控制所述虚拟对象群中的多个虚拟对象组以目标阵型进行配合作战,所述目标阵型用于指示所述多个虚拟对象组在所述虚拟对象群中的排列位置;a receiving module, configured to receive a battle control operation on the virtual object group, wherein the battle control operation is used to instruct to control multiple virtual object groups in the virtual object group to cooperate in a target formation, wherein the target formation is used to indicate the arrangement positions of the multiple virtual object groups in the virtual object group;
    所述显示模块,还用于响应于所述对战控制操作,显示所述多个虚拟对象组中的多个组员虚拟对象以所述目标阵型以及各自对应的虚拟对战方式对敌对虚拟对象进行攻击的攻击动画。The display module is further used to respond to the battle control operation and display attack animations of multiple member virtual objects in the multiple virtual object groups attacking hostile virtual objects in the target formation and in their respective corresponding virtual battle modes.
  13. 根据权利要求12所述的装置,其中,所述接收模块,还用于接收阵型配置操作,所述阵型配置操作用于对所述多个虚拟对象组在所述虚拟对象群中的排列位置进行配置,得到所述目标阵型;所述装置还包括:The device according to claim 12, wherein the receiving module is further used to receive a formation configuration operation, wherein the formation configuration operation is used to configure the arrangement positions of the multiple virtual object groups in the virtual object group to obtain the target formation; the device further comprises:
    排列模块,用于基于所述虚拟对象群中所述多个虚拟对象组的搭配情况对所述多个虚拟对象组进行排列,得到所述目标阵型。The arrangement module is used to arrange the multiple virtual object groups based on the matching conditions of the multiple virtual object groups in the virtual object group to obtain the target formation.
  14. 根据权利要求13所述的装置,其中,所述排列模块,包括:The device according to claim 13, wherein the arrangement module comprises:
    获取单元,用于获取所述多个虚拟对象组分别对应的虚拟对象种类,所述虚拟对象种类包括对应的默认排列位置;An acquiring unit, configured to acquire virtual object types corresponding to the plurality of virtual object groups, wherein the virtual object types include corresponding default arrangement positions;
    所述排列模块,还用于基于各虚拟对象种类分别对应的默认排列位置对所述多个虚拟对象组进行排列,得到所述目标阵型。The arrangement module is further used to arrange the multiple virtual object groups based on the default arrangement positions corresponding to the virtual object types to obtain the target formation.
  15. 根据权利要求13所述的装置,其中,所述显示模块,用于基于所述虚拟对象群中所述多个虚拟对象组的分别对应的组员虚拟对象的数量,显示所述多个虚拟对象组的分别对应的组员虚拟对象以楔形的排列方式在虚拟场景中进行排列的楔形阵;或者,基于所述虚拟对象群中所述多个虚拟对象组的分别对应的组员虚拟对象的数量,显示所述多个虚拟对象组的分别对应的组员虚拟对象以全包围或者半包围的排列方式围绕主控虚拟对象的环形阵,所述主控虚拟对象是在主控对象配置界面中独立配置的虚拟对象。The device according to claim 13, wherein the display module is used to display a wedge array in which the member virtual objects respectively corresponding to the multiple virtual object groups in the virtual object group are arranged in a wedge-shaped manner in the virtual scene based on the number of member virtual objects respectively corresponding to the multiple virtual object groups in the virtual object group; or, based on the number of member virtual objects respectively corresponding to the multiple virtual object groups in the virtual object group, display a ring array in which the member virtual objects respectively corresponding to the multiple virtual object groups surround a master virtual object in a fully or semi-enclosed arrangement, wherein the master virtual object is a virtual object independently configured in the master object configuration interface.
  16. 根据权利要求12至15任一所述的装置,其中,所述显示模块,还用于显示组合配置界面,所述组合配置界面中包括多个候选虚拟对象组;响应于接收对所述多个候选虚拟对象组中至少两个虚拟对象组的选择操作,显示处于所述虚拟场景中的所述虚拟对象群。According to the device according to any one of claims 12 to 15, the display module is also used to display a combination configuration interface, which includes a plurality of candidate virtual object groups; in response to receiving a selection operation on at least two virtual object groups among the plurality of candidate virtual object groups, the virtual object group in the virtual scene is displayed.
  17. 根据权利要求12至16任一所述的装置,其中,所述虚拟对象群中包括虚拟猎人对象组和虚拟猎犬对象组,所述虚拟猎人对象组中包括多个组员猎人对象,所述虚拟猎犬对象组中包括多个组员猎犬对象;所述显示模块,还用于显示所述多个组员猎犬对象和所述多个组员猎人对象以跟随阵型以及各自对应的虚拟对战方式对所述敌对虚拟对象进行攻击的攻击动画,所述跟随阵型是指所述多个组员猎犬对象分别跟随所述多个组员猎人对象的阵型。According to the device according to any one of claims 12 to 16, wherein the virtual object group includes a virtual hunter object group and a virtual hound object group, the virtual hunter object group includes a plurality of member hunter objects, and the virtual hound object group includes a plurality of member hound objects; the display module is further used to display attack animations of the plurality of member hound objects and the plurality of member hunter objects attacking the hostile virtual object in a following formation and in their respective corresponding virtual combat modes, and the following formation refers to a formation in which the plurality of member hound objects respectively follow the plurality of member hunter objects.
  18. 根据权利要求17所述的装置,其中,所述显示模块,还用于显示所述虚拟猎人对象组以第一对战方式对所述敌对虚拟对象的第一攻击动画,所述第一攻击动画用于指示所述虚拟猎人对象组命中所述敌对虚拟对象;基于所述第一攻击动画,显示所述虚拟猎犬对象组以第二对战方式对所述敌对虚拟对象进行攻击的第二攻击动画,其中,第二对战方式对应有目标攻击值,所述目标攻击值大于所述虚拟猎犬对象组中的组员猎犬对象的初始攻击值。 According to the device of claim 17, wherein the display module is further used to display a first attack animation of the virtual hunter object group on the hostile virtual object in a first combat mode, wherein the first attack animation is used to indicate that the virtual hunter object group hits the hostile virtual object; based on the first attack animation, a second attack animation of the virtual hound object group attacking the hostile virtual object in a second combat mode is displayed, wherein the second combat mode corresponds to a target attack value, and the target attack value is greater than the initial attack value of the member hound object in the virtual hound object group.
  19. 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指令,所述至少一条指令由所述处理器加载并执行以实现如权利要求1至11任一所述的虚拟场景中虚拟对象组的控制方法。A computer device comprises a processor and a memory, wherein the memory stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement a method for controlling a virtual object group in a virtual scene as described in any one of claims 1 to 11.
  20. 一种计算机程序产品,包括计算机指令,所述计算机指令被处理器执行时实现如权利要求1至11任一所述的虚拟场景中虚拟对象组的控制方法。 A computer program product comprises computer instructions, wherein when the computer instructions are executed by a processor, the method for controlling a virtual object group in a virtual scene as claimed in any one of claims 1 to 11 is implemented.
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