WO2024130960A1 - 一种游戏中虚拟角色交互方法、装置、设备及介质 - Google Patents

一种游戏中虚拟角色交互方法、装置、设备及介质 Download PDF

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Publication number
WO2024130960A1
WO2024130960A1 PCT/CN2023/096780 CN2023096780W WO2024130960A1 WO 2024130960 A1 WO2024130960 A1 WO 2024130960A1 CN 2023096780 W CN2023096780 W CN 2023096780W WO 2024130960 A1 WO2024130960 A1 WO 2024130960A1
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Prior art keywords
virtual object
auxiliary
virtual
controlled
game
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PCT/CN2023/096780
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English (en)
French (fr)
Inventor
韩易忱
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网易(杭州)网络有限公司
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Publication of WO2024130960A1 publication Critical patent/WO2024130960A1/zh

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  • the present disclosure relates to the field of game technology, and in particular to a method, device, equipment and medium for interacting with virtual characters in a game.
  • players In role-playing games, players usually fight with virtual objects in the game, such as monsters in the game, or PK (Player Killing) with other players in the game.
  • virtual objects such as monsters in the game, or PK (Player Killing) with other players in the game.
  • the present disclosure provides a method, device, equipment and medium for interacting with virtual characters in a game. Specifically, the technical solutions provided by the present disclosure are as follows:
  • the present disclosure provides a method for interacting with virtual characters in a game, wherein a graphical user interface is provided through a terminal device, and at least a game scene, a controlled virtual character, and an auxiliary virtual object of the controlled virtual character are displayed on the graphical user interface.
  • the method for interacting with virtual characters in the game includes:
  • controlling the auxiliary virtual object In response to the positional relationship between the auxiliary virtual object and the first virtual object satisfying the first detection range, controlling the auxiliary virtual object to move to the position of the first virtual object, and controlling the auxiliary virtual object to perform a target attack operation on the first virtual object;
  • the auxiliary virtual object In response to the auxiliary virtual object and the third virtual object carrying the target mark meeting the position relationship of the second detection range, the auxiliary virtual object is controlled to move to the position of the third virtual object carrying the target mark, and the auxiliary virtual object is controlled to perform a target attack operation on the third virtual object carrying the target mark; wherein the second detection range is larger than the first detection range. Measurement range.
  • the present disclosure provides a virtual character interaction device in a game, which provides a graphical user interface through a terminal device, and at least displays a game scene, a controlled virtual character, and an auxiliary virtual object of the controlled virtual character on the graphical user interface.
  • the virtual character interaction device in the game includes:
  • a first response unit used to respond to a movement control instruction for a controlled virtual character, control the controlled virtual character to move in a game scene, and control the auxiliary virtual object to follow the movement of the controlled virtual character;
  • a second response unit configured to control the auxiliary virtual object to move to the position of the first virtual object in response to the position relationship between the auxiliary virtual object and the first virtual object satisfying the first detection range, and to control the auxiliary virtual object to perform a target attack operation on the first virtual object;
  • a third response unit is used to respond to the first skill release instruction for the first skill control, and control the controlled virtual character to launch a second virtual object into the game scene;
  • a fourth response unit configured to respond to the second virtual object and the third virtual object satisfying an interaction condition, and set a target mark for the third virtual object
  • a fifth response unit for responding to a positional relationship between the auxiliary virtual object and the third virtual object carrying the target mark that satisfies a second detection range, controlling the auxiliary virtual object to move to the position of the third virtual object carrying the target mark, and controlling the auxiliary virtual object to perform a target attack operation on the third virtual object carrying the target mark; wherein the second detection range is larger than the first detection range.
  • the present disclosure provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the above-mentioned virtual character interaction method in the game when executing the computer program.
  • the present disclosure further provides a computer-readable storage medium, which stores computer instructions.
  • the computer instructions are executed by a processor, the virtual character interaction method in the above game is implemented.
  • the present disclosure configures an auxiliary virtual object for a controlled virtual character.
  • the auxiliary virtual object in the process of controlling the auxiliary virtual object to follow the movement of the controlled virtual character, when the auxiliary virtual object and the first virtual object meet the positional relationship of the first detection range, the auxiliary virtual object can automatically perform a target attack operation on the first virtual object, thereby realizing automatic attack based on the auxiliary virtual object;
  • the controlled virtual character can also be controlled to launch a second virtual object into the game scene by initiating a first skill release instruction through a first skill control, and when the second virtual object and the third virtual object meet the interaction condition, a target mark is set for the third virtual object, and when the auxiliary virtual object and the third virtual object carrying the target mark meet the positional relationship of the second detection range, the auxiliary virtual object performs a target attack operation on the third virtual object carrying the target mark, thereby realizing active attack based on the auxiliary virtual object, and further providing the controlled virtual character with a virtual skill that can perform both automatic attack and active attack through the auxiliary
  • FIG1 is a schematic diagram of an overview flow of a method for interacting with a virtual character in a game based on a resident attack skill in an optional embodiment of the present disclosure
  • FIG2 is a schematic diagram of an overview flow of a method for interacting with a virtual character in a game based on active attack skills in an optional embodiment of the present disclosure
  • FIG3 is a schematic diagram of an overview flow of a method for interacting with a virtual character in a game based on acceleration skills in an optional embodiment of the present disclosure
  • FIG4 is a functional structure diagram of a virtual character interaction device in a game in an optional embodiment of the present disclosure
  • FIG5 is a schematic diagram of the hardware structure of an electronic device in an optional embodiment of the present disclosure.
  • a controlled virtual character is a virtual character controlled by a terminal device, that is, a virtual character selected by the player in the game.
  • the first virtual object is an attacking virtual character, NPC (Non-Player Character), etc. that is hostile to the controlled virtual character in the game.
  • NPC Non-Player Character
  • the second virtual object is an associated object that is launched into the game scene by the controlled virtual character in the game and has an associated relationship with the auxiliary virtual object.
  • the second virtual object may be, but is not limited to, an object, etc.
  • the auxiliary virtual object is a pet dog
  • the second virtual object may be a bone
  • the auxiliary virtual object is a pet cat
  • the second virtual object may be a fish head, etc.
  • the third virtual object is an attacking virtual character, NPC, etc. that is hostile to the controlled virtual character in the game.
  • the virtual character interaction method in the game provided by the present disclosure can be run on a local terminal device or a server.
  • the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
  • cloud games refer to a game method based on cloud computing.
  • the operation mode of cloud games the operating body of the game program and the main body of the game screen presentation are separated.
  • the storage and operation of the interactive method of the virtual stalls in the game are completed on the cloud game server.
  • the role of the client device is used for receiving and sending data and presenting the game screen.
  • the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing.
  • the player When playing the game, the player operates the client device to send an operation instruction to the cloud game server.
  • the cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
  • a local terminal device stores a game program and is used to present a game screen.
  • the local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by an electronic device in a conventional manner.
  • the local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection.
  • the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
  • the in-game virtual character interaction method provided by the present disclosure provides a graphical user interface through a terminal device, and the graphical user interface displays at least a game scene, a controlled virtual character, and an auxiliary virtual object of the controlled virtual character, wherein the terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above.
  • the general flow of the virtual character interaction method in the game based on the resident attack skill provided by the embodiment of the present disclosure is as follows:
  • Step 101 responding to a movement control instruction for a controlled virtual character, controlling the controlled virtual character to move in a game scene, and controlling an auxiliary virtual object to follow the movement of the controlled virtual character.
  • players can control the movement of the controlled virtual character by performing sliding operations, long pressing operations, and other control operations on the character control controls displayed on the graphical user interface.
  • the game system responds to the movement control instructions for the controlled virtual character and controls the controlled virtual character to move in the game scene.
  • the game system will also control auxiliary virtual objects to follow the movement of the controlled virtual character.
  • Step 102 In response to the positional relationship between the auxiliary virtual object and the first virtual object satisfying the first detection range, control the auxiliary virtual object to move to the position of the first virtual object, and control the auxiliary virtual object to perform a target attack operation on the first virtual object.
  • the first detection range may be a detection range configured for an auxiliary virtual object.
  • the game system may, while controlling the auxiliary virtual object to follow the controlled virtual character, simultaneously detect whether there are first virtual objects such as an attacking virtual character and an NPC within the first detection range of the auxiliary virtual object (for example, within a circular range with the auxiliary virtual object as the center and 7 m as the diameter).
  • first virtual objects such as an attacking virtual character and an NPC within the first detection range of the auxiliary virtual object
  • the game system may control the auxiliary virtual object to move to the position of the first virtual object, and control the auxiliary virtual object to perform target attack operations such as swooping and hitting on the first virtual object.
  • target attack operations such as swooping and hitting on the first virtual object.
  • the first detection range can also be a detection range configured for the attacking virtual character, NPC and other first virtual objects, that is, each attacking virtual character, NPC and other first virtual objects are pre-configured with a first detection range. Based on this, the game system can detect whether there is an auxiliary virtual object within the first detection range (for example, a circular range with the first virtual object as the center and 7m as the diameter) of each attacking virtual character, NPC and other first virtual objects in the game scene during their movement.
  • an auxiliary virtual object within the first detection range for example, a circular range with the first virtual object as the center and 7m as the diameter
  • the game system can control the auxiliary virtual object to move to the position of the first virtual object that meets the set attack conditions (such as the closest distance, etc.), and control the auxiliary virtual object to perform target attack operations such as pounce and hit on the first virtual object.
  • the auxiliary virtual object when the game system uses any of the above methods to determine that the positional relationship between the auxiliary virtual object and the first virtual object satisfies the first detection range, the auxiliary virtual object can be directly controlled to move to the position of the first virtual object, and the auxiliary virtual object can be controlled to perform target attack operations such as pounce and hit on the first virtual object.
  • the game system when the game system uses any of the above methods to determine that the positional relationship between the auxiliary virtual object and the first virtual object satisfies the first detection range, it can further detect whether the first virtual object is performing target game behaviors such as running and crouching. When it is determined that the first virtual object is not performing target game behaviors such as running and crouching, the auxiliary virtual object can continue to be controlled to follow the movement of the controlled virtual character. When it is determined that the first virtual object is performing target game behaviors such as running and crouching, the auxiliary virtual object can be controlled to move to the position of the first virtual object, and the auxiliary virtual object can be controlled to perform target attack operations such as pounce and hit on the first virtual object.
  • target game behaviors such as running and crouching
  • the player can release the skill by clicking on the skill control of the resident attack skill (hereinafter referred to as the third skill control)
  • the auxiliary virtual object is operated to speed up the attack speed of the first virtual object.
  • the more effective times of skill release operations such as click operations performed by the player, the faster the attack speed of the auxiliary virtual object on the first virtual object, and the shorter the duration of the target attack operation.
  • the game system responds to the skill release instruction of the third skill control of the resident attack skill, and determines that the skill release instruction satisfies the effective conditions such as the operation interval is not less than the first threshold (for example, 0.2s) and/or the number of operations is not higher than the second threshold (for example, 10 times), then the duration of the target attack operation is controlled to be reduced by a set duration (for example, 0.2s). For example, assuming that the duration of the target attack operation is at most 5s, the player can click the third skill control once every 0.2s, and can click it up to 10 times. At this time, each time the game system responds to a click operation on the third skill control, the duration of the target attack operation is reduced by 0.2s. After the game system responds to 10 click operations on the third skill control, the duration of the target attack operation is reduced from 5s to 3s.
  • the first threshold for example, 0.2s
  • the number of operations is not higher than the second threshold (for example, 10 times)
  • the duration of the target attack operation
  • the game system when the game system controls the auxiliary virtual object to perform target attack operations such as pounce and hit the first virtual object, it can also use a highlight display method to highlight the first virtual object.
  • the first virtual object can be displayed in yellow in the game scene.
  • the first virtual object can also counterattack through counter-attack skills.
  • the game system can also display animation effects of the first virtual object and the auxiliary virtual object PK with each other in the game scene.
  • the animation effect of "the auxiliary virtual object pounces the first virtual object to the ground, the first virtual object uses the counter-attack skill to stun the auxiliary virtual object and throw it aside, and the auxiliary virtual object stands up after being thrown aside” is displayed in the game scene, thereby improving the aesthetics of the picture. Furthermore, when it is determined that the auxiliary virtual object has completed the target attack operations such as pounce and hit on the first virtual object, the animation effects of the PK between the first virtual object and the auxiliary virtual object can be canceled in the game scene.
  • the animation effects of "the auxiliary virtual object pounces the first virtual object to the ground, the first virtual object throws the auxiliary virtual object aside, and the auxiliary virtual object stands up after being knocked unconscious" can be canceled in the game scene.
  • the auxiliary virtual object has completed the target attack operations such as pounce and hit on the first virtual object for a first time duration (for example, 2s)
  • the highlighting of the first virtual object can be canceled, for example, the yellow mark around the first virtual object can be canceled in the game scene.
  • the auxiliary virtual object has an energy value, and its energy value has an initial value and an upper limit value, wherein the initial value is not higher than the upper limit value.
  • the initial value of the energy value is 60
  • the upper limit value is 60, etc.
  • the resident attack skill is an implicit skill. After performing target attack operations such as flying and hitting on the first virtual object based on the resident attack skill, the energy value of the auxiliary virtual object is not consumed, that is, the energy value of the auxiliary virtual object is kept unchanged.
  • the player in addition to being able to use the resident attack skill to control the auxiliary virtual object to perform a target attack operation on the virtual object in the game scene, the player can also use the active attack skill to perform a target attack operation on the virtual object in the game scene.
  • the general flow of the virtual character interaction method in the game based on the active attack skill is as follows:
  • Step 201 In response to a first skill release instruction for a first skill control, control the controlled virtual character to launch a second virtual object into the game scene.
  • players can release active attack skills by controlling the target launch direction of the second virtual object by performing skill release operations such as long pressing and dragging the first skill control.
  • the game system responds to the first skill release instruction for the first skill control, and controls the controlled virtual character to launch the second virtual object such as bones and fish heads into the game scene in the target launch direction.
  • the active attack skill has a set cooling time (for example, 15s), that is, when the player releases the active attack skill by performing a skill release operation such as a long press and drag operation on the first skill control of the active attack skill, the game system responds to the first skill release instruction for the first skill control. It can also configure the first skill control to prohibit skill release according to the preset cooling time.
  • the active attack skill can only be used after the preset cooling time, that is, the first skill control is configured to allow skill release after the preset cooling time.
  • Step 202 In response to the second virtual object and the third virtual object satisfying an interaction condition, a target mark is set for the third virtual object.
  • the first case the second virtual object hits a third virtual object such as an attacking virtual character, NPC, etc. in the game scene, wherein the third virtual object may be the same virtual object as the aforementioned first virtual object, or may be a different virtual object.
  • a third virtual object such as an attacking virtual character, NPC, etc. in the game scene, wherein the third virtual object may be the same virtual object as the aforementioned first virtual object, or may be a different virtual object.
  • the game system responds to the second virtual object and the third virtual object meeting the collision condition, and sets a target mark for the third virtual object.
  • the target mark can be a visible mark, for example, the target mark can be a prey mark of a set shape (such as a star, a bone, a fish head, etc.) displayed at the target position of the third virtual object (such as the position above the head of the third virtual object, etc.).
  • the target mark can be an invisible mark, for example, the target mark can be an identifier, wherein "1" represents that the second virtual object and the third virtual object meet the interaction condition, and "0" represents that the second virtual object and the third virtual object do not meet the interaction condition.
  • the duration of the target mark set for the third virtual object by the game system when the second virtual object and the third virtual object meet the collision condition can be a second duration (such as 15s), and when the duration of the target mark set for the third virtual object meets the second duration (such as 15s), it is determined that the target mark set for the third virtual object is invalid.
  • the second situation the second virtual object falls on objects such as the ground and a corner of a wall in the game scene.
  • a target mark is set for the third virtual object, wherein the third virtual object may be the same virtual object as the first virtual object, or may be a different virtual object.
  • the game system responds that the distance between the second virtual object and the third virtual object satisfies a first preset distance (e.g., 0m, 0.1m, etc.), and sets a target mark for the third virtual object.
  • the target mark may be a visible mark, for example, the target mark may be a mark displayed at the target position of the third virtual object (e.g., the third virtual object).
  • the target mark may be an invisible mark, for example, the target mark may be an identifier, wherein "1" indicates that the second virtual object and the third virtual object meet the interaction condition, and "0" indicates that the second virtual object and the third virtual object do not meet the interaction condition.
  • the third virtual object such as the attacking virtual character, NPC, etc.
  • the second virtual object can be controlled to disappear in the game scene, wherein the third duration is not less than the second duration, for example, the second duration is 15s and the third duration is 20s.
  • Step 203 In response to the positional relationship between the auxiliary virtual object and the third virtual object carrying the target mark satisfying the second detection range, the auxiliary virtual object is controlled to move to the position of the third virtual object carrying the target mark, and the auxiliary virtual object is controlled to perform a target attack operation on the third virtual object carrying the target mark; wherein the second detection range is larger than the first detection range.
  • the game system can also control the auxiliary virtual object to move toward the third virtual object carrying the target mark at a first speed (for example, 6 m/s). Specifically, if the auxiliary virtual object is currently stationary, the auxiliary virtual object can be controlled to move toward the third virtual object carrying the target mark at the first speed. If the auxiliary virtual object is currently moving at the first speed, the auxiliary virtual object can be controlled to maintain the first speed and move toward the third virtual object carrying the target mark.
  • a first speed for example, 6 m/s
  • the auxiliary virtual object in the process of controlling the auxiliary virtual object to move toward the third virtual object carrying the target mark at the first speed (for example, 6 m/s), when it is determined that the positional relationship between the auxiliary virtual object and the third virtual object carrying the target mark satisfies the second detection range, the auxiliary virtual object can be controlled to move to the position of the third virtual object carrying the target mark at a second speed greater than the first speed (for example, 20% of the first speed 6 m/s plus the speed of 7.2 m/s), and the auxiliary virtual object can be controlled to perform target attack operations such as swooping and hitting on the third virtual object carrying the target mark.
  • the first speed for example, 6 m/s
  • the second detection range can be a detection range configured for a third virtual object such as an attacking virtual character, NPC, etc. carrying a target mark.
  • the game system can simultaneously detect whether there is an auxiliary virtual object within the second detection range (for example, within a circular range with the third virtual object as the center and a diameter of 20m) of the attacking virtual character, NPC, etc. carrying the target mark during the movement of the third virtual object.
  • an auxiliary virtual object within the second detection range of the third virtual object such as the attacking virtual character, NPC, etc. carrying the target mark
  • the game system can control the auxiliary virtual object to move to the position of the third virtual object carrying the target mark at a second speed (for example, 20% of the first speed of 6m/s plus a speed of 7.2m/s).
  • the second detection range may also be a detection range configured for the auxiliary virtual object.
  • the game system may control the auxiliary virtual object to move toward the third virtual object carrying the target marker at the first speed while detecting the auxiliary virtual object within the second detection range (for example, with the auxiliary virtual object).
  • a third virtual object such as an attacking virtual character, NPC, etc. carrying the target mark within the second detection range of the auxiliary virtual object, it is determined that the auxiliary virtual object and the third virtual object carrying the target mark satisfy the positional relationship of the second detection range.
  • the game system can control the auxiliary virtual object to move to the position of the third virtual object carrying the target mark at a second speed (for example, 20% of the first speed 6m/s plus the speed of 7.2m/s).
  • a second speed for example, 20% of the first speed 6m/s plus the speed of 7.2m/s.
  • the auxiliary virtual object when the game system controls the auxiliary virtual object to move toward the third virtual object carrying the target mark at the second speed (for example, 7.2 m/s, a speed increased by 20% of the first speed of 6 m/s), and when it is determined that the target mark set for the third virtual object is invalid, the auxiliary virtual object can be controlled to stop moving toward the third virtual object, and the first skill release instruction for the first skill control is determined to be invalid. For example, when it is determined that the duration of the target mark set for the third virtual object meets the second duration when the second virtual object and the third virtual object meet the collision condition, it is determined that the target mark set for the third virtual object is invalid. At this time, the auxiliary virtual object can be controlled to stop moving toward the third virtual object, and the first skill release instruction for the first skill control is determined to be invalid.
  • the auxiliary virtual object can be further controlled to perform target attack operations such as pounce and hit on the third virtual object carrying the target mark.
  • target attack operations such as pounce and hit on the third virtual object carrying the target mark.
  • the third virtual object carrying the target mark cannot counterattack through counterattack skills, and the player of the attacking virtual character is prohibited from counterattack the auxiliary virtual object through skills such as deceleration, stun, smoke, and prohibition of melee combat.
  • the game system can display animation effects in the game scene of the auxiliary virtual object performing target attack operations such as pounce and hit on the third virtual object carrying the target mark, such as displaying an animation effect of "the auxiliary virtual object knocks the third virtual object carrying the target mark to the ground” in the game scene, thereby improving the aesthetics of the picture.
  • the animation effects of the auxiliary virtual object's pounce and hit on the third virtual object carrying the target mark can be canceled in the game scene.
  • the animation effect of "the auxiliary virtual object pounces the third virtual object carrying the target mark to the ground” can be canceled in the game scene.
  • the target mark set for the third virtual object meets the first invalidation condition, and it can be further determined that the target mark set for the third virtual object is invalid, and the target mark set for the third virtual object can be further canceled.
  • the prey mark of a set shape such as a star, a bone, a fish head, etc.
  • the target position of the third virtual object such as the position above the head of the third virtual object
  • the identifier of the third virtual object can be adjusted from "1" to "0", etc.
  • the active attack skill is an energy storage skill. After controlling the auxiliary virtual object to perform a target attack operation on the third virtual object carrying the target mark through the active attack skill, the energy value of the auxiliary virtual object can be restored, that is, the energy value of the auxiliary virtual object is increased by the first set value (for example, 20 energy values).
  • auxiliary virtual objects to perform target attack operations on virtual objects such as attacking virtual characters and NPCs in the game scene
  • players can also use auxiliary virtual objects to accelerate movement.
  • FIG3 the general flow of the virtual character interaction method in the game based on acceleration skills provided by the embodiment of the present disclosure is as follows:
  • Step 301 In response to a second skill release instruction for a second skill control, control the auxiliary virtual object to move toward the controlled virtual character at a third speed.
  • the acceleration skill includes two modes: follow-up acceleration and standby on the spot.
  • the player can control the mode switching by performing a skill release operation on the skill control of the acceleration skill (i.e., the second skill control).
  • the player can control the mode switching by performing different skill release operations on the second skill control.
  • the player can control the auxiliary virtual object to enter the follow-up acceleration mode by performing a second skill release operation such as a click operation on the second skill control.
  • the game system responds to the second skill release instruction for the second skill control, controls the auxiliary virtual object to move toward the controlled virtual character at a third speed (e.g., 7m/s), and continues to execute step 302; the player can also control the auxiliary virtual object to enter the standby mode by performing a third skill release operation such as a long press operation on the second skill control.
  • the game system responds to the third skill release instruction for the second skill control, controls the auxiliary virtual object to standby on the spot, and increases the energy value of the auxiliary virtual object by a third set value (e.g., 2 energy values) every fifth time interval (e.g., 1s).
  • the player can also control the mode switching by alternately performing the same skill release operation on the second skill control. For example, when the player performs the second skill release operation such as clicking or long pressing on the second skill control for the first time, the auxiliary virtual object is controlled to enter the follow-up acceleration mode by default. At this time, the game system responds to the second skill release instruction for the second skill control, controls the auxiliary virtual object to move toward the controlled virtual character at a third speed (e.g., 7 m/s), and continues to execute step 302; when the player performs the second skill release operation such as clicking or long pressing on the second skill control again, controls the auxiliary virtual object to switch to the in-situ standby mode.
  • a third speed e.g. 7 m/s
  • the game system responds to the third skill release instruction for the second skill control, controls the auxiliary virtual object to stand by in-situ, and increases the energy value of the auxiliary virtual object by a third set value (e.g., 2 energy values) every fifth time period (e.g., 1 s); when the player then performs the skill release operation such as clicking or long pressing on the second skill control again, controls the auxiliary virtual object to switch back to the follow-up acceleration mode.
  • This cycle can control the auxiliary virtual object to switch between the follow-up acceleration and in-situ standby modes.
  • Step 302 In response to the distance between the auxiliary virtual object and the controlled virtual character satisfying a second preset distance, controlling the controlled virtual character to ride onto the auxiliary virtual object, and controlling the auxiliary virtual object to move at a fourth speed; wherein the fourth speed is greater than the third speed.
  • the game system responds to the second skill release instruction for the second skill control, controls the auxiliary virtual object to move toward the controlled virtual character at a third speed (e.g., 7 m/s), and when the distance between the auxiliary virtual object and the controlled virtual character meets the second preset distance (e.g., less than 3 m), the controlled virtual character can be controlled to ride to the auxiliary virtual object, and the auxiliary virtual object can be controlled to move at a fourth speed (e.g., 8 m/s) greater than the third speed.
  • a third speed e.g. 7 m/s
  • the distance between the auxiliary virtual object and the controlled virtual character meets the second preset distance (e.g., less than 3 m)
  • the controlled virtual character can be controlled to ride to the auxiliary virtual object
  • the auxiliary virtual object can be controlled to move at a fourth speed (e.g., 8 m/s) greater than the third speed.
  • the auxiliary virtual object can be controlled to move at a fifth speed greater than the fourth speed (for example, 20% of the fourth speed 8m/s plus a speed of 9.6m/s).
  • the acceleration skill is an energy storage skill.
  • the energy value of the auxiliary virtual object is consumed, that is, the energy value of the auxiliary virtual object is reduced by a second set value (for example, 2 energy values) every fourth time interval (for example, 0.5s).
  • the auxiliary virtual object is controlled to move at the fourth speed (for example, 8m/s).
  • the auxiliary virtual object when the player controls the auxiliary virtual object to enter the follow-up acceleration mode or the stay-on-site mode by performing a skill release operation on the skill control (i.e., the second skill control) of the acceleration skill, the auxiliary virtual object does not accept other skill release instructions. That is, after the game system controls the auxiliary virtual object to enter the follow-up acceleration mode or the stay-on-site mode, the first skill control of the active attack skill and the third skill control of the permanent attack skill can be set to prohibit skill release.
  • the embodiment of the present disclosure provides a virtual character interaction device in a game, which provides a graphical user interface through a terminal device, and at least displays a game scene, a controlled virtual character, and an auxiliary virtual object of the controlled virtual character on the graphical user interface.
  • the virtual character interaction device 400 in the game provided by the embodiment of the present disclosure at least includes:
  • the first response unit 401 is used to respond to the movement control instruction for the controlled virtual character, control the controlled virtual character to move in the game scene, and control the auxiliary virtual object to follow the movement of the controlled virtual character;
  • the second response unit 402 is used to control the auxiliary virtual object to move to the position of the first virtual object in response to the position relationship between the auxiliary virtual object and the first virtual object satisfying the first detection range, and control the auxiliary virtual object to perform a target attack operation on the first virtual object;
  • the third response unit 403 is used to respond to the first skill release instruction for the first skill control, and control the controlled virtual character to launch the second virtual object into the game scene;
  • a fourth response unit 404 configured to respond to the second virtual object and the third virtual object satisfying an interaction condition, and to set a target mark for the third virtual object;
  • the fifth response unit 405 is used to respond to the positional relationship between the auxiliary virtual object and the third virtual object carrying the target mark that satisfies the second detection range, control the auxiliary virtual object to move to the position of the third virtual object carrying the target mark, and control the auxiliary virtual object to perform a target attack operation on the third virtual object carrying the target mark; wherein the second detection range is larger than the first detection range.
  • the auxiliary virtual object can automatically perform a target attack operation on the first virtual object, thereby realizing automatic attack based on the auxiliary virtual object;
  • the first skill release instruction can be initiated through the first skill control to
  • the controlled virtual character is controlled to launch a second virtual object into the game scene, and when the second virtual object and the third virtual object meet the interaction condition, a target mark is set for the third virtual object, and when the auxiliary virtual object and the third virtual object carrying the target mark meet the positional relationship of the second detection range, a target attack operation is performed on the third virtual object carrying the target mark through the auxiliary virtual object, thereby realizing active attack based on the auxiliary virtual object, and further providing the controlled virtual character with a virtual skill that can perform both automatic attack and active attack through the auxiliary virtual object, thereby
  • the second response unit 402 before controlling the auxiliary virtual object to move to the position of the first virtual object, is further configured to:
  • the second response unit 402 is further configured to:
  • the auxiliary virtual object continues to be controlled to move following the controlled virtual character.
  • the second response unit 402 when controlling the auxiliary virtual object to perform a target attack operation on the first virtual object, is further configured to:
  • the first virtual object is highlighted in a highlighting manner, and when it is determined that the target attack operation is completed and the first time duration is satisfied, the highlighting of the first virtual object is canceled.
  • the second response unit 402 is further configured to:
  • the first virtual object when the auxiliary virtual object is performing a target attack operation on the first virtual object, the first virtual object may counterattack the auxiliary virtual object through a counterattack skill.
  • the fourth response unit 404 in response to the second virtual object and the third virtual object satisfying the interaction condition, when setting a target mark for the third virtual object, is specifically configured to:
  • a target mark is set for the third virtual object.
  • the fourth response unit 404 in response to the second virtual object and the third virtual object satisfying the collision condition, after setting a target mark for the third virtual object, the fourth response unit 404 is further configured to:
  • any first failure condition is met, it is determined that the target mark set for the third virtual object is invalid; wherein the first failure condition at least includes that the target attack operation is completed and/or the duration of the target mark meets the second duration.
  • the fourth responding unit 404 is further configured to:
  • the fourth response unit 404 is further configured to:
  • the auxiliary virtual object is controlled to move toward the third virtual object carrying the target mark at a first speed.
  • the fourth response unit 404 is specifically configured to:
  • the auxiliary virtual object is controlled to move to a position of a third virtual object carrying a target mark at a second speed; wherein the second speed is greater than the first speed.
  • the fourth responding unit 404 is further configured to:
  • the auxiliary virtual object is controlled to stop moving toward the third virtual object, and the first skill release instruction is determined to be invalid.
  • the fifth response unit 405 is further configured to:
  • the energy value of the auxiliary virtual object is increased by a first set value.
  • the third response unit 403 when responding to the first skill release instruction for the first skill control, is further configured to:
  • the virtual character interaction device 400 provided in the game according to the embodiment of the present disclosure further includes:
  • a sixth responding unit 406 is used to respond to the second skill release instruction for the second skill control, and control the auxiliary virtual object to move toward the controlled virtual character at a third speed;
  • the seventh response unit 407 is used to control the controlled virtual character to ride on the auxiliary virtual object in response to the distance between the auxiliary virtual object and the controlled virtual character meeting the second preset distance, and control the auxiliary virtual object to move at a fourth speed; wherein the fourth speed is greater than the third speed.
  • the seventh response unit 407 is further configured to:
  • the auxiliary virtual object is controlled to move at a fifth speed; wherein the fifth speed is greater than the fourth speed.
  • the seventh response unit 407 is further configured to:
  • the energy value of the auxiliary virtual object is reduced by a second set value at every fourth time interval.
  • the seventh response unit 407 is further configured to:
  • the auxiliary virtual object is controlled to move at a fourth speed.
  • the virtual character interaction device 400 provided in the game according to the embodiment of the present disclosure further includes:
  • the eighth response unit 408 is used to respond to the third skill release instruction for the second skill control, control the auxiliary virtual object to stand by at the original location, and increase the energy value of the auxiliary virtual object by a third set value every fifth time period.
  • the seventh response unit 407 in response to the distance between the auxiliary virtual object and the controlled virtual character meeting the second preset distance, is further configured to:
  • the principle of solving the technical problem by the virtual character interaction device 400 in the game provided by the embodiment of the present disclosure is similar to the virtual character interaction method in the game provided by the embodiment of the present disclosure. Therefore, the implementation of the virtual character interaction device 400 in the game provided by the embodiment of the present disclosure can refer to the implementation of the virtual character interaction method in the game provided by the embodiment of the present disclosure, and the repeated parts will not be repeated.
  • an electronic device 500 provided in an embodiment of the present disclosure includes at least a processor 501, a memory 502, and a computer program stored in the memory 502 and executable on the processor 501.
  • the processor 501 executes the computer program
  • the virtual character interaction method in the game provided by the present disclosure is implemented.
  • the processor 501 executes the computer program, the following steps are implemented:
  • controlling the auxiliary virtual object In response to the positional relationship between the auxiliary virtual object and the first virtual object satisfying the first detection range, controlling the auxiliary virtual object to move to the position of the first virtual object, and controlling the auxiliary virtual object to perform a target attack operation on the first virtual object;
  • the auxiliary virtual object In response to the positional relationship between the auxiliary virtual object and the third virtual object carrying the target mark satisfying the second detection range, the auxiliary virtual object is controlled to move to the position of the third virtual object carrying the target mark, and the auxiliary virtual object is controlled to perform a target attack operation on the third virtual object carrying the target mark; wherein the second detection range is larger than the first detection range.
  • the processor 501 before controlling the auxiliary virtual object to move to the location of the first virtual object, the processor 501 is further configured to:
  • processor 501 is further configured to:
  • the auxiliary virtual object continues to be controlled to move following the controlled virtual character.
  • the processor 501 when controlling the auxiliary virtual object to perform a target attack operation on the first virtual object, the processor 501 is further configured to:
  • the first virtual object is highlighted in a highlighting manner, and when it is determined that the target attack operation is completed and the first time duration is satisfied, the highlighting of the first virtual object is canceled.
  • the processor 501 is further configured to:
  • the first virtual object when the auxiliary virtual object is performing a target attack operation on the first virtual object, the first virtual object may counterattack the auxiliary virtual object through a counterattack skill.
  • the processor 501 in response to the second virtual object and the third virtual object satisfying the interaction condition, when setting a target mark for the third virtual object, the processor 501 is specifically configured to:
  • a target mark is set for the third virtual object.
  • the processor 501 in response to the second virtual object and the third virtual object satisfying the collision condition, after setting the target mark for the third virtual object, the processor 501 is further configured to:
  • any first failure condition is met, it is determined that the target mark set for the third virtual object is invalid; wherein the first failure condition at least includes that the target attack operation is completed and/or the duration of the target mark meets the second duration.
  • processor 501 is further configured to:
  • the second virtual object is controlled to disappear in the game scene; wherein the third duration is not less than the second duration.
  • the processor 501 is further configured to:
  • the auxiliary virtual object is controlled to move toward the third virtual object carrying the target mark at a first speed.
  • the processor 501 when controlling the auxiliary virtual object to move to the location of the third virtual object carrying the target mark, is specifically configured to:
  • the auxiliary virtual object is controlled to move to a position of a third virtual object carrying a target mark at a second speed; wherein the second speed is greater than the first speed.
  • the processor 501 in the process of controlling the auxiliary virtual object to move toward the third virtual object carrying the target mark at the first speed, is further configured to:
  • the auxiliary virtual object is controlled to stop moving toward the third virtual object, and the first skill release instruction is determined to be invalid.
  • the processor 501 is further configured to:
  • the energy value of the auxiliary virtual object is increased by a first set value.
  • the processor 501 in response to a first skill release instruction for a first skill control, is further configured to:
  • processor 501 is further configured to:
  • the controlled virtual character In response to the distance between the auxiliary virtual object and the controlled virtual character satisfying a second preset distance, the controlled virtual character is controlled to ride onto the auxiliary virtual object, and the auxiliary virtual object is controlled to move at a fourth speed; wherein the fourth speed is greater than the third speed.
  • the processor 501 is further configured to:
  • the auxiliary virtual object is controlled to move at a fifth speed; wherein the fifth speed is greater than the fourth speed.
  • the processor 501 is further configured to:
  • the energy value of the auxiliary virtual object is reduced by a second set value at every fourth time interval.
  • the processor 501 is further configured to:
  • the auxiliary virtual object is controlled to move at a fourth speed.
  • processor 501 is further configured to:
  • the auxiliary virtual object In response to the third skill release instruction for the second skill control, the auxiliary virtual object is controlled to stand by at the original location, and the energy value of the auxiliary virtual object is increased by the third set value every fifth time period.
  • the processor 501 in response to the distance between the auxiliary virtual object and the controlled virtual character meeting the second preset distance, is further configured to:
  • the auxiliary virtual object can automatically perform a target attack operation on the first virtual object, thereby realizing automatic attack based on the auxiliary virtual object;
  • the first skill control can be used to initiate a first skill release instruction to control the controlled virtual character to launch a second virtual object into the game scene, and when the second virtual object and the third virtual object meet the interaction condition, a target mark is set for the third virtual object, and when the auxiliary virtual object and the third virtual object carrying the target mark are interacted, the controllable virtual character can be automatically attacked by the auxiliary virtual object.
  • the auxiliary virtual object When the three virtual objects meet the positional relationship of the second detection range, the auxiliary virtual object performs a target attack operation on the third virtual object carrying the target mark, thereby realizing an active attack based on the auxiliary virtual object, and then providing the controlled virtual character with a virtual skill that can perform both automatic attack and active attack through the auxiliary virtual object, thereby improving the game interactivity and game experience, and also reducing the processing burden of the terminal device and saving the power of the terminal device.
  • the electronic device 500 provided in the embodiment of the present disclosure may further include a bus 503 connecting different components (including the processor 501 and the memory 502).
  • the bus 503 represents one or more of several types of bus structures, including a memory bus, a peripheral bus, a local bus, etc.
  • the memory 502 may include a readable medium in the form of a volatile memory, such as a RAM (Random Access Memory) 5021 and/or a cache memory 5022, and may further include a ROM (Read Only Memory) 5023.
  • the memory 502 may also include a program tool 5025 having a set (at least one) of program modules 5024, and the program modules 5024 include but are not limited to: an operating subsystem, one or more application programs, other program modules, and program data, each of which or some combination may include the implementation of a network environment.
  • the electronic device 500 may also communicate with one or more external devices 504 (e.g., keyboards, remote controllers, etc.), and may also communicate with one or more devices that enable a user to interact with the electronic device 500 (e.g., mobile phones, computers, etc.), and/or communicate with any device that enables the electronic device 500 to communicate with one or more other electronic devices 500 (e.g., routers, modems, etc.). Such communication may be performed through an I/O (Input/Output) interface 505.
  • the electronic device 500 may also communicate with one or more networks (e.g., LAN (Local Area Network), WAN (Wide Area Network) and/or public networks, such as the Internet) through a network adapter 506.
  • networks e.g., LAN (Local Area Network), WAN (Wide Area Network) and/or public networks, such as the Internet
  • the network adapter 506 communicates with other modules of the electronic device 500 through a bus 503. It should be understood that although not shown in FIG. 5 , other hardware and/or software modules may be used in conjunction with the electronic device 500, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) subsystems, tape drives, and data backup storage subsystems, etc.
  • the computer-readable storage medium provided by the embodiment of the present disclosure is introduced below.
  • the computer-readable storage medium provided by the embodiment of the present disclosure stores computer instructions, and when the computer instructions are executed by the processor, the virtual character interaction method in the game provided by the embodiment of the present disclosure is implemented.
  • the computer instructions can be built-in or installed in the processor, so that the processor can implement the virtual character interaction method in the game provided by the embodiment of the present disclosure by executing the built-in or installed computer instructions. For example, when the processor executes the computer program, the following steps are implemented:
  • controlling the auxiliary virtual object In response to the positional relationship between the auxiliary virtual object and the first virtual object satisfying the first detection range, controlling the auxiliary virtual object to move to the position of the first virtual object, and controlling the auxiliary virtual object to perform a target attack operation on the first virtual object;
  • the auxiliary virtual object In response to the positional relationship between the auxiliary virtual object and the third virtual object carrying the target mark satisfying the second detection range, the auxiliary virtual object is controlled to move to the position of the third virtual object carrying the target mark, and the auxiliary virtual object is controlled to perform a target attack operation on the third virtual object carrying the target mark; wherein the second detection range is larger than the first detection range.
  • the processor before controlling the auxiliary virtual object to move to the position where the first virtual object is located, the processor is further configured to:
  • the processor is further configured to:
  • the auxiliary virtual object continues to be controlled to move following the controlled virtual character.
  • the processor when controlling the auxiliary virtual object to perform a target attack operation on the first virtual object, the processor is further configured to:
  • the first virtual object is highlighted in a highlighting manner, and when it is determined that the target attack operation is completed and the first time duration is satisfied, the highlighting of the first virtual object is canceled.
  • the processor is further configured to:
  • the first virtual object when the auxiliary virtual object is performing a target attack operation on the first virtual object, the first virtual object may counterattack the auxiliary virtual object through a counterattack skill.
  • the processor in response to the second virtual object and the third virtual object satisfying the interaction condition, when setting a target mark for the third virtual object, the processor is specifically configured to:
  • a target mark is set for the third virtual object.
  • the processor in response to the second virtual object and the third virtual object satisfying the collision condition, after setting the target mark for the third virtual object, the processor is further configured to:
  • the first failure condition at least includes that the target attack operation is completed and/or the duration of the target mark meets the second duration.
  • the processor is further configured to:
  • the second virtual object is controlled to disappear in the game scene; wherein the third duration is not less than the second duration.
  • the processor is further configured to:
  • the auxiliary virtual object is controlled to move toward the third virtual object carrying the target mark at a first speed.
  • the processor when controlling the auxiliary virtual object to move to the position of the third virtual object carrying the target mark, is specifically configured to:
  • the auxiliary virtual object is controlled to move to a position of a third virtual object carrying a target mark at a second speed; wherein the second speed is greater than the first speed.
  • the processor in the process of controlling the auxiliary virtual object to move toward the third virtual object carrying the target mark at the first speed, is further configured to:
  • the auxiliary virtual object is controlled to stop moving toward the third virtual object, and the first skill release instruction is determined to be invalid.
  • the processor is further configured to:
  • the energy value of the auxiliary virtual object is increased by a first set value.
  • the processor in response to a first skill release instruction for a first skill control, is further configured to:
  • the processor is further configured to:
  • the controlled virtual character In response to the distance between the auxiliary virtual object and the controlled virtual character satisfying a second preset distance, the controlled virtual character is controlled to ride onto the auxiliary virtual object, and the auxiliary virtual object is controlled to move at a fourth speed; wherein the fourth speed is greater than the third speed.
  • the processor is further configured to:
  • the auxiliary virtual object is controlled to move at a fifth speed; wherein the fifth speed is greater than the fourth speed.
  • the processor is further configured to:
  • the energy value of the auxiliary virtual object is reduced by a second set value at every fourth time interval.
  • the processor Also used for:
  • the auxiliary virtual object is controlled to move at a fourth speed.
  • the processor is further configured to:
  • the auxiliary virtual object In response to the third skill release instruction for the second skill control, the auxiliary virtual object is controlled to stand by at the original location, and the energy value of the auxiliary virtual object is increased by the third set value every fifth time period.
  • the processor in response to the distance between the auxiliary virtual object and the controlled virtual character meeting a second preset distance, the processor is further configured to:
  • the auxiliary virtual object can automatically perform a target attack operation on the first virtual object, thereby realizing automatic attack based on the auxiliary virtual object;
  • the controlled virtual character can also be controlled by initiating a first skill release instruction through the first skill control to launch the second virtual object into the game scene, and when the second virtual object and the third virtual object meet the interaction condition, a target mark is set for the third virtual object, and when the auxiliary virtual object and the third virtual object carrying the target mark meet the positional relationship of the second detection range, the auxiliary virtual object performs a target attack operation on the third virtual object carrying the target mark, thereby realizing active attack based on the auxiliary virtual object, and further providing the controlled virtual character with a virtual skill that can perform both automatic attack and active attack through the auxiliary virtual object, thereby
  • the virtual character interaction method in the game provided by the embodiment of the present disclosure can also be implemented as a computer program product, which includes a program code.
  • the program code When executed on a processor, it implements the virtual character interaction method in the game provided by the embodiment of the present disclosure.
  • the computer program product provided by the embodiments of the present disclosure may adopt any combination of one or more readable storage media, wherein the readable storage medium may be but is not limited to an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above.
  • the readable storage medium may be but is not limited to an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above.
  • readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, RAM, ROM, EPROM (Erasable Programmable Read Only Memory), optical fiber, CD-ROM (Compact Disc Read-Only Memory), an optical storage device, a magnetic storage device, or any suitable combination of the above.
  • the computer program product provided by the embodiments of the present disclosure may adopt a CD-ROM and include program codes, and may also be run on electronic devices such as the aforementioned local terminal device, server, etc.
  • the computer program product provided by the embodiments of the present disclosure is not limited thereto, and in the embodiments of the present disclosure, the readable storage medium may be any tangible medium containing or storing program codes, and the program codes may be used by or in combination with the instruction execution system, apparatus, or device.

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Abstract

本公开公开了一种游戏中虚拟角色交互方法、装置、设备及介质,应用于游戏技术领域,具体包括:响应辅助虚拟对象与第一虚拟对象满足第一检测范围的位置关系,控制辅助虚拟对象移动至第一虚拟对象所在位置处并执行目标攻击操作;响应针对第一技能控件的第一技能释放指令,控制受控虚拟角色向游戏场景中发射第二虚拟对象;响应第二虚拟对象与第三虚拟对象满足交互条件,为第三虚拟对象设置目标标记;响应辅助虚拟对象与携带目标标记的第三虚拟对象满足第二检测范围的位置关系,控制辅助虚拟对象移动至第三虚拟对象所在位置处并执行目标攻击操作,从而提供了一项通过辅助虚拟对象进行常驻攻击或主动攻击的全新技能,进而提高了游戏互动性和游戏体验。

Description

一种游戏中虚拟角色交互方法、装置、设备及介质
相关申请的交叉引用
本公开要求于2022年12月22日提交中国国家知识产权局的申请号为202211657249.0、名称为“一种游戏中虚拟角色交互方法、装置、设备及介质”的中国专利申请的优先权,其全部内容通过引用结合在本公开中。
技术领域
本公开涉及游戏技术领域,尤其涉及一种游戏中虚拟角色交互方法、装置、设备及介质。
背景技术
在角色扮演等类型的游戏中,玩家通常会与游戏中的虚拟对象进行战斗,例如与游戏中的怪物进行战斗,或与游戏中的其他玩家进行PK(Player Killing,玩家相互战斗)。
目前,许多游戏均提供不同虚拟角色并为不同虚拟角色配置不同虚拟技能,玩家可以根据习惯喜好选择一个虚拟角色操控其释放虚拟技能以对虚拟对象进行攻击,而虚拟角色和虚拟技能的多少影响着游戏互动性和游戏体验。
发明内容
本公开提供了一种游戏中虚拟角色交互方法、装置、设备及介质,具体的,本公开提供的技术方案如下:
一方面,本公开提供了一种游戏中虚拟角色交互方法,通过终端设备提供图形用户界面,图形用户界面上至少显示有游戏场景、受控虚拟角色和受控虚拟角色的辅助虚拟对象,该游戏中虚拟角色交互方法包括:
响应针对受控虚拟角色的移动控制指令,控制受控虚拟角色在游戏场景中移动,并控制辅助虚拟对象跟随受控虚拟角色移动;
响应辅助虚拟对象与第一虚拟对象满足第一检测范围的位置关系,控制辅助虚拟对象移动至第一虚拟对象所在位置处,并控制辅助虚拟对象对第一虚拟对象执行目标攻击操作;
响应针对第一技能控件的第一技能释放指令,控制受控虚拟角色向游戏场景中发射第二虚拟对象;
响应第二虚拟对象与第三虚拟对象满足交互条件,为第三虚拟对象设置目标标记;
响应辅助虚拟对象与携带目标标记的第三虚拟对象满足第二检测范围的位置关系,控制辅助虚拟对象移动至携带目标标记的第三虚拟对象所在位置处,并控制辅助虚拟对象对携带目标标记的第三虚拟对象执行目标攻击操作;其中,第二检测范围大于第一检 测范围。
另一方面,本公开提供了一种游戏中虚拟角色交互装置,通过终端设备提供图形用户界面,图形用户界面上至少显示有游戏场景、受控虚拟角色和受控虚拟角色的辅助虚拟对象,该游戏中虚拟角色交互装置包括:
第一响应单元,用于响应针对受控虚拟角色的移动控制指令,控制受控虚拟角色在游戏场景中移动,并控制辅助虚拟对象跟随受控虚拟角色移动;
第二响应单元,用于响应辅助虚拟对象与第一虚拟对象满足第一检测范围的位置关系,控制辅助虚拟对象移动至第一虚拟对象所在位置处,并控制辅助虚拟对象对第一虚拟对象执行目标攻击操作;
第三响应单元,用于响应针对第一技能控件的第一技能释放指令,控制受控虚拟角色向游戏场景中发射第二虚拟对象;
第四响应单元,用于响应第二虚拟对象与第三虚拟对象满足交互条件,为第三虚拟对象设置目标标记;
第五响应单元,用于响应辅助虚拟对象与携带目标标记的第三虚拟对象满足第二检测范围的位置关系,控制辅助虚拟对象移动至携带目标标记的第三虚拟对象所在位置处,并控制辅助虚拟对象对携带目标标记的第三虚拟对象执行目标攻击操作;其中,第二检测范围大于第一检测范围。
另一方面,本公开提供了一种电子设备,包括存储器、处理器和存储在存储器上并可在处理器上运行的计算机程序,处理器执行计算机程序时实现上述游戏中虚拟角色交互方法。
另一方面,本公开还提供了一种计算机可读存储介质,计算机可读存储介质存储有计算机指令,计算机指令被处理器执行时实现上述游戏中虚拟角色交互方法。
本公开的有益效果如下:
本公开通过为受控虚拟角色配置辅助虚拟对象,一方面,可以在控制辅助虚拟对象跟随受控虚拟角色移动的过程中,在辅助虚拟对象与第一虚拟对象满足第一检测范围的位置关系时,通过辅助虚拟对象自动对第一虚拟对象执行目标攻击操作,从而可以实现基于辅助虚拟对象的自动攻击;另一方面,还可以通过第一技能控件发起第一技能释放指令来控制受控虚拟角色向游戏场景中发射第二虚拟对象,在第二虚拟对象与第三虚拟对象满足交互条件时,为第三虚拟对象设置目标标记,并在辅助虚拟对象与携带目标标记的第三虚拟对象满足第二检测范围的位置关系时,通过辅助虚拟对象对携带目标标记的第三虚拟对象执行目标攻击操作,从而可以实现基于辅助虚拟对象的主动攻击,进而可以为受控虚拟角色提供一项既可以通过辅助虚拟对象进行自动攻击,也可以通过辅助虚拟对象进行主动攻击的虚拟技能,从而可以提高游戏互动性和游戏体验,而且还降低了终端设备的处理负担,节省了终端设备的电量。
本公开的其它特征和优点将在随后的说明书中阐述,并且,部分地可以从说明书中变得显而易见,或者通过实施本公开而了解。本公开的目的和其他优点可通过在所写的说明书、权利要求书、以及附图中特别指出的结构来实现和获得。
附图说明
此处所说明的附图用来提供对本公开的进一步理解,构成本公开的一部分,本公开的示意性实施例及其说明用于解释本公开,并不构成对本公开的不当限定。在附图中:
图1为本公开一种可选的实施例中基于常驻攻击技能的游戏中虚拟角色交互方法的概况流程示意图;
图2为本公开一种可选的实施例中基于主动攻击技能的游戏中虚拟角色交互方法的概况流程示意图;
图3为本公开一种可选的实施例中基于加速技能的游戏中虚拟角色交互方法的概况流程示意图;
图4为本公开一种可选的实施例中游戏中虚拟角色交互装置的功能结构示意图;
图5为本公开一种可选的实施例中电子设备的硬件结构示意图。
具体实施方式
为了使本公开的目的、技术方案及有益效果更加清楚明白,下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分实施例,并不是全部的实施例。基于本公开中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。
为便于本领域技术人员更好地理解本公开,下面先对本公开涉及的技术用语进行简单介绍。
受控虚拟角色,为通过终端设备控制的虚拟角色,即游戏中玩家选定的虚拟角色。
第一虚拟对象,为游戏中与受控虚拟角色敌对的攻方虚拟角色、NPC(Non-Player Character,非玩家角色)等。
第二虚拟对象,为游戏中受控虚拟角色向游戏场景中发射的与辅助虚拟对象具有关联关系的关联对象,本公开中,第二虚拟对象可以是但不限于是物体等。例如,假设辅助虚拟对象是宠物狗,则第二虚拟对象可以是骨头;又如,假设辅助虚拟对象是宠物猫,则第二虚拟对象可以是鱼头等。
第三虚拟对象,为游戏中与受控虚拟角色敌对的攻方虚拟角色、NPC等。
需要说明的是,本公开中提及的“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样的用语在适当情况下可以互换,以便这里描述的实施例能够以除了在这里图示或描述的内容以外的顺序实施。
在介绍了本公开涉及的技术用语之后,下面结合多个具体的应用示例,对本公开提供的游戏中虚拟角色交互方法进行详细说明。
本公开提供的游戏中虚拟角色交互方法可以运行于本地终端设备或者是服务器,当游戏中虚拟角色交互方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
在一种可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,游戏中的虚拟摊位的交互方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一种可选的实施方式中,以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
在一种可选的实施方式中,本公开提供的游戏中虚拟角色交互方法,通过终端设备提供图形用户界面,图形用户界面上至少显示有游戏场景、受控虚拟角色和受控虚拟角色的辅助虚拟对象,其中,终端设备可以是前述提到的本地终端设备,也可以是前述提到的云交互系统中的客户端设备。
接下来,对本公开提供的游戏中虚拟角色交互方法进行详细说明。
参阅图1所示,本公开实施例提供的基于常驻攻击技能的游戏中虚拟角色交互方法的概况流程如下:
步骤101:响应针对受控虚拟角色的移动控制指令,控制受控虚拟角色在游戏场景中移动,并控制辅助虚拟对象跟随受控虚拟角色移动。
实际应用中,玩家在游戏过程中可以通过对图形用户界面上显示的角色操控控件执行滑动操作、长按操作等控制操作来控制受控虚拟角色移动,此时,游戏系统响应针对受控虚拟角色的移动控制指令,控制受控虚拟角色在游戏场景中移动,同时,游戏系统还会控制辅助虚拟对象跟随受控虚拟角色移动。
步骤102:响应辅助虚拟对象与第一虚拟对象满足第一检测范围的位置关系,控制辅助虚拟对象移动至第一虚拟对象所在位置处,并控制辅助虚拟对象对第一虚拟对象执行目标攻击操作。
在具体实施时,在一个可选的实施方式中,第一检测范围可以是配置给辅助虚拟对象的检测范围,基于此,游戏系统可以在控制辅助虚拟对象跟随受控虚拟角色移动过程中,同时检测辅助虚拟对象的第一检测范围内(例如以辅助虚拟对象为圆心、以7m为直径的圆形范围内)是否存在攻方虚拟角色、NPC等第一虚拟对象,当检测到辅助虚拟对象的第一检测范围内存在攻方虚拟角色、NPC等第一虚拟对象时,确定辅助虚拟对象与第一虚拟对象满足第一检测范围的位置关系,此时,游戏系统可以控制辅助虚拟对象移动至第一虚拟对象所在位置处,并控制辅助虚拟对象对第一虚拟对象执行飞扑、击打等目标攻击操作,这样,通过将第二检测范围配置给辅助虚拟对象,可以降低配置参数控制,而且还降低了终端设备的处理负担,节省了终端设备的电量。
在另一个可选的实施方式中,第一检测范围还可以是配置给攻方虚拟角色、NPC等第一虚拟对象的检测范围,即每一攻方虚拟角色、NPC等第一虚拟对象均预先配置有第一检测范围,基于此,游戏系统可以在游戏场景中的各个攻方虚拟角色、NPC等第一虚拟对象移动过程中,同时检测游戏场景中各个攻方虚拟角色、NPC等第一虚拟对象的第一检测范围内(例如以第一虚拟对象为圆心、以7m为直径的圆形范围内)是否存在辅助虚拟对象,当检测到游戏场景中至少一个攻方虚拟角色、NPC等第一虚拟对象的第一检测范围内存在辅助虚拟对象时,确定该至少一个第一虚拟对象与辅助虚拟对象满足第一检测范围的位置关系,此时,游戏系统可以控制辅助虚拟对象移动至满足设定攻击条件(例如距离最近等)的第一虚拟对象所在位置处,并控制辅助虚拟对象对该第一虚拟对象执行飞扑、击打等目标攻击操作。
本公开实施例中,在具体实施时,在一个可选的实施方式中,游戏系统采用上述任一方式确定辅助虚拟对象与第一虚拟对象满足第一检测范围的位置关系时,可以直接控制辅助虚拟对象移动至该第一虚拟对象所在位置处,并控制辅助虚拟对象对该第一虚拟对象执行飞扑、击打等目标攻击操作。
在另一个可选的实施方式中,游戏系统采用上述任一方式确定辅助虚拟对象与第一虚拟对象满足第一检测范围的位置关系时,还可以进一步检测该第一虚拟对象是否正在执行奔跑、蹲伏等目标游戏行为,在确定该第一虚拟对象未执行奔跑、蹲伏等目标游戏行为时,可以继续控制辅助虚拟对象跟随受控虚拟角色移动,在确定该第一虚拟对象正在执行奔跑、蹲伏等目标游戏行为时,再控制辅助虚拟对象移动至该第一虚拟对象所在位置处,并控制辅助虚拟对象对该第一虚拟对象执行飞扑、击打等目标攻击操作。
实际应用中,在辅助虚拟对象对该第一虚拟对象执行目标攻击操作的过程中,玩家可以通过对常驻攻击技能的技能控件(下述称第三技能控件)执行点击操作等技能释放 操作来加快辅助虚拟对象对该第一虚拟对象的攻击速度,玩家执行的点击操作等技能释放操作的有效次数越多,辅助虚拟对象对该第一虚拟对象的攻击速度越快,目标攻击操作的持续时长越短,基于此,游戏系统响应针对常驻攻击技能的第三技能控件的技能释放指令,确定该技能释放指令满足操作间隔不低于第一阈值(例如0.2s)和/或操作次数不高于第二阈值(例如10次)等有效条件时,控制目标攻击操作的持续时长减少设定时长(例如0.2s),例如假设目标攻击操作的持续时长至多为5s,玩家可以每隔0.2s点击一次第三技能控件,且最多可以点击10次,此时,游戏系统每响应一次针对第三技能控件的点击操作时,控制目标攻击操作的持续时长减少0.2s,游戏系统响应10次针对第三技能控件的点击操作后,目标攻击操作的持续时长从5s减少至3s。
实际应用中,游戏系统在控制辅助虚拟对象对第一虚拟对象执行飞扑、击打等目标攻击操作的过程中,还可以采用高亮显示方式高亮显示第一虚拟对象,例如在游戏场景中对第一虚拟对象进行周身标黄显示,同时,第一虚拟对象也可以通过反攻击技能进行反攻击,例如当第一虚拟对象为攻方虚拟角色时,攻方虚拟角色的玩家可以通过减速、眩晕、烟雾、禁止近战搏击等技能对辅助虚拟对象进行反攻击,基于此,游戏系统还可以在游戏场景中显示第一虚拟对象与辅助虚拟对象相互PK的动画特效,例如在游戏场景中显示“辅助虚拟对象将第一虚拟对象扑倒在地,第一虚拟对象使用反攻击技能将辅助虚拟对象眩晕并甩到一边,辅助虚拟对象被甩到一边后起身”的动画特效,从而可以提高画面美观性。进一步的,在确定辅助虚拟对象对第一虚拟对象的飞扑、击打等目标攻击操作执行完毕时,还可以在游戏场景中取消显示第一虚拟对象与辅助虚拟对象相互PK的动画特效,例如在游戏场景中取消显示“辅助虚拟对象将第一虚拟对象扑倒在地,第一虚拟对象将辅助虚拟对象甩到一边,辅助虚拟对象被甩晕后起身”的动画特效,以及在确定辅助虚拟对象对第一虚拟对象的飞扑、击打等目标攻击操作执行完毕后满足第一时长(例如2s)时,还可以取消高亮显示第一虚拟对象,例如在游戏场景中取消对第一虚拟对象的周身标黄显示。
值得说的是,辅助虚拟对象具有能量值,其能量值具有初始值且具有上限值,其中,初始值不高于上限值,例如能量值的初始值为60,上限值为60等,实际应用中,常驻攻击技能为隐性技能,基于常驻攻击技能对第一虚拟对象执行飞扑、击打等目标攻击操作后,也不消耗辅助虚拟对象的能量值,即保持辅助虚拟对象的能量值不变。
本公开实施例中,玩家除了可以通过常驻攻击技能控制辅助虚拟对象对游戏场景中的虚拟对象执行目标攻击操作之外,还可以通过主动攻击技能对游戏场景中的虚拟对象执行目标攻击操作,具体的,参阅图2所示,本公开实施例提供的基于主动攻击技能的游戏中虚拟角色交互方法的概况流程如下:
步骤201:响应针对第一技能控件的第一技能释放指令,控制受控虚拟角色向游戏场景中发射第二虚拟对象。
实际应用中,玩家可以通过对第一技能控件执行长按拖拽操作等技能释放操作来控制第二虚拟对象的目标发射方向后释放主动攻击技能,此时,游戏系统响应针对第一技能控件的第一技能释放指令,控制受控虚拟角色按照目标发射方向,向游戏场景中发射骨头、鱼头等第二虚拟对象。
值得说的是,主动攻击技能具有设定冷却时间(例如15s),即当玩家通过对主动攻击技能的第一技能控件执行长按拖拽操作等技能释放操作来释放主动攻击技能后,游戏系统响应针对第一技能控件的第一技能释放指令时,还可以按照预设冷却时间将第一技能控件配置为禁止技能释放,当预设冷却时间过后主动攻击技能才可被使用,即当预设冷却时间过后将第一技能控件配置为允许技能释放。
步骤202:响应第二虚拟对象与第三虚拟对象满足交互条件,为第三虚拟对象设置目标标记。
实际应用中,玩家通过主动攻击技能的第一技能控件控制受控虚拟角色按照目标发射方向,向游戏场景中发射骨头、鱼头等第二虚拟对象时,可能存在但不限于以下两种情况:
第一种情况:第二虚拟对象砸中游戏场景中的攻方虚拟角色、NPC等第三虚拟对象,其中,该第三虚拟对象可以与前述第一虚拟对象是同一虚拟对象,也可以是不同虚拟对象。
此种情况下,游戏系统响应第二虚拟对象与第三虚拟对象满足碰撞条件,为第三虚拟对象设置目标标记。在一个可选的实施方式中,目标标记可以是一个可见标记,例如目标标记可以是一个显示在第三虚拟对象的目标位置处(例如第三虚拟对象的头部上方位置等)的设定形状(例如星形、骨头、鱼头等)的猎物标记。在另一个可选的实施方式中,目标标记可以是一个不可见标记,例如目标标记可以是一个标识符,其中,“1”表征第二虚拟对象与第三虚拟对象满足交互条件,“0”表征第二虚拟对象与第三虚拟对象不满足交互条件。此外,游戏系统在第二虚拟对象与第三虚拟对象满足碰撞条件的情况下为第三虚拟对象设置的目标标记的存续时长可以为第二时长(例如15s),当为第三虚拟对象设置的目标标记的持续时长满足第二时长(例如15s)时,确定为第三虚拟对象设置的目标标记失效。
第二种情况:第二虚拟对象落在游戏场景中的地面、墙角等物体上。
此种情况下,当游戏场景中的攻方虚拟角色、NPC等第三虚拟对象移动至游戏场景中目标标记所在位置附近时,为该第三虚拟对象设置目标标记,其中,该第三虚拟对象可以与前述第一虚拟对象是同一虚拟对象,也可以是不同虚拟对象,基于此,游戏系统响应第二虚拟对象与第三虚拟对象之间的距离满足第一预设距离(例如0m、0.1m等),为该第三虚拟对象设置目标标记。在一个可选的实施方式中,目标标记可以是一个可见标记,例如目标标记可以是一个显示在第三虚拟对象的目标位置处(例如第三虚拟对象 的头部上方位置等)的设定形状(例如星形、骨头、鱼头等)的猎物标记。在另一个可选的实施方式中,目标标记可以是一个不可见标记,例如目标标记可以是一个标识符,其中,“1”表征第二虚拟对象与第三虚拟对象满足交互条件,“0”表征第二虚拟对象与第三虚拟对象不满足交互条件。此外,当游戏场景中的攻方虚拟角色、NPC等第三虚拟对象一直未移动至游戏场景中目标标记所在位置附近时,即游戏系统确定第二虚拟对象与第三虚拟对象之间的距离不满足第一预设距离的持续时长满足第三时长时,可以控制第二虚拟对象在游戏场景中消失,其中,第三时长不低于第二时长,例如,第二时长为15s,第三时长为20s。
步骤203:响应辅助虚拟对象与携带目标标记的第三虚拟对象满足第二检测范围的位置关系,控制辅助虚拟对象移动至携带目标标记的第三虚拟对象所在位置处,并控制辅助虚拟对象对携带目标标记的第三虚拟对象执行目标攻击操作;其中,第二检测范围大于第一检测范围。
在具体实施时,游戏系统为第三虚拟对象设置目标标记后,还可以控制辅助虚拟对象按照第一速度(例如6m/s)向携带目标标记的第三虚拟对象移动,具体的,若辅助虚拟对象当前在原地静止,则可以控制辅助虚拟对象按照第一速度向携带目标标记的第三虚拟对象移动,若辅助虚拟对象当前正在按照第一速度移动,则可以控制辅助虚拟对象保持第一速度向携带目标标记的第三虚拟对象移动,进一步的,控制辅助虚拟对象按照第一速度(例如6m/s)向携带目标标记的第三虚拟对象移动的过程中,确定辅助虚拟对象与携带目标标记的第三虚拟对象满足第二检测范围的位置关系时,可以控制辅助虚拟对象按照大于第一速度的第二速度(例如第一速度6m/s的20%加成速度7.2m/s)移动至携带目标标记的第三虚拟对象所在位置处,并控制辅助虚拟对象对携带目标标记的第三虚拟对象执行飞扑、击打等目标攻击操作。
在具体实施时,在一个可选的实施方式中,第二检测范围可以是配置给携带目标标记的攻方虚拟角色、NPC等第三虚拟对象的检测范围,基于此,游戏系统可以在携带目标标记的攻方虚拟角色、NPC等第三虚拟对象移动过程中,同时检测携带目标标记的攻方虚拟角色、NPC等第三虚拟对象的第二检测范围内(例如以第三虚拟对象为圆心、以20m为直径的圆形范围内)是否存在辅助虚拟对象,当检测到携带目标标记的攻方虚拟角色、NPC等第三虚拟对象的第二检测范围内存在辅助虚拟对象时,确定该携带目标标记的第三虚拟对象与辅助虚拟对象满足第二检测范围的位置关系,此时,游戏系统可以控制辅助虚拟对象按照第二速度(例如第一速度6m/s的20%加成速度7.2m/s)移动至携带目标标记的第三虚拟对象所在位置处。
在另一个可选的实施方式中,第二检测范围还可以是配置给辅助虚拟对象的检测范围,基于此,游戏系统可以在控制辅助虚拟对象按照第一速度向携带目标标记的第三虚拟对象移动的过程中,同时检测辅助虚拟对象的第二检测范围内(例如以辅助虚拟对象 为圆心、以20m为直径的圆形范围内)是否存在携带目标标记的攻方虚拟角色、NPC等第三虚拟对象,当检测到辅助虚拟对象的第二检测范围内存在携带目标标记的攻方虚拟角色、NPC等第三虚拟对象时,确定辅助虚拟对象与该携带目标标记的第三虚拟对象满足第二检测范围的位置关系,此时,游戏系统可以控制辅助虚拟对象按照第二速度(例如第一速度6m/s的20%加成速度7.2m/s)移动至携带目标标记的第三虚拟对象所在位置处,这样,通过将第二检测范围配置给辅助虚拟对象,可以降低配置参数控制,而且还降低了终端设备的处理负担,节省了终端设备的电量。
值得说的是,本公开实施例中,游戏系统控制辅助虚拟对象按照第二速度(例如第一速度6m/s的20%加成速度7.2m/s)向携带目标标记的第三虚拟对象移动的过程中,确定为第三虚拟对象设置的目标标记失效时,可以控制辅助虚拟对象停止向第三虚拟对象移动,并确定针对第一技能控件的第一技能释放指令失效。例如,确定在第二虚拟对象与第三虚拟对象满足碰撞条件的情况下为第三虚拟对象设置的目标标记的存续时长满足第二时长时,确定为第三虚拟对象设置的目标标记失效,此时,可以控制辅助虚拟对象停止向第三虚拟对象移动,并确定针对第一技能控件的第一技能释放指令失效。
此外,本公开实施例中,游戏系统控制辅助虚拟对象按照第二速度(例如第一速度6m/s的20%加成速度7.2m/s)成功移动至携带目标标记的第三虚拟对象所在位置处后,可以进一步控制辅助虚拟对象对携带目标标记的第三虚拟对象执行飞扑、击打等目标攻击操作,在此过程中,该携带目标标记的第三虚拟对象不可通过反攻击技能进行反攻击,攻方虚拟角色的玩家被禁止通过减速、眩晕、烟雾、禁止近战搏击等技能对辅助虚拟对象进行反攻击,基于此,游戏系统可以在游戏场景中显示辅助虚拟对象对携带目标标记的第三虚拟对象执行飞扑、击打等目标攻击操作的动画特效,例如在游戏场景中显示“辅助虚拟对象将携带目标标记的第三虚拟对象扑倒在地”的动画特效,从而可以提高画面美观性。进一步的,在确定辅助虚拟对象对携带目标标记的第三虚拟对象的飞扑、击打等目标攻击操作执行完毕时,还可以在游戏场景中取消显示辅助虚拟对象对携带目标标记的第三虚拟对象的飞扑、击打等目标攻击操作的动画特效,例如在游戏场景中取消显示“辅助虚拟对象将携带目标标记的第三虚拟对象扑倒在地”的动画特效,此时,还可以确定为第三虚拟对象设置的目标标记满足第一失效条件,并进一步确定为第三虚拟对象设置的目标标记失效,以及进一步为第三虚拟对象取消设置目标标记,例如当目标标记是一个可见的猎物标记时,可以在第三虚拟对象的目标位置处(例如第三虚拟对象的头部上方位置等)取消显示设定形状(例如星形、骨头、鱼头等)的猎物标记;当目标标记是一个不可见的标识符时,可以将第三虚拟对象的标识符从“1”调整为“0”等。
值得说的是,主动攻击技能为储能技能,通过主动攻击技能控制辅助虚拟对象对携带目标标记的第三虚拟对象执行目标攻击操作后,可恢复辅助虚拟对象的能量值,即将辅助虚拟对象的能量值增加第一设定值(例如20个能量值)。
此外,本公开实施例中,玩家除了可以通过辅助虚拟对象对游戏场景中的攻方虚拟角色、NPC等虚拟对象执行目标攻击操作,还可以通过辅助虚拟对象加速移动。具体的,参阅图3所示,本公开实施例提供的基于加速技能的游戏中虚拟角色交互方法的概况流程如下:
步骤301:响应针对第二技能控件的第二技能释放指令,控制辅助虚拟对象按照第三速度向受控虚拟角色移动。
实际应用中,加速技能包括跟随加速和原地待命两个模式,玩家可以通过对加速技能的技能控件(即第二技能控件)执行技能释放操作来控制模式切换,在一个可选的实施方式中,玩家可以通过对第二技能控件执行不同的技能释放操作来控制模式切换,例如玩家可以通过对第二技能控件执行点击操作等第二技能释放操作来控制辅助虚拟对象进入跟随加速模式,此时,游戏系统响应针对第二技能控件的第二技能释放指令,控制辅助虚拟对象按照第三速度(例如7m/s)向受控虚拟角色移动,并继续执行步骤302;玩家还可以通过对第二技能控件执行长按操作等第三技能释放操作来控制辅助虚拟对象进入原地待命模式,此时,游戏系统响应针对第二技能控件的第三技能释放指令,控制辅助虚拟对象在原地待命,并每间隔第五时长(例如1s)将辅助虚拟对象的能量值增加第三设定值(例如2个能量值)。
在另一个可选的实施方式中,玩家还可以通过对第二技能控件交替执行相同的技能释放操作来控制模式切换,例如玩家首次对第二技能控件执行点击、长按等第二技能释放操作时默认控制辅助虚拟对象进入跟随加速模式,此时,游戏系统响应针对第二技能控件的第二技能释放指令,控制辅助虚拟对象按照第三速度(例如7m/s)向受控虚拟角色移动,并继续执行步骤302;玩家再次对第二技能控件执行点击、长按等第二技能释放操作时控制辅助虚拟对象切换至原地待命模式,此时,游戏系统响应针对第二技能控件的第三技能释放指令,控制辅助虚拟对象在原地待命,并每间隔第五时长(例如1s)将辅助虚拟对象的能量值增加第三设定值(例如2个能量值);玩家接着又对第二技能控件执行点击、长按等技能释放操作时控制辅助虚拟对象切换回跟随加速模式,如此循环可控制辅助虚拟对象在跟随加速和原地待命两个模式之间切换。
步骤302:响应辅助虚拟对象与受控虚拟角色之间的距离满足第二预设距离,控制受控虚拟角色骑乘至辅助虚拟对象,并控制辅助虚拟对象按照第四速度移动;其中,第四速度大于第三速度。
实际应用中,玩家通过对第二技能控件执行第二技能释放操作来控制辅助虚拟对象进入跟随加速模式时,游戏系统响应针对第二技能控件的第二技能释放指令,控制辅助虚拟对象按照第三速度(例如7m/s)向受控虚拟角色移动的过程中,当辅助虚拟对象与受控虚拟角色之间的距离满足第二预设距离(例如小于3m)时,可以控制受控虚拟角色骑乘至辅助虚拟对象,并控制辅助虚拟对象按照大于第三速度的第四速度(例如8m/s) 移动,进一步确定辅助虚拟对象的能量值不低于设定阈值(例如1个能量值)时,可以控制辅助虚拟对象按照大于第四速度的第五速度(例如第四速度8m/s的20%加成速度9.6m/s)移动。
值得说的是,加速技能为储能技能,通过加速技能控制受控虚拟角色骑乘至辅助虚拟对象并按照大于第四速度的第五速度(例如第四速度8m/s的20%加成速度9.6m/s)移动的过程中,消耗辅助虚拟对象的能量值,即每间隔第四时长(例如0.5s)将辅助虚拟对象的能量值减少第二设定值(例如2个能量值),确定辅助虚拟对象的能量值低于设定阈值(例如1个能量值)时,控制辅助虚拟对象按照第四速度(例如8m/s)移动。
本公开实施例中,玩家通过对加速技能的技能控件(即第二技能控件)执行技能释放操作来控制辅助虚拟对象进入跟随加速模式或原地待命模式的过程中,辅助虚拟对象不接受其他技能释放指令,即游戏系统在控制辅助虚拟对象进入跟随加速模式或原地待命模式后,可以将主动攻击技能的第一技能控件和常驻攻击技能的第三技能控件设置为禁止技能释放。
基于上述实施例,本公开实施例提供了一种游戏中虚拟角色交互装置,通过终端设备提供图形用户界面,图形用户界面上至少显示有游戏场景、受控虚拟角色和受控虚拟角色的辅助虚拟对象,参阅图4所示,本公开实施例提供的游戏中虚拟角色交互装置400至少包括:
第一响应单元401,用于响应针对受控虚拟角色的移动控制指令,控制受控虚拟角色在游戏场景中移动,并控制辅助虚拟对象跟随受控虚拟角色移动;
第二响应单元402,用于响应辅助虚拟对象与第一虚拟对象满足第一检测范围的位置关系,控制辅助虚拟对象移动至第一虚拟对象所在位置处,并控制辅助虚拟对象对第一虚拟对象执行目标攻击操作;
第三响应单元403,用于响应针对第一技能控件的第一技能释放指令,控制受控虚拟角色向游戏场景中发射第二虚拟对象;
第四响应单元404,用于响应第二虚拟对象与第三虚拟对象满足交互条件,为第三虚拟对象设置目标标记;
第五响应单元405,用于响应辅助虚拟对象与携带目标标记的第三虚拟对象满足第二检测范围的位置关系,控制辅助虚拟对象移动至携带目标标记的第三虚拟对象所在位置处,并控制辅助虚拟对象对携带目标标记的第三虚拟对象执行目标攻击操作;其中,第二检测范围大于第一检测范围。
通过为受控虚拟角色配置辅助虚拟对象,一方面,可以在控制辅助虚拟对象跟随受控虚拟角色移动的过程中,在辅助虚拟对象与第一虚拟对象满足第一检测范围的位置关系时,通过辅助虚拟对象自动对第一虚拟对象执行目标攻击操作,从而可以实现基于辅助虚拟对象的自动攻击;另一方面,还可以通过第一技能控件发起第一技能释放指令来 控制受控虚拟角色向游戏场景中发射第二虚拟对象,在第二虚拟对象与第三虚拟对象满足交互条件时,为第三虚拟对象设置目标标记,并在辅助虚拟对象与携带目标标记的第三虚拟对象满足第二检测范围的位置关系时,通过辅助虚拟对象对携带目标标记的第三虚拟对象执行目标攻击操作,从而可以实现基于辅助虚拟对象的主动攻击,进而可以为受控虚拟角色提供一项既可以通过辅助虚拟对象进行自动攻击,也可以通过辅助虚拟对象进行主动攻击的虚拟技能,从而可以提高游戏互动性和游戏体验,而且还降低了终端设备的处理负担,节省了终端设备的电量。
在一种可选的实施方式中,控制辅助虚拟对象移动至第一虚拟对象所在位置处之前,第二响应单元402还用于:
确定第一虚拟对象正在执行目标游戏行为。
在一种可选的实施方式中,第二响应单元402还用于:
确定第一虚拟对象未执行目标游戏行为时,继续控制辅助虚拟对象跟随受控虚拟角色移动。
在一种可选的实施方式中,控制辅助虚拟对象对第一虚拟对象执行目标攻击操作时,第二响应单元402还用于:
采用高亮显示方式高亮显示第一虚拟对象,并在确定目标攻击操作执行完毕后满足第一时长时,取消高亮显示第一虚拟对象。
在一种可选的实施方式中,控制辅助虚拟对象对第一虚拟对象执行目标攻击操作之后,第二响应单元402还用于:
保持辅助虚拟对象的能量值不变。
在一种可选的实施方式中,辅助虚拟对象在对第一虚拟对象执行目标攻击操作的过程中可被第一虚拟对象通过反攻击技能进行反攻击。
在一种可选的实施方式中,响应第二虚拟对象与第三虚拟对象满足交互条件,为第三虚拟对象设置目标标记时,第四响应单元404具体用于:
响应第二虚拟对象与第三虚拟对象满足碰撞条件,为第三虚拟对象设置目标标记;
或者;
响应第二虚拟对象与第三虚拟对象之间的距离满足第一预设距离,为第三虚拟对象设置目标标记。
在一种可选的实施方式中,响应第二虚拟对象与第三虚拟对象满足碰撞条件,为第三虚拟对象设置目标标记之后,第四响应单元404还用于:
确定满足任一第一失效条件时,确定为第三虚拟对象设置的目标标记失效;其中,第一失效条件至少包括目标攻击操作执行完毕和/或目标标记的持续时长满足第二时长。
在一种可选的实施方式中,第四响应单元404还用于:
确定第二虚拟对象与第三虚拟对象之间的距离不满足第一预设距离的持续时长满 足第三时长时,控制第二虚拟对象在游戏场景中消失;其中,第三时长不低于第二时长。
在一种可选的实施方式中,为第三虚拟对象设置目标标记之后,第四响应单元404还用于:
控制辅助虚拟对象按照第一速度向携带目标标记的第三虚拟对象移动。
在一种可选的实施方式中,控制辅助虚拟对象移动至携带目标标记的第三虚拟对象所在位置处时,第四响应单元404具体用于:
控制辅助虚拟对象按照第二速度移动至携带目标标记的第三虚拟对象所在位置处;其中,第二速度大于第一速度。
在一种可选的实施方式中,控制辅助虚拟对象按照第一速度向携带目标标记的第三虚拟对象移动的过程中,第四响应单元404还用于:
确定为第三虚拟对象设置的目标标记失效时,控制辅助虚拟对象停止向第三虚拟对象移动,并确定第一技能释放指令失效。
在一种可选的实施方式中,控制辅助虚拟对象对携带目标标记的第三虚拟对象执行目标攻击操作之后,第五响应单元405还用于:
将辅助虚拟对象的能量值增加第一设定值。
在一种可选的实施方式中,响应针对第一技能控件的第一技能释放指令时,第三响应单元403还用于:
按照预设冷却时间将第一技能控件配置为禁止技能释放。
在一种可选的实施方式中,本公开实施例提供的游戏中虚拟角色交互装置400还包括:
第六响应单元406,用于响应针对第二技能控件的第二技能释放指令,控制辅助虚拟对象按照第三速度向受控虚拟角色移动;
第七响应单元407,用于响应辅助虚拟对象与受控虚拟角色之间的距离满足第二预设距离,控制受控虚拟角色骑乘至辅助虚拟对象,并控制辅助虚拟对象按照第四速度移动;其中,第四速度大于第三速度。
在一种可选的实施方式中,控制辅助虚拟对象按照第四速度移动之后,第七响应单元407还用于:
确定辅助虚拟对象的能量值不低于设定阈值时,控制辅助虚拟对象按照第五速度移动;其中,第五速度大于第四速度。
在一种可选的实施方式中,控制辅助虚拟对象按照第五速度移动的过程中,第七响应单元407还用于:
每间隔第四时长将辅助虚拟对象的能量值减少第二设定值。
在一种可选的实施方式中,控制辅助虚拟对象按照第五速度移动的过程中,第七响应单元407还用于:
确定辅助虚拟对象的能量值低于设定阈值时,控制辅助虚拟对象按照第四速度移动。
在一种可选的实施方式中,本公开实施例提供的游戏中虚拟角色交互装置400还包括:
第八响应单元408,用于响应于针对第二技能控件的第三技能释放指令,控制辅助虚拟对象在原地待命,并每间隔第五时长将辅助虚拟对象的能量值增加第三设定值。
在一种可选的实施方式中,响应辅助虚拟对象与受控虚拟角色之间的距离满足第二预设距离时,第七响应单元407还用于:
将第一技能控件配置为禁止技能释放。
需要说明的是,本公开实施例提供的游戏中虚拟角色交互装置400解决技术问题的原理与本公开实施例提供的游戏中虚拟角色交互方法相似,因此,本公开实施例提供的游戏中虚拟角色交互装置400的实施可以参见本公开实施例提供的游戏中虚拟角色交互方法的实施,重复之处不再赘述。
在介绍了本公开实施例提供的游戏中虚拟角色交互方法和装置之后,接下来,对本公开实施例提供的电子设备进行简单介绍。
参阅图5所示,本公开实施例提供的电子设备500至少包括处理器501、存储器502和存储在存储器502上并可在处理器501上运行的计算机程序,处理器501执行计算机程序时实现本公开提供的上述游戏中虚拟角色交互方法,例如处理器501执行计算机程序时实现以下步骤:
响应针对受控虚拟角色的移动控制指令,控制受控虚拟角色在游戏场景中移动,并控制辅助虚拟对象跟随受控虚拟角色移动;
响应辅助虚拟对象与第一虚拟对象满足第一检测范围的位置关系,控制辅助虚拟对象移动至第一虚拟对象所在位置处,并控制辅助虚拟对象对第一虚拟对象执行目标攻击操作;
响应针对第一技能控件的第一技能释放指令,控制受控虚拟角色向游戏场景中发射第二虚拟对象;
响应第二虚拟对象与第三虚拟对象满足交互条件,为第三虚拟对象设置目标标记;
响应辅助虚拟对象与携带目标标记的第三虚拟对象满足第二检测范围的位置关系,控制辅助虚拟对象移动至携带目标标记的第三虚拟对象所在位置处,并控制辅助虚拟对象对携带目标标记的第三虚拟对象执行目标攻击操作;其中,第二检测范围大于第一检测范围。
在一种可选的实施方式中,控制辅助虚拟对象移动至第一虚拟对象所在位置处之前,处理器501还用于:
确定第一虚拟对象正在执行目标游戏行为。
在一种可选的实施方式中,处理器501还用于:
确定第一虚拟对象未执行目标游戏行为时,继续控制辅助虚拟对象跟随受控虚拟角色移动。
在一种可选的实施方式中,控制辅助虚拟对象对第一虚拟对象执行目标攻击操作时,处理器501还用于:
采用高亮显示方式高亮显示第一虚拟对象,并在确定目标攻击操作执行完毕后满足第一时长时,取消高亮显示第一虚拟对象。
在一种可选的实施方式中,控制辅助虚拟对象对第一虚拟对象执行目标攻击操作之后,处理器501还用于:
保持辅助虚拟对象的能量值不变。
在一种可选的实施方式中,辅助虚拟对象在对第一虚拟对象执行目标攻击操作的过程中可被第一虚拟对象通过反攻击技能进行反攻击。
在一种可选的实施方式中,响应第二虚拟对象与第三虚拟对象满足交互条件,为第三虚拟对象设置目标标记时,处理器501具体用于:
响应第二虚拟对象与第三虚拟对象满足碰撞条件,为第三虚拟对象设置目标标记;
或者;
响应第二虚拟对象与第三虚拟对象之间的距离满足第一预设距离,为第三虚拟对象设置目标标记。
在一种可选的实施方式中,响应第二虚拟对象与第三虚拟对象满足碰撞条件,为第三虚拟对象设置目标标记之后,处理器501还用于:
确定满足任一第一失效条件时,确定为第三虚拟对象设置的目标标记失效;其中,第一失效条件至少包括目标攻击操作执行完毕和/或目标标记的持续时长满足第二时长。
在一种可选的实施方式中,处理器501还用于:
确定第二虚拟对象与第三虚拟对象之间的距离不满足第一预设距离的持续时长满足第三时长时,控制第二虚拟对象在游戏场景中消失;其中,第三时长不低于第二时长。
在一种可选的实施方式中,为第三虚拟对象设置目标标记之后,处理器501还用于:
控制辅助虚拟对象按照第一速度向携带目标标记的第三虚拟对象移动。
在一种可选的实施方式中,控制辅助虚拟对象移动至携带目标标记的第三虚拟对象所在位置处时,处理器501具体用于:
控制辅助虚拟对象按照第二速度移动至携带目标标记的第三虚拟对象所在位置处;其中,第二速度大于第一速度。
在一种可选的实施方式中,控制辅助虚拟对象按照第一速度向携带目标标记的第三虚拟对象移动的过程中,处理器501还用于:
确定为第三虚拟对象设置的目标标记失效时,控制辅助虚拟对象停止向第三虚拟对象移动,并确定第一技能释放指令失效。
在一种可选的实施方式中,控制辅助虚拟对象对携带目标标记的第三虚拟对象执行目标攻击操作之后,处理器501还用于:
将辅助虚拟对象的能量值增加第一设定值。
在一种可选的实施方式中,响应针对第一技能控件的第一技能释放指令时,处理器501还用于:
按照预设冷却时间将第一技能控件配置为禁止技能释放。
在一种可选的实施方式中,处理器501还用于:
响应针对第二技能控件的第二技能释放指令,控制辅助虚拟对象按照第三速度向受控虚拟角色移动;
响应辅助虚拟对象与受控虚拟角色之间的距离满足第二预设距离,控制受控虚拟角色骑乘至辅助虚拟对象,并控制辅助虚拟对象按照第四速度移动;其中,第四速度大于第三速度。
在一种可选的实施方式中,控制辅助虚拟对象按照第四速度移动之后,处理器501还用于:
确定辅助虚拟对象的能量值不低于设定阈值时,控制辅助虚拟对象按照第五速度移动;其中,第五速度大于第四速度。
在一种可选的实施方式中,控制辅助虚拟对象按照第五速度移动的过程中,处理器501还用于:
每间隔第四时长将辅助虚拟对象的能量值减少第二设定值。
在一种可选的实施方式中,控制辅助虚拟对象按照第五速度移动的过程中,处理器501还用于:
确定辅助虚拟对象的能量值低于设定阈值时,控制辅助虚拟对象按照第四速度移动。
在一种可选的实施方式中,处理器501还用于:
响应于针对第二技能控件的第三技能释放指令,控制辅助虚拟对象在原地待命,并每间隔第五时长将辅助虚拟对象的能量值增加第三设定值。
在一种可选的实施方式中,响应辅助虚拟对象与受控虚拟角色之间的距离满足第二预设距离时,处理器501还用于:
将第一技能控件配置为禁止技能释放。
通过为受控虚拟角色配置辅助虚拟对象,一方面,可以在控制辅助虚拟对象跟随受控虚拟角色移动的过程中,在辅助虚拟对象与第一虚拟对象满足第一检测范围的位置关系时,通过辅助虚拟对象自动对第一虚拟对象执行目标攻击操作,从而可以实现基于辅助虚拟对象的自动攻击;另一方面,还可以通过第一技能控件发起第一技能释放指令来控制受控虚拟角色向游戏场景中发射第二虚拟对象,在第二虚拟对象与第三虚拟对象满足交互条件时,为第三虚拟对象设置目标标记,并在辅助虚拟对象与携带目标标记的第 三虚拟对象满足第二检测范围的位置关系时,通过辅助虚拟对象对携带目标标记的第三虚拟对象执行目标攻击操作,从而可以实现基于辅助虚拟对象的主动攻击,进而可以为受控虚拟角色提供一项既可以通过辅助虚拟对象进行自动攻击,也可以通过辅助虚拟对象进行主动攻击的虚拟技能,从而可以提高游戏互动性和游戏体验,而且还降低了终端设备的处理负担,节省了终端设备的电量。
在一种可选的实施方式中,本公开实施例提供的电子设备500还可以包括连接不同组件(包括处理器501和存储器502)的总线503。其中,总线503表示几类总线结构中的一种或多种,包括存储器总线、外围总线、局域总线等。
在一种可选的实施方式中,存储器502可以包括易失性存储器形式的可读介质,例如RAM(Random Access Memory,随机存储器)5021和/或高速缓存存储器5022,还可以进一步包括ROM(Read Only Memory,只读存储器)5023。存储器502还可以包括具有一组(至少一个)程序模块5024的程序工具5025,程序模块5024包括但不限于:操作子系统、一个或者多个应用程序、其它程序模块以及程序数据,这些示例中的每一个或某种组合中可能包括网络环境的实现。
在一种可选的实施方式中,电子设备500也可以与一个或多个外部设备504(例如键盘、遥控器等)通信,还可以与一个或者多个使得用户能与电子设备500交互的设备通信(例如手机、电脑等),和/或,与使得电子设备500与一个或多个其它电子设备500进行通信的任何设备(例如路由器、调制解调器等)通信。这种通信可以通过I/O(Input/Output,输入/输出)接口505进行。并且,电子设备500还可以通过网络适配器506与一个或者多个网络(例如LAN(Local Area Network,局域网),WAN(Wide Area Network,广域网)和/或公共网络,例如因特网)通信。如图5所示,网络适配器506通过总线503与电子设备500的其它模块通信。应当理解,尽管图5中未示出,可以结合电子设备500使用其它硬件和/或软件模块,包括但不限于:微代码、设备驱动器、冗余处理器、外部磁盘驱动阵列、RAID(Redundant Arrays of Independent Disks,磁盘阵列)子系统、磁带驱动器以及数据备份存储子系统等。
需要说明的是,图5所示的电子设备500仅仅是一个示例,不应对本公开实施例的功能和使用范围带来任何限制。
下面对本公开实施例提供的计算机可读存储介质进行介绍。本公开实施例提供的计算机可读存储介质存储有计算机指令,该计算机指令被处理器执行时实现本公开实施例提供的游戏中虚拟角色交互方法。具体地,该计算机指令可以内置或者安装在处理器中,这样,处理器就可以通过执行内置或者安装的计算机指令实现本公开实施例提供的游戏中虚拟角色交互方法,例如处理器执行计算机程序时实现以下步骤:
响应针对受控虚拟角色的移动控制指令,控制受控虚拟角色在游戏场景中移动,并控制辅助虚拟对象跟随受控虚拟角色移动;
响应辅助虚拟对象与第一虚拟对象满足第一检测范围的位置关系,控制辅助虚拟对象移动至第一虚拟对象所在位置处,并控制辅助虚拟对象对第一虚拟对象执行目标攻击操作;
响应针对第一技能控件的第一技能释放指令,控制受控虚拟角色向游戏场景中发射第二虚拟对象;
响应第二虚拟对象与第三虚拟对象满足交互条件,为第三虚拟对象设置目标标记;
响应辅助虚拟对象与携带目标标记的第三虚拟对象满足第二检测范围的位置关系,控制辅助虚拟对象移动至携带目标标记的第三虚拟对象所在位置处,并控制辅助虚拟对象对携带目标标记的第三虚拟对象执行目标攻击操作;其中,第二检测范围大于第一检测范围。
在一种可选的实施方式中,控制辅助虚拟对象移动至第一虚拟对象所在位置处之前,处理器还用于:
确定第一虚拟对象正在执行目标游戏行为。
在一种可选的实施方式中,处理器还用于:
确定第一虚拟对象未执行目标游戏行为时,继续控制辅助虚拟对象跟随受控虚拟角色移动。
在一种可选的实施方式中,控制辅助虚拟对象对第一虚拟对象执行目标攻击操作时,处理器还用于:
采用高亮显示方式高亮显示第一虚拟对象,并在确定目标攻击操作执行完毕后满足第一时长时,取消高亮显示第一虚拟对象。
在一种可选的实施方式中,控制辅助虚拟对象对第一虚拟对象执行目标攻击操作之后,处理器还用于:
保持辅助虚拟对象的能量值不变。
在一种可选的实施方式中,辅助虚拟对象在对第一虚拟对象执行目标攻击操作的过程中可被第一虚拟对象通过反攻击技能进行反攻击。
在一种可选的实施方式中,响应第二虚拟对象与第三虚拟对象满足交互条件,为第三虚拟对象设置目标标记时,处理器具体用于:
响应第二虚拟对象与第三虚拟对象满足碰撞条件,为第三虚拟对象设置目标标记;
或者;
响应第二虚拟对象与第三虚拟对象之间的距离满足第一预设距离,为第三虚拟对象设置目标标记。
在一种可选的实施方式中,响应第二虚拟对象与第三虚拟对象满足碰撞条件,为第三虚拟对象设置目标标记之后,处理器还用于:
确定满足任一第一失效条件时,确定为第三虚拟对象设置的目标标记失效;其中, 第一失效条件至少包括目标攻击操作执行完毕和/或目标标记的持续时长满足第二时长。
在一种可选的实施方式中,处理器还用于:
确定第二虚拟对象与第三虚拟对象之间的距离不满足第一预设距离的持续时长满足第三时长时,控制第二虚拟对象在游戏场景中消失;其中,第三时长不低于第二时长。
在一种可选的实施方式中,为第三虚拟对象设置目标标记之后,处理器还用于:
控制辅助虚拟对象按照第一速度向携带目标标记的第三虚拟对象移动。
在一种可选的实施方式中,控制辅助虚拟对象移动至携带目标标记的第三虚拟对象所在位置处时,处理器具体用于:
控制辅助虚拟对象按照第二速度移动至携带目标标记的第三虚拟对象所在位置处;其中,第二速度大于第一速度。
在一种可选的实施方式中,控制辅助虚拟对象按照第一速度向携带目标标记的第三虚拟对象移动的过程中,处理器还用于:
确定为第三虚拟对象设置的目标标记失效时,控制辅助虚拟对象停止向第三虚拟对象移动,并确定第一技能释放指令失效。
在一种可选的实施方式中,控制辅助虚拟对象对携带目标标记的第三虚拟对象执行目标攻击操作之后,处理器还用于:
将辅助虚拟对象的能量值增加第一设定值。
在一种可选的实施方式中,响应针对第一技能控件的第一技能释放指令时,处理器还用于:
按照预设冷却时间将第一技能控件配置为禁止技能释放。
在一种可选的实施方式中,处理器还用于:
响应针对第二技能控件的第二技能释放指令,控制辅助虚拟对象按照第三速度向受控虚拟角色移动;
响应辅助虚拟对象与受控虚拟角色之间的距离满足第二预设距离,控制受控虚拟角色骑乘至辅助虚拟对象,并控制辅助虚拟对象按照第四速度移动;其中,第四速度大于第三速度。
在一种可选的实施方式中,控制辅助虚拟对象按照第四速度移动之后,处理器还用于:
确定辅助虚拟对象的能量值不低于设定阈值时,控制辅助虚拟对象按照第五速度移动;其中,第五速度大于第四速度。
在一种可选的实施方式中,控制辅助虚拟对象按照第五速度移动的过程中,处理器还用于:
每间隔第四时长将辅助虚拟对象的能量值减少第二设定值。
在一种可选的实施方式中,控制辅助虚拟对象按照第五速度移动的过程中,处理器 还用于:
确定辅助虚拟对象的能量值低于设定阈值时,控制辅助虚拟对象按照第四速度移动。
在一种可选的实施方式中,处理器还用于:
响应于针对第二技能控件的第三技能释放指令,控制辅助虚拟对象在原地待命,并每间隔第五时长将辅助虚拟对象的能量值增加第三设定值。
在一种可选的实施方式中,响应辅助虚拟对象与受控虚拟角色之间的距离满足第二预设距离时,处理器还用于:
将第一技能控件配置为禁止技能释放。
通过为受控虚拟角色配置辅助虚拟对象,一方面,可以在控制辅助虚拟对象跟随受控虚拟角色移动的过程中,在辅助虚拟对象与第一虚拟对象满足第一检测范围的位置关系时,通过辅助虚拟对象自动对第一虚拟对象执行目标攻击操作,从而可以实现基于辅助虚拟对象的自动攻击;另一方面,还可以通过第一技能控件发起第一技能释放指令来控制受控虚拟角色向游戏场景中发射第二虚拟对象,在第二虚拟对象与第三虚拟对象满足交互条件时,为第三虚拟对象设置目标标记,并在辅助虚拟对象与携带目标标记的第三虚拟对象满足第二检测范围的位置关系时,通过辅助虚拟对象对携带目标标记的第三虚拟对象执行目标攻击操作,从而可以实现基于辅助虚拟对象的主动攻击,进而可以为受控虚拟角色提供一项既可以通过辅助虚拟对象进行自动攻击,也可以通过辅助虚拟对象进行主动攻击的虚拟技能,从而可以提高游戏互动性和游戏体验,而且还降低了终端设备的处理负担,节省了终端设备的电量。
此外,本公开实施例提供的游戏中虚拟角色交互方法还可以实现为一种计算机程序产品,该计算机程序产品包括程序代码,该程序代码在处理器上运行时实现本公开实施例提供的游戏中虚拟角色交互方法。
本公开实施例提供的计算机程序产品可以采用一个或多个可读存储介质的任意组合,其中,可读存储介质可以是但不限于是电、磁、光、电磁、红外线、或半导体的系统、装置或器件,或者任意以上的组合,具体地,可读存储介质的更具体的例子(非穷举的列表)包括:具有一个或多个导线的电连接、便携式盘、硬盘、RAM、ROM、EPROM(Erasable Programmable Read Only Memory,可擦式可编程只读存储器)、光纤、CD-ROM(Compact Disc Read-Only Memory,便携式紧凑盘只读存储器)、光存储器件、磁存储器件、或者上述的任意合适的组合。
本公开实施例提供的计算机程序产品可以采用CD-ROM并包括程序代码,还可以在诸如前述提及的本地终端设备、服务器等电子设备上运行。然而,本公开实施例提供的计算机程序产品不限于此,本公开实施例中,可读存储介质可以是任何包含或存储程序代码的有形介质,该程序代码可以被指令执行系统、装置或者器件使用或者与其结合使用。
应当注意,尽管在上文详细描述中提及了装置的若干单元或子单元,但是这种划分仅仅是示例性的并非强制性的。实际上,根据本公开的实施方式,上文描述的两个或更多单元的特征和功能可以在一个单元中具体化。反之,上文描述的一个单元的特征和功能可以进一步划分为由多个单元来具体化。
此外,尽管在附图中以特定顺序描述了本公开方法的操作,但是,这并非要求或者暗示必须按照该特定顺序来执行这些操作,或是必须执行全部所示的操作才能实现期望的结果。附加地或备选地,可以省略某些步骤,将多个步骤合并为一个步骤执行,和/或将一个步骤分解为多个步骤执行。
尽管已描述了本公开的优选实施例,但本领域内的技术人员一旦得知基本创造性概念,则可对这些实施例作出另外的变更和修改。所以,所附权利要求意欲解释为包括优选实施例以及落入本公开范围的所有变更和修改。
显然,本领域的技术人员可以对本公开实施例进行各种改动和变型而不脱离本公开实施例的精神和范围。这样,倘若本公开实施例的这些修改和变型属于本公开权利要求及其等同技术的范围之内,则本公开也意图包含这些改动和变型在内。

Claims (23)

  1. 一种游戏中虚拟角色交互方法,通过终端设备提供图形用户界面,所述图形用户界面上至少显示有游戏场景、受控虚拟角色和所述受控虚拟角色的辅助虚拟对象,所述方法包括:
    响应针对所述受控虚拟角色的移动控制指令,控制所述受控虚拟角色在所述游戏场景中移动,并控制所述辅助虚拟对象跟随所述受控虚拟角色移动;
    响应所述辅助虚拟对象与第一虚拟对象满足第一检测范围的位置关系,控制所述辅助虚拟对象移动至所述第一虚拟对象所在位置处,并控制所述辅助虚拟对象对所述第一虚拟对象执行目标攻击操作;
    响应针对第一技能控件的第一技能释放指令,控制所述受控虚拟角色向所述游戏场景中发射第二虚拟对象;
    响应所述第二虚拟对象与第三虚拟对象满足交互条件,为所述第三虚拟对象设置目标标记;
    响应所述辅助虚拟对象与携带所述目标标记的第三虚拟对象满足第二检测范围的位置关系,控制所述辅助虚拟对象移动至携带所述目标标记的第三虚拟对象所在位置处,并控制所述辅助虚拟对象对携带所述目标标记的第三虚拟对象执行目标攻击操作;其中,所述第二检测范围大于所述第一检测范围。
  2. 如权利要求1所述的游戏中虚拟角色交互方法,其中,控制所述辅助虚拟对象移动至所述第一虚拟对象所在位置处之前,还包括:
    确定所述第一虚拟对象正在执行目标游戏行为。
  3. 如权利要求2所述的游戏中虚拟角色交互方法,其中,还包括:
    确定所述第一虚拟对象未执行所述目标游戏行为时,继续控制所述辅助虚拟对象跟随所述受控虚拟角色移动。
  4. 如权利要求1所述的游戏中虚拟角色交互方法,其中,控制所述辅助虚拟对象对所述第一虚拟对象执行所述目标攻击操作时,还包括:
    采用高亮显示方式高亮显示所述第一虚拟对象,并在确定所述目标攻击操作执行完毕后满足第一时长时,取消高亮显示所述第一虚拟对象。
  5. 如权利要求1所述的游戏中虚拟角色交互方法,其中,控制所述辅助虚拟对象对所述第一虚拟对象执行所述目标攻击操作之后,还包括:
    保持所述辅助虚拟对象的能量值不变。
  6. 如权利要求1所述的游戏中虚拟角色交互方法,其中,所述辅助虚拟对象在对所述第一虚拟对象执行所述目标攻击操作的过程中可被所述第一虚拟对象通过反攻击技能进行反攻击。
  7. 如权利要求1所述的游戏中虚拟角色交互方法,其中,响应所述第二虚拟对象与第三虚拟对象满足交互条件,为所述第三虚拟对象设置目标标记,包括:
    响应所述第二虚拟对象与所述第三虚拟对象满足碰撞条件,为所述第三虚拟对象设置目标标记;
    或者;
    响应所述第二虚拟对象与所述第三虚拟对象之间的距离满足第一预设距离,为所述第三虚拟对象设置目标标记。
  8. 如权利要求7所述的游戏中虚拟角色交互方法,其中,响应所述第二虚拟对象与所述第三虚拟对象满足碰撞条件,为所述第三虚拟对象设置目标标记之后,还包括:
    确定满足任一第一失效条件时,确定为所述第三虚拟对象设置的所述目标标记失效;其中,所述第一失效条件至少包括所述目标攻击操作执行完毕和/或所述目标标记的持续时长满足第二时长。
  9. 如权利要求7所述的游戏中虚拟角色交互方法,其中,还包括:
    确定所述第二虚拟对象与所述第三虚拟对象之间的距离不满足所述第一预设距离的持续时长满足第三时长时,控制所述第二虚拟对象在所述游戏场景中消失;其中,所述第三时长不低于所述第二时长。
  10. 如权利要求1所述的游戏中虚拟角色交互方法,其中,为所述第三虚拟对象设置目标标记之后,还包括:
    控制所述辅助虚拟对象按照第一速度向携带所述目标标记的第三虚拟对象移动。
  11. 如权利要求10所述的游戏中虚拟角色交互方法,其中,控制所述辅助虚拟对象移动至携带所述目标标记的第三虚拟对象所在位置处,包括:
    控制所述辅助虚拟对象按照第二速度移动至携带所述目标标记的第三虚拟对象所在位置处;其中,所述第二速度大于所述第一速度。
  12. 如权利要求10所述的游戏中虚拟角色交互方法,其中,控制所述辅助虚拟对象按照第一速度向携带所述目标标记的第三虚拟对象移动的过程中,还包括:
    确定为所述第三虚拟对象设置的所述目标标记失效时,控制所述辅助虚拟对象停止向所述第三虚拟对象移动,并确定所述第一技能释放指令失效。
  13. 如权利要求1所述的游戏中虚拟角色交互方法,其中,控制所述辅助虚拟对象对携带所述目标标记的第三虚拟对象执行目标攻击操作之后,还包括:
    将所述辅助虚拟对象的能量值增加第一设定值。
  14. 如权利要求1所述的游戏中虚拟角色交互方法,其中,响应针对第一技能控件的第一技能释放指令时,还包括:
    按照预设冷却时间将所述第一技能控件配置为禁止技能释放。
  15. 如权利要求1-14任一项所述的游戏中虚拟角色交互方法,其中,还包括:
    响应针对第二技能控件的第二技能释放指令,控制所述辅助虚拟对象按照第三速度向所述受控虚拟角色移动;
    响应所述辅助虚拟对象与所述受控虚拟角色之间的距离满足第二预设距离,控制所述受控虚拟角色骑乘至所述辅助虚拟对象,并控制所述辅助虚拟对象按照第四速度移动;其中,所述第四速度大于所述第三速度。
  16. 如权利要求15所述的游戏中虚拟角色交互方法,其中,控制所述辅助虚拟对象按照第四速度移动之后,还包括:
    确定所述辅助虚拟对象的能量值不低于设定阈值时,控制所述辅助虚拟对象按照第五速度移动;其中,所述第五速度大于所述第四速度。
  17. 如权利要求16所述的游戏中虚拟角色交互方法,其中,控制所述辅助虚拟对象按照第五速度移动的过程中,还包括:
    每间隔第四时长将所述辅助虚拟对象的能量值减少第二设定值。
  18. 如权利要求16所述的游戏中虚拟角色交互方法,其中,控制所述辅助虚拟对象按照第五速度移动的过程中,还包括:
    确定所述辅助虚拟对象的能量值低于所述设定阈值时,控制所述辅助虚拟对象按照所述第四速度移动。
  19. 如权利要求15所述的游戏中虚拟角色交互方法,其中,还包括:
    响应于针对所述第二技能控件的第三技能释放指令,控制所述辅助虚拟对象在原地待命,并每间隔第五时长将所述辅助虚拟对象的能量值增加第三设定值。
  20. 如权利要求15所述的游戏中虚拟角色交互方法,其中,响应所述辅助虚拟对象与所述受控虚拟角色之间的距离满足第二预设距离时,还包括:
    将所述第一技能控件配置为禁止技能释放。
  21. 一种游戏中虚拟角色交互装置,通过终端设备提供图形用户界面,所述图形用 户界面上至少显示有游戏场景、受控虚拟角色和所述受控虚拟角色的辅助虚拟对象,所述装置包括:
    第一响应单元,用于响应针对所述受控虚拟角色的移动控制指令,控制所述受控虚拟角色在所述游戏场景中移动,并控制所述辅助虚拟对象跟随所述受控虚拟角色移动;
    第二响应单元,用于响应所述辅助虚拟对象与第一虚拟对象满足第一检测范围的位置关系,控制所述辅助虚拟对象移动至所述第一虚拟对象所在位置处,并控制所述辅助虚拟对象对所述第一虚拟对象执行目标攻击操作;
    第三响应单元,用于响应针对第一技能控件的第一技能释放指令,控制所述受控虚拟角色向所述游戏场景中发射第二虚拟对象;
    第四响应单元,用于响应所述第二虚拟对象与第三虚拟对象满足交互条件,为所述第三虚拟对象设置目标标记;
    第五响应单元,用于响应所述辅助虚拟对象与携带所述目标标记的第三虚拟对象满足第二检测范围的位置关系,控制所述辅助虚拟对象移动至携带所述目标标记的第三虚拟对象所在位置处,并控制所述辅助虚拟对象对携带所述目标标记的第三虚拟对象执行目标攻击操作;其中,所述第二检测范围大于所述第一检测范围。
  22. 一种电子设备,包括存储器、处理器和存储在所述存储器上并可在所述处理器上运行的计算机程序,所述处理器执行所述计算机程序时实现如权利要求1-20任一项所述的游戏中虚拟角色交互方法。
  23. 一种计算机可读存储介质,所述计算机可读存储介质存储有计算机指令,所述计算机指令被处理器执行时实现如权利要求1-20任一项所述的游戏中虚拟角色交互方法。
PCT/CN2023/096780 2022-12-22 2023-05-29 一种游戏中虚拟角色交互方法、装置、设备及介质 WO2024130960A1 (zh)

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