WO2025016151A1 - 游戏控制方法、游戏控制装置、存储介质与电子设备 - Google Patents
游戏控制方法、游戏控制装置、存储介质与电子设备 Download PDFInfo
- Publication number
- WO2025016151A1 WO2025016151A1 PCT/CN2024/100682 CN2024100682W WO2025016151A1 WO 2025016151 A1 WO2025016151 A1 WO 2025016151A1 CN 2024100682 W CN2024100682 W CN 2024100682W WO 2025016151 A1 WO2025016151 A1 WO 2025016151A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- virtual
- virtual character
- character
- weapon
- connection object
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
Definitions
- the present disclosure relates to the field of game technology, and in particular to a game control method, a game control device, a computer-readable storage medium, and an electronic device.
- control props or skills which refer to props or skills that can have a restrictive effect on the target's behavior.
- the restrictive effect can be to make the target temporarily dizzy.
- the complexity and difficulty of the related operations are usually high, for example, complex movement and aiming control operations are required to accurately cast props or skills. This increases the learning cost of the player, and the player usually needs to perform multiple operations to achieve the desired effect, resulting in increased overhead and power consumption of the terminal device or server running the game.
- the present disclosure provides a game control method, a game control device, a computer-readable storage medium and an electronic device, so as to at least to some extent solve the problem of high complexity and difficulty in releasing control skills or props.
- a game control method which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, and the game scene includes a controlled virtual character controlled by the terminal device; the method includes: in response to a first virtual weapon cast by the controlled virtual character hitting a first virtual character, detecting whether there are other virtual characters in a connection determination area based on the first virtual character; in response to detecting other virtual characters in the connection determination area, determining a second virtual character from the detected other virtual characters; and controlling the connection between the first virtual character and the second virtual character through a virtual connection object, wherein the virtual connection object is configured to limit the relative distance between the first virtual character and the second virtual character.
- a game control device which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled virtual character controlled by the terminal device;
- the device comprises: a first hit response module, configured to execute a response to a first virtual weapon cast by the controlled virtual character hitting a first virtual character, and to detect whether there are other virtual characters in a connection determination area based on the first virtual character;
- a second virtual character determination module configured to execute a response to a first virtual weapon cast by the controlled virtual character hitting a first virtual character;
- Other virtual characters are detected in the connection determination area, and a second virtual character is determined from the detected other virtual characters;
- a connection processing module is configured to execute control to connect the first virtual character and the second virtual character through a virtual connection object, wherein the virtual connection object is configured to limit the relative distance between the first virtual character and the second virtual character.
- a computer-readable storage medium on which a computer program is stored.
- the game control method of the first aspect and possible implementation methods thereof are implemented.
- an electronic device comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game control method of the first aspect and its possible implementation methods by executing the executable instructions.
- a method for casting control props or skills that can control multiple virtual characters is provided.
- the player can cast the first virtual weapon toward the first virtual character, detect and determine the second virtual character in the connection determination area, and use a virtual connection object to connect the first virtual character and the second virtual character to produce a control effect that limits the relative distance between the two.
- the complexity and difficulty of the control props or skill casting operation can be reduced, and the learning cost of the players can be reduced.
- the situation of player misoperation can be effectively reduced, so that the player does not need to perform multiple operations to achieve the desired effect, thereby reducing the cost and power consumption of the terminal device or server running the game.
- the control effect of this scheme is to limit the relative distance between the first virtual character and the second virtual character.
- the player controlling the first virtual character or the second virtual character can still operate the game within a certain range, avoiding the actual operation time of these players being reduced due to the existence of control props or skills, thereby ensuring the actual operation time of the players in the game, which is conducive to improving the game experience.
- FIG1 shows a system architecture diagram of an operating environment of one of the exemplary embodiments
- FIG2 is a flowchart showing a game control method according to one of the exemplary embodiments
- FIG3 is a schematic diagram showing a game scene according to one of the exemplary embodiments.
- FIG4 shows a flow chart of connecting a first virtual character and a second virtual character according to one of the exemplary embodiments
- FIG5 is a diagram showing an example of automatically executing a preset game animation according to one of the exemplary embodiments
- FIG6 is a schematic diagram showing a moving operation according to one of the exemplary embodiments.
- FIG7 is a flowchart showing another game control method according to one of the exemplary embodiments.
- FIG8 is a schematic diagram showing the structure of a game control device according to one of the exemplary embodiments.
- FIG. 9 is a schematic structural diagram of an electronic device according to one of the exemplary embodiments.
- control props or skills that can control multiple targets are usually more complex and difficult to use.
- complex positioning and aiming control operations are required to accurately use props or skills. This makes the game difficult to get started and increases the learning cost for players.
- players are prone to misoperation and need to perform multiple operations to achieve the desired effect, which increases the cost and power consumption of the terminal device or server running the game.
- an exemplary embodiment of the present disclosure first provides a game control method.
- Fig. 1 shows a system architecture diagram of the operating environment of this exemplary embodiment.
- the system architecture 100 may include terminal devices 110, 120, 130 and a server 140.
- the terminal devices 110, 120, 130 may be devices such as mobile phones, tablet computers, personal computers, smart wearable devices, game consoles, etc., which have a display function and can display a graphical user interface, which may include an operating system interface or an application program interface, etc.
- the server 140 generally refers to a background system that provides game services in this exemplary embodiment, which may be a server or a cluster of multiple servers.
- the terminal devices 110, 120, 130 may be connected to the server 140 via a wired or wireless communication link to transmit data.
- the game control method in this exemplary embodiment can be implemented and executed based on a cloud interaction system.
- the cloud interaction system can be the above-mentioned system architecture 100.
- various cloud applications can be run under the cloud interaction system, such as cloud games.
- cloud games refer to a gaming method based on cloud computing.
- the cloud game server such as the above-mentioned server 140
- the cloud game client such as the above-mentioned terminal devices 110, 120, 130
- a cloud game client can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; and the cloud game server in the cloud is responsible for information processing.
- the player operates the cloud game client to send operation instructions to the cloud game server.
- the cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud game client through the network.
- the cloud game client decodes and outputs the game screen.
- the game control method in this exemplary embodiment can be executed by any one or more of the above-mentioned terminal devices 110 , 120 , 130 and the server 140 .
- the game scene is the space where the virtual character in the game is located, and can be composed of one or more scene components such as mountains, lakes, woods, buildings, streets, etc.
- a virtual character refers to a human character or a non-human character in the game, which can include a character controlled by a player, a non-player character (NPC), etc.
- the graphical user interface can display the entire game scene or a partial game scene.
- the game scene includes a controlled virtual character.
- the controlled virtual character may be a virtual character controlled by a player to release a first virtual weapon, and the first virtual weapon may be a controllable prop (or skill).
- the game scene may also include other virtual characters, such as a first virtual character and a second virtual character hit by the controllable prop of the controlled virtual character.
- the first virtual character and the second virtual character may be controlled by other players.
- the controlled virtual character may be controlled by the terminal device 110, the first virtual character may be controlled by the terminal device 120, and the second virtual character may be controlled by the terminal device 130.
- the graphical user interface can display the game screen obtained by shooting the game scene by a virtual camera in the game scene.
- the virtual camera is a tool in the game that simulates a real camera to shoot the game screen. It can be set at any position in the game scene and shoot the game scene from any perspective. That is, the virtual camera can have any posture in the game scene, and its posture can be fixed or dynamically changed. In addition, any number of virtual cameras can be set in the game scene, and different virtual cameras can shoot different game screens.
- the controlled virtual character is bound to a virtual camera, which shoots the game scene to obtain the current field of view of the controlled virtual object, which can be displayed in the graphical user interface of the terminal device (such as the terminal device 110) that controls the controlled virtual character.
- the virtual camera is bound to the controlled virtual character and moves synchronously with the controlled virtual character, so as to shoot the game screen from the perspective of the controlled virtual character in real time and present it in the graphical user interface, giving the player a sense of immersion and reality.
- the virtual camera is set at the position of the controlled virtual character, or more specifically, at the head or eye position of the controlled virtual character, the current field of view from the first-person perspective of the controlled virtual character can be presented, and the body of the controlled virtual character is not displayed or only a small part (such as only the arms) is displayed in the picture.
- This method can be applied to first-person shooting (FPS) games or first-person modes in other games.
- the virtual camera is set at a position outside the body of the controlled virtual character (such as behind the body) and has a fixed direction and distance from the controlled virtual character, the current field of view from the third-person perspective of the controlled virtual character can be presented, and all or most of the body of the controlled virtual character is displayed in the picture.
- This method can be applied to third-person shooting (TPS) games or third-person modes in other games.
- FIG. 2 shows an exemplary process of a game control method in this exemplary embodiment, which may include the following steps: S210 to S230:
- Step S210 in response to the first virtual weapon released by the controlled virtual character hitting the first virtual character, detecting whether there are other virtual characters in the connection determination area based on the first virtual character.
- Step S220 In response to detecting other virtual characters in the connection determination area, determining a second virtual character from the detected other virtual characters.
- Step S230 controlling the connection between the first virtual character and the second virtual character through the virtual connection object, wherein the virtual connection object is configured to limit the relative distance between the first virtual character and the second virtual character.
- a method for casting control props or skills that can control multiple virtual characters is provided.
- the player can cast a first virtual weapon toward the first virtual character, detect and determine the second virtual character in the connection determination area, and use a virtual connection object to connect the first virtual character and the second virtual character to produce a control effect that limits the relative distance between the two.
- the complexity and difficulty of the control props or skill casting operation can be reduced, and the learning cost of the player can be reduced.
- the situation of player misoperation can be effectively reduced, so that the player does not need to perform multiple operations to achieve the desired effect, thereby reducing the cost and power consumption of the terminal device or server running the game.
- the control effect of this solution is to limit the relative distance between the first virtual character and the second virtual character.
- the player controlling the first virtual character or the second virtual character can still operate the game within a certain range, avoiding the actual operation time of these players being reduced due to the existence of control props or skills, thereby ensuring the actual operation time of the player in the game, which is conducive to improving the game experience.
- step S210 in response to a first virtual weapon released by a controlled virtual character hitting a first virtual character, it is detected whether there are other virtual characters in a connection determination area based on the first virtual character.
- the first virtual weapon is a game item or skill with a specific control effect in this exemplary embodiment (i.e., a control effect of connecting two virtual characters through a virtual connection object to limit their relative distance).
- a specific bow or gun can be set in the game, and when the controlled virtual character uses the bow or gun to shoot, the first virtual weapon is fired, and the first virtual weapon can be an arrow or a bullet.
- the player can control the controlled virtual character to release the first virtual weapon in any direction, which may be referred to as the initial release direction. For example, if the field of view of the controlled virtual character is displayed in the graphical user interface, the player can control the controlled virtual character to rotate to adjust its front direction, and then release the first virtual weapon straight ahead.
- the first virtual weapon After the first virtual weapon is released in the initial release direction, the first virtual weapon can move along the initial release direction, or the path of the first virtual weapon can be calculated in combination with the initial release direction taking into account the influence of environmental effects such as gravity and wind, and then the first virtual weapon can be controlled to move along the path.
- the game control method may further include the following steps:
- the first virtual weapon is controlled to move along the initial release direction within a third preset time after the controlled virtual character releases the first virtual weapon. After the third preset time, the first virtual weapon is controlled to move along a trajectory after the initial release direction and the environmental effect are superimposed.
- environmental effects may include one or more of the following: gravity, wind, and magnetic field.
- the arrow or bullet initially has a large kinetic energy, so it is less affected by the environment in the initial stage, and its motion trajectory is close to a straight line along the initial launch direction.
- the motion trajectory shows phenomena such as falling under the influence of gravity.
- the trajectory of the first virtual weapon can have the above characteristics.
- the third preset duration can be determined based on experience, the maximum travel distance or duration of the first virtual weapon, etc.
- the third preset duration can be 1 second. Taking 1 second as an example, within 1 second after the controlled virtual character releases the first virtual weapon, the first virtual weapon is controlled to move along the initial release direction, and the trajectory within this 1 second can be a straight line. After 1 second, considering the influence of environmental effects, the initial release direction is superimposed with the environmental effects to calculate the trajectory of the first virtual weapon. If the gravity effect is considered, the trajectory can be a parabola (such as a semi-parabola), etc.
- the trajectory of the first virtual weapon under the action of wind or magnetic field can be calculated according to the size and direction of the wind force, the size and direction of the magnetic field. Control the first virtual weapon to move along the calculated trajectory after 1 second. This can achieve a realistic game effect, and make it easy for players to accurately control the release direction when controlling the controlled virtual character to release the first virtual weapon, and the game feel is better.
- the first virtual weapon hits the virtual character, and the virtual character is called the first virtual character.
- the virtual characters in the game are divided into different camps, and the first virtual weapon can be set to only hit the enemy virtual character, but not the friendly virtual character, then the first virtual character is the enemy virtual character.
- each virtual character in the game is a camp, and other virtual characters can be regarded as enemies. Then, after the controlled virtual character releases the first virtual weapon, the first virtual weapon can hit any other virtual character on its trajectory, that is, the first virtual character can be any other virtual character.
- the controllable effect of the first virtual weapon can be to connect the first virtual character with the second virtual weapon in the connection determination area to limit the relative distance between the two. Therefore, the connection determination area is an area located near the first virtual character, and the distance between the virtual characters in the area and the first virtual character is relatively close. In other words, the first virtual weapon can connect the first virtual character with other virtual characters that are relatively close, but cannot connect two virtual characters that are relatively far apart.
- connection determination area can be a circular area with the first virtual character as the center and a preset distance (such as 10 meters, which can be determined based on experience and specific scale parameters of the game scene) as the radius.
- the connection determination area can be a reachable area within a circular area with the first virtual character as the center and a preset distance as the radius.
- the reachable area refers to an area that is not blocked by obstacles, such as there are no obstacles between the first virtual character and any position within the reachable area.
- the connection determination area can be a sector-shaped area within a circular area with the first virtual character as the center and a preset distance as the radius.
- the centerline of the sector-shaped area can be oriented in a specific direction (such as the direction of travel of the first virtual weapon), and the angle or curvature of the sector can be determined based on experience or actual needs.
- connection determination area Whether there are other virtual characters in the connection determination area is detected, thereby determining whether there are other virtual characters that can be connected to the first virtual character in the connection determination area. In one embodiment, it is possible to detect whether there are other virtual characters that can be acted upon by the first virtual weapon, such as enemy virtual characters, in the connection determination area. If there are only friendly virtual characters in the domain and no enemy virtual characters, the connection conditions are not met.
- a screen showing the disappearance of the first virtual weapon may be presented when the first virtual weapon reaches the end point.
- the first virtual weapon reaching the end point may include the following situations: from the time the controlled virtual character launches the first virtual weapon, the travel time of the first virtual weapon reaches the maximum travel time (such as 3 seconds, which can be determined based on experience and specific needs); from the time the controlled virtual character launches the first virtual weapon, the travel distance of the first virtual weapon reaches the maximum travel distance (such as 50 seconds, which can be determined based on experience and specific needs); the first virtual weapon reaches the ground or obstacles such as trees and walls, and it cannot continue to move, which is also considered to have reached the end point. If the first virtual weapon does not hit other virtual characters, no control effect may be produced.
- step S220 in response to detecting other virtual characters in the connection determination area, a second virtual character is determined from the detected other virtual characters.
- Detecting other virtual characters in the connection determination area may refer to detecting any other virtual characters in the connection determination area, or detecting other virtual characters that can be acted upon (ie, can be connected to) by the first virtual weapon in the connection determination area.
- the second virtual character may be one or more virtual characters detected in the connection determination area. For example, if the first virtual weapon is set to be able to connect only two virtual characters, the second virtual character is one virtual character; if the first virtual weapon is set to be able to connect three or more virtual characters, the second virtual character is two or more virtual characters.
- connection determination area Any virtual character detected in the connection determination area may be used as the second virtual character, for example, a certain number of second virtual characters may be randomly selected from other detected virtual characters.
- determining the second virtual character from the detected other virtual characters may include the following steps:
- the detected other virtual character closest to the first virtual character is used as the second virtual character.
- the other virtual character closest to the first virtual character is used as the second virtual character, and the two are subsequently connected through a virtual connection object, which is more in line with the hit logic of props or skills in the game.
- the player can connect the two virtual characters that are expected to be connected. For example, if the player wants to connect characters A and B, he can cast the first virtual weapon on A when B is closest to A, making the effect of the first virtual weapon more controllable, which is conducive to enhancing the feedback of the player's operation.
- the first virtual character can be used as a benchmark to detect from near to far, and the first detected other virtual character can be used as the second virtual character without further detection, which is beneficial to reducing the amount of calculation for detecting other virtual characters and improving efficiency.
- control is to connect the first virtual character and the second virtual character through a virtual connection object, wherein the virtual connection object is configured to limit the relative distance between the first virtual character and the second virtual character.
- the virtual connection object may be a rope, spring or other object in the game.
- the virtual connection object is displayed with visual parameters, and the player can see the virtual connection object in the game scene, thereby identifying the first virtual connection object.
- the character and the second virtual character are in a connected state.
- the visual parameters of the virtual connection object can be set to bright colors or special effects so that the player can clearly see the virtual connection object.
- Fig. 3 shows a schematic diagram of a game scene, which includes a controlled virtual character 301, a first virtual character 302, and a second virtual character 303.
- the controlled virtual character 301 casts a first virtual weapon to hit the first virtual character 302, detects and determines the second virtual character 303 in a connection determination area based on the first virtual character 302, and connects the first virtual character 302 and the second virtual character 303 through a virtual connection object 304.
- the virtual connection object 304 is a curved line with special effects between the first virtual character 302 and the second virtual character 303, so that the player can clearly see that the first virtual character 302 and the second virtual character 303 are in a connected state.
- first virtual character 302 and the second virtual character 303 can also be added to the first virtual character 302 and the second virtual character 303 to show that they are in a connected state, such as the love special effect shown in Fig. 3, indicating that the first virtual character 302 and the second virtual character 303 are hit by the Cupid arrow (i.e., the first virtual weapon) and thus connected.
- Cupid arrow i.e., the first virtual weapon
- control of connecting the first virtual character and the second virtual character through the virtual connection object may include the following steps S410 and S420:
- Step S410 controlling the launching of a second virtual weapon toward a second virtual character.
- Step S420 in response to the second virtual weapon hitting the second virtual character, controlling the first virtual character and the second virtual character to be connected via the virtual connection object.
- the process of the controlled virtual character releasing the first virtual weapon can be divided into two stages: the first stage is that the first virtual weapon shoots at and hits the first virtual character; the second stage is that the first virtual weapon that hits the first virtual character derives the second virtual weapon and continues to shoot at the second virtual character.
- the second virtual weapon is a virtual weapon derived from the first virtual weapon, and may be at least one of the following: the first virtual weapon, which is reflected in that after the first virtual weapon hits the first virtual character, its own appearance such as shape and color does not change, and it continues to shoot at the second virtual character by means of ricocheting, refraction, etc.
- the virtual weapon generated according to the first virtual weapon such as a part of the first virtual weapon, may be reflected in that the first virtual weapon is split after hitting the first virtual character, and the split part is used as the second virtual weapon and continues to shoot at the second virtual character.
- the virtual weapon regenerated after the first virtual weapon hits the first virtual character may be reflected in that after the first virtual weapon hits the first virtual character, a virtual weapon with a different appearance is regenerated at the original position as the second virtual weapon, and continues to shoot at the second virtual character.
- control of launching the second virtual weapon at the second virtual character may include the following steps:
- the second virtual weapon is launched according to the current position information and speed parameters.
- the second virtual weapon is fired towards the current position of the second virtual character, and it can continue the speed parameters of the first virtual weapon when it hits the first virtual character.
- the movement process of the first virtual weapon and the movement process of the second virtual weapon are continuous, the visual experience is more harmonious, and the player's shooting experience is better.
- the controlled virtual character hits two virtual characters by casting the first virtual weapon this time, and the first virtual character and the second virtual character are connected through the virtual connection object to produce a control effect.
- the second virtual weapon misses the second virtual character, for example, when the second virtual weapon is shot at the second virtual character, the second virtual character dodges to avoid the second virtual weapon, and the second virtual weapon does not hit other virtual characters in the subsequent moving process until it reaches the end point (referring to the above-mentioned situation where the first virtual weapon reaches the end point, it may refer to the second virtual weapon's moving time reaching the maximum moving time, or the moving distance reaching the maximum moving distance, or reaching the ground, or reaching obstacles such as walls and trees), then the hit result of the first virtual weapon on the first virtual character may be canceled, and the result of the controlled virtual character's casting of the first virtual weapon this time may be settled as a miss of the target, and no connected control effect is generated.
- the game control method may further include the following steps:
- the first virtual character and the second virtual character are connected through the virtual connection object, the first virtual character and the second virtual character are controlled to automatically execute a preset game animation.
- the first virtual character and the second virtual character are connected through the virtual connection object, they can be controlled to automatically execute the preset game animation immediately, or they can be controlled to automatically execute the preset game animation after a certain period of time has passed after the connection.
- Fig. 5 shows an example of automatically executing a preset game animation: a first virtual character and a second virtual character are connected by a love rope (i.e. a virtual connection object), the two characters show love towards each other, then approach each other and rotate towards each other.
- a love rope i.e. a virtual connection object
- the preset game animation can last for a certain period of time, such as a fourth preset period of time, so that the first virtual character and the second virtual character cannot freely operate within the fourth preset period of time, thereby achieving a control effect.
- a certain period of time such as a fourth preset period of time
- the connection state of the first virtual character and the second virtual character can be maintained for a period of time, or the connection state of the first virtual character and the second virtual character can be terminated immediately.
- the game control method may further include the following steps:
- first virtual character and the second virtual character are connected by a virtual connection object
- a contraction force along the contraction direction of the virtual connection object is applied to at least one of the first virtual character and the second virtual character according to the relative distance.
- the virtual connection object is configured in a retractable form, such as a love rope with elastic effect.
- the initial deformation distance refers to the minimum length at which the virtual connection object begins to generate contraction force.
- the virtual connection object is not stretched and deformed, and no contraction occurs inside the virtual connection object.
- the relative distance between the first virtual character and the second virtual character is equal to the initial deformation distance of the virtual connection object, the virtual connection object is at the critical point of tensile deformation and begins to generate a contraction force, but the contraction force can be 0.
- the virtual connection object When the relative distance between the first virtual character and the second virtual character is greater than the initial deformation distance of the virtual connection object, the virtual connection object is subjected to tensile deformation and generates a contraction force greater than 0.
- the contraction force can be applied to at least one of the first virtual character and the second virtual character, so that the first virtual character and the second virtual character tend to approach each other, thereby limiting the relative distance between the first virtual character and the second virtual character so that the two cannot be too far apart, and achieving an elastic limiting effect.
- applying a contraction force along the contraction direction of the virtual connection object to at least one of the first virtual character and the second virtual character according to the relative distance may include the following steps:
- the contraction force is determined according to the difference between the relative distance and the initial deformation distance, and the contraction force is positively correlated with the difference;
- a contraction force is applied to at least one of the first virtual character and the second virtual character.
- the difference between the relative distance and the initial deformation distance indicates the degree to which the relative distance exceeds the initial deformation distance.
- the larger the difference the more severe the tensile deformation of the virtual connection object, and therefore the greater the contraction force.
- a linear or nonlinear positive correlation can be established in advance between the difference and the contraction force, such as a linear coefficient between the difference and the contraction force, so that the contraction force is proportional to the difference.
- the corresponding contraction force can be calculated from the difference.
- the contraction force is then applied to at least one of the first virtual character and the second virtual character. In this way, the greater the relative distance between the first virtual character and the second virtual character, the greater the contraction force, that is, the stronger the restriction effect.
- the game control method may further include the following steps:
- the movement of the first virtual character is controlled according to the result of the superposition of the movement operation acting on the first virtual character and the contraction force acting on the first virtual character; and/or the movement of the second virtual character is controlled according to the result of the superposition of the movement operation acting on the second virtual character and the contraction force acting on the second virtual character.
- the player controlling the first virtual character can still move the first virtual character, and the first virtual character is simultaneously subjected to a contraction force, which also has the effect of controlling the movement of the first virtual character, usually pulling the first virtual character closer to the second virtual character. Therefore, the movement operation can be superimposed on the contraction force, and the movement of the first virtual character can be controlled according to the superimposed result.
- the first virtual character can be controlled to move along the stretching direction of the virtual connection, that is, move in the direction away from the second virtual character.
- the greater the contraction force the slower the movement speed. In this way, the player can feel the obstruction when performing the movement operation, thereby achieving the effect of restricting the movement.
- the movement operation can be quantified, such as the movement operation is performed through a virtual joystick
- the distance between the operation end point of the player sliding the virtual joystick and the center point of the virtual joystick can be quantified as the strength of the movement operation, that is, the greater the distance between the operation end point and the center point of the virtual joystick, the greater the strength of the movement operation, and the strength of the movement operation is subtracted from the contraction force, and the movement of the first virtual character is controlled according to the subtraction result.
- the force of the moving operation is greater than the contraction force
- the first virtual character is controlled to move in a direction away from the second virtual character.
- the force of the moving operation is less than the contraction force
- the first virtual character is controlled to move in a direction close to the second virtual character.
- the first virtual character can be controlled to move toward a direction close to the second virtual character according to the contraction force acting on the first virtual character. If the movement operation is not applied to the second virtual character, the second virtual character can be controlled to move toward a direction close to the first virtual character according to the contraction force acting on the second virtual character.
- the player can have a very realistic operation feeling and effectively achieve the effect of restricting the movement of the first virtual character or the second virtual character.
- controlling the movement of the first virtual character according to the result of superimposing the movement operation acting on the first virtual character and the contraction force acting on the first virtual character may include the following steps:
- the relative distance reaches the maximum deformation distance of the virtual connection object
- the force of the moving operation acting on the first virtual character in the stretching direction of the virtual connection object is not less than the contraction force acting on the first virtual character
- the first virtual character is controlled to move along a circle with the second virtual character as the center and the maximum deformation distance as the radius.
- the maximum deformation distance refers to the maximum length of the virtual connection object, which shall not exceed this distance. That is, when the first virtual character and the second virtual character are connected by the virtual connection object, the relative distance between the first virtual character and the second virtual character shall not exceed the maximum deformation distance of the virtual connection object.
- the first virtual character 302 and the second virtual character 303 are connected by a virtual connection object 304, and the virtual connection object 304 has reached the maximum deformation distance, that is, the relative distance between the first virtual character 302 and the second virtual character 303 has reached the maximum deformation distance.
- a moving operation is applied to the first virtual character 302, and the force of the moving operation is recorded as F0, which can be decomposed into two components, namely, a force F1 along the stretching direction of the virtual connection object 304, and a force F2 in the vertical direction of the virtual connection object 304.
- the relative distance between the first virtual character 302 and the second virtual character 303 can be maintained at the maximum deformation distance.
- the first virtual character 302 will rotate around the second virtual character 303.
- the direction of rotation is determined to be clockwise or counterclockwise according to the direction of the force F2.
- the rotation direction in FIG6 should be clockwise, so as to control the first virtual character 302 to move along a circle with the second virtual character 303 as the center and the maximum deformation distance as the radius.
- the second virtual character is controlled to move along a circle with the first virtual character as the center and the maximum deformation distance as the radius.
- the result of superimposing the movement mode of the first virtual character and the movement mode of the second virtual character may be that the first virtual character and the second virtual character move toward each other along a circle with the midpoint of the two as the center and the maximum deformation distance as the diameter, that is, the two rotate toward each other.
- the game control method may further include the following steps:
- the invalidation of the movement operation of controlling the first virtual character or the second virtual character to move along the stretching direction of the virtual connection object is to avoid further moving the first virtual character or the second virtual character along the stretching direction of the virtual connection object, which causes the relative distance to exceed the maximum deformation distance.
- the invalidation of the movement operation may include the following methods: discarding the data of the movement operation and not responding; setting the contraction force acting on the first virtual character or the second virtual character to be equal to the force of the movement operation, so that the effects of the two cancel each other out, which is equivalent to invalidating the movement operation.
- the movement operation of controlling the first virtual character or the second virtual character may be completely along the stretching direction of the virtual connection object, that is, the direction of the movement operation coincides with the stretching direction of the virtual connection object. In this case, the movement operation can be treated as invalid.
- the direction of the movement operation has a certain angle with the stretching direction of the virtual connection object, and there is a component along the stretching direction of the virtual connection object.
- the movement operation direction as shown in FIG6 is the direction of F0, which has a component F1 along the stretching direction of the virtual connection object.
- the component of the movement operation in the stretching direction of the virtual connection object can be treated as invalid, while the component of the movement operation perpendicular to the stretching direction of the virtual connection object (such as F2) is retained.
- first virtual character and the second virtual character when the first virtual character and the second virtual character are connected by a virtual connection object, if the relative distance between the first virtual character and the second virtual character is less than the initial deformation distance of the virtual connection object, the first virtual character and the second virtual character can move freely.
- the first virtual character can be connected to each second virtual character through a virtual connection object, and the relative distance between the first virtual character and each second virtual character can be controlled and calculated.
- different second virtual characters can also be connected through virtual connections, and the relative distance between the two connected second virtual characters can be controlled and calculated.
- the above method in this article can be used for processing. For example, the relative distance in each group of continuous relationships is obtained. If the relative distance exceeds the initial deformation distance of the virtual connection object, then according to The relative distance applies a contraction force to at least one of the groups of connection relationships. Alternatively, the relative distance in each group of connection relationships is limited to not exceed the maximum deformation distance of the virtual connection object.
- the first virtual character or the specific second virtual character it may be in multiple groups of connection relationships and be affected by the contraction forces in the multiple groups of connection relationships. Then, all the contraction forces it is subjected to and the movement operations applied by the player can be superimposed, and the first virtual character or the specific second virtual character can be controlled to move by the superimposed result.
- the game control method may further include the following steps S240, S250, and S260:
- Step S240 in response to no other virtual characters being detected in the connection determination area, controlling the first virtual weapon to continue moving after hitting the first virtual character.
- connection determination area indicating that there are no other connectable virtual characters near the first virtual character.
- the first virtual weapon is controlled to continue moving.
- the above-mentioned control of the first virtual weapon to continue to move after hitting the first virtual character may include: controlling the first virtual weapon to continue to move through the first virtual character after hitting the first virtual character; or determining the ejection direction according to the direction in which the first virtual weapon hits the first virtual character, and controlling the first virtual weapon to continue to move along the ejection direction after hitting the first virtual character.
- the first virtual weapon continues to move through the first virtual character, and it can maintain the direction or trajectory when hitting the first virtual character, that is, hitting the first virtual character does not change the established trajectory of the first virtual weapon at all.
- hitting the first virtual character can change the direction of the first virtual weapon to produce an ejection effect, such as rotating the direction in which the first virtual weapon hits the first virtual character by a preset angle (such as 30 degrees, 60 degrees, 90 degrees, etc.) clockwise or counterclockwise as the ejection direction, or calculating the ejection direction based on the principle of reflection according to the direction in which the first virtual weapon hits the first virtual character and the direction in which the first virtual character is located, and then controlling the first virtual weapon to continue to move along the ejection direction.
- a preset angle such as 30 degrees, 60 degrees, 90 degrees, etc.
- Step S250 If the first virtual weapon hits another virtual character while continuing to move, the hit other virtual character is used as the second virtual character. Step S230 may be further performed to control the connection between the first virtual character and the second virtual character through the virtual connection object.
- the first virtual weapon can hit one or more other virtual characters while continuing to move.
- the first virtual weapon can be set to disappear after hitting one other virtual character during the process of continuing to move, so that the number of second virtual characters is fixed to 1; the first virtual weapon can also be set to hit multiple other virtual characters during the process of continuing to move, such as the first virtual weapon moves to the end point according to its trajectory, and other virtual characters hit during the process can all be used as second virtual characters, thereby obtaining any number of second virtual characters.
- the hit other connectable virtual characters are used as the second virtual characters.
- Steps S250 and S220 are two ways to determine the second virtual character. After determining the second virtual character, step S230 can be executed. It can be seen that through step S250, another way of casting the first virtual weapon to connect multiple virtual characters is provided. The player can hit the first virtual character and other virtual characters behind the first virtual character to achieve connection control of the hit multiple virtual characters. This can increase the diversity of operation methods and improve the Reduce the complexity and difficulty of operation in one step.
- Step S260 if the first virtual weapon hits a preset scene component in the game scene while continuing to move, control the connection between the first virtual character and the preset scene component through a virtual connection object, wherein the virtual connection object is configured to limit the relative distance between the first virtual character and the preset scene component.
- the preset scene components are non-human, connectable game elements, such as obstacles such as walls, trees, boulders, or vehicles such as vehicles and airplanes.
- the preset scene components can be pre-set according to the style or specific needs of the game scene.
- the preset scene components can be fixed (i.e., cannot be moved) components in the game scene.
- the first virtual weapon hits the preset scene component while continuing to move, the first virtual character and the preset scene component are connected through a virtual connection object to limit the relative distance between the first virtual character and the preset scene component. If the preset scene component cannot move, the range of movement of the first virtual character is actually limited to a fixed range.
- the first virtual weapon may be set to stop moving after hitting the first target during the moving process, and the first target may be another virtual character or a preset scene component.
- the first target may be another virtual character or a preset scene component.
- a screen showing the first virtual weapon disappearing is presented, and the first virtual character is connected to the first target via a virtual connection object. This can prevent the first virtual weapon from hitting other virtual characters and preset scene components during the moving process.
- step S260 another method of controlling the first virtual character is provided, which can also increase the diversity of operation methods and further reduce the complexity and difficulty of operation.
- the above-mentioned various control effects can be applied.
- a contraction force can be applied to the first virtual character according to the relative distance.
- a contraction force can also be applied to the preset scene component.
- the contraction force can be positively correlated with the difference between the relative distance and the initial deformation distance.
- the relative distance between the first virtual character and the preset scene component reaches the maximum deformation distance of the virtual connection object, the movement operation that controls the first virtual character to move along the stretching direction of the virtual connection object can be invalidated.
- the game control method may further include the following steps:
- the duration of connecting the first virtual character and the preset scene component through the virtual connection object reaches a second preset duration
- the connection between the first virtual character and the preset scene component is cancelled; the second preset duration is different from the first preset duration.
- the first preset duration is the duration of connecting the first virtual character and the second virtual character
- the second preset duration is the duration of connecting the first virtual character and the preset scene component. Both can be determined based on experience or specific needs.
- the second preset duration is different from the first preset duration, that is, connecting two virtual characters is different from connecting one virtual character.
- the duration of the connection state of the virtual character and the preset scene component is different in these two cases, presenting completely different control effects. This allows the player controlling the controlled virtual character to feel the difference in the control effects of the two situations, achieving a stronger sense of game operation feedback.
- the second preset duration can be set to be shorter than the first preset duration, that is, the duration of connecting two virtual characters is relatively long, and the duration of connecting a virtual character and a preset scene component is relatively short, such as the first preset duration can be 8 seconds, and the second preset duration can be 4 seconds.
- the first preset duration can be 8 seconds
- the second preset duration can be 4 seconds.
- the hit result of the first virtual weapon on the first virtual character can be canceled, and the result of the controlled virtual character's casting of the first virtual weapon this time can be settled as a miss of the target, and no connected control effect is generated.
- the exemplary embodiment of the present disclosure also provides a game control device.
- a graphical user interface is provided by a terminal device, and at least part of a game scene is displayed in the graphical user interface, and the game scene includes a controlled virtual character controlled by the terminal device.
- the game control device 800 may include the following program modules:
- the first hit response module 810 is configured to execute, in response to the first virtual weapon released by the controlled virtual character hitting the first virtual character, detecting whether there are other virtual characters in the connection determination area based on the first virtual character;
- the second virtual character determination module 820 is configured to execute, in response to detecting other virtual characters in the connection determination area, determining a second virtual character from the other detected virtual characters;
- the connection processing module 830 is configured to execute control to connect the first virtual character and the second virtual character through a virtual connection object, wherein the virtual connection object is configured to limit the relative distance between the first virtual character and the second virtual character.
- control of connecting the first virtual character and the second virtual character through a virtual connection object includes:
- the first virtual character and the second virtual character are connected via the virtual connection object.
- control of launching the second virtual weapon at the second virtual character includes:
- the second virtual weapon is launched according to the current position information and speed parameters.
- the second virtual weapon is at least one of the following: the first virtual weapon; a virtual weapon generated based on the first virtual weapon; a virtual weapon regenerated after the first virtual weapon hits the first virtual character.
- the virtual connections are displayed with visual parameters.
- connection processing module 830 is further configured to execute:
- the first virtual character and the second virtual character are connected through the virtual connection object, the first virtual character and the second virtual character are controlled to automatically execute a preset game animation.
- connection processing module 830 is further configured to execute:
- first virtual character and the second virtual character are connected by a virtual connection object
- a contraction force along the contraction direction of the virtual connection object is applied to at least one of the first virtual character and the second virtual character according to the relative distance.
- applying a contraction force along the contraction direction of the virtual connection object to at least one of the first virtual character and the second virtual character according to the relative distance includes:
- the contraction force is determined according to the difference between the relative distance and the initial deformation distance, and the contraction force is positively correlated with the difference;
- a contraction force is applied to at least one of the first virtual character and the second virtual character.
- connection processing module 830 is further configured to execute:
- the movement of the first virtual character is controlled according to the result of superimposing the movement operation acting on the first virtual character and the contraction force acting on the first virtual character
- the movement of the second virtual character is controlled according to the result of superimposing the movement operation acting on the second virtual character and the contraction force acting on the second virtual character.
- the above-mentioned controlling the movement of the first virtual character according to the result of superposition of the movement operation acting on the first virtual character and the contraction force acting on the first virtual character includes:
- the relative distance reaches the maximum deformation distance of the virtual connection object, if the force acting on the first virtual character in the stretching direction of the virtual connection object is not less than the contraction force acting on the first virtual character, then according to the component of the moving operation acting on the first virtual character in the vertical direction of the virtual connection object, the first virtual character is controlled to move along a circle with the second virtual character as the center and the maximum deformation distance as the radius.
- connection processing module 830 is further configured to execute:
- determining the second virtual character from the detected other virtual characters includes:
- the detected other virtual character closest to the first virtual character is used as the second virtual character.
- the second virtual role determination module 820 is further configured to execute:
- the hit other virtual character is used as the second virtual character
- connection processing module 830 is further configured to execute:
- the first virtual weapon hits a preset scene component in the game scene while continuing to move, the first virtual character and the preset scene component are connected through a virtual connection object, wherein the virtual connection object is configured to limit the relative distance between the first virtual character and the preset scene component.
- controlling the first virtual weapon to continue moving after hitting the first virtual character includes:
- the first virtual weapon is controlled to continue to move through the first virtual character after hitting the first virtual character; or the ejection direction is determined according to the direction in which the first virtual weapon hits the first virtual character, and the first virtual weapon is controlled to continue to move along the ejection direction after hitting the first virtual character.
- connection processing module 830 is further configured to execute:
- the duration of connecting the first virtual character and the preset scene component through the virtual connection object reaches a second preset duration
- the connection between the first virtual character and the preset scene component is cancelled; the second preset duration is different from the first preset duration.
- the first hit response module 810 is further configured to execute:
- the first virtual weapon is controlled to move along the initial release direction within a third preset time after the controlled virtual character releases the first virtual weapon. After the third preset time, the first virtual weapon is controlled to move along a trajectory after the initial release direction and the environmental effect are superimposed.
- the environmental effect may include one or more of the following: gravity effect, wind effect, and magnetic field effect.
- the exemplary embodiments of the present disclosure also provide a computer-readable storage medium, which can be implemented in the form of a program product, which includes a program code, and when the program product is run on an electronic device, the program code is used to cause the electronic device to perform the steps described in the above "Exemplary Method" section of this specification according to various exemplary embodiments of the present disclosure.
- the program product can be implemented as a portable compact disk read-only memory (CD-ROM) and includes program code, and can be run on an electronic device, such as a personal computer.
- CD-ROM portable compact disk read-only memory
- the program product of the present disclosure is not limited to this, and in this document, the readable storage medium can be any tangible medium containing or storing a program, which can be used by or in combination with an instruction execution system, device or device.
- the program product may be implemented in any combination of one or more readable media.
- the readable medium may be a readable signal medium or a readable storage medium.
- the readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection having one or more wires, a portable disk, a hard disk, a random access memory, a hard disk ... (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination of the above.
- Computer readable signal media may include data signals propagated in baseband or as part of a carrier wave, in which readable program code is carried. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Readable signal media may also be any readable medium other than a readable storage medium, which may send, propagate, or transmit a program for use by or in conjunction with an instruction execution system, apparatus, or device.
- the program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the foregoing.
- Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, etc., and conventional procedural programming languages such as "C" or similar programming languages.
- the program code may be executed entirely on the user computing device, partially on the user device, as a separate software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server.
- the remote computing device may be connected to the user computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., through the Internet using an Internet service provider).
- LAN local area network
- WAN wide area network
- Internet service provider e.g., AT&T, MCI, Sprint, EarthLink, etc.
- the exemplary embodiment of the present disclosure also provides an electronic device, such as the terminal device 110, 120, 130 or the server 140.
- the electronic device may include a processor and a memory.
- the memory stores executable instructions of the processor, such as program codes.
- the processor executes the method in the exemplary embodiment by executing the executable instructions.
- the electronic device may further include a display for displaying a graphical user interface.
- an electronic device is exemplarily described in the form of a general computing device. It should be understood that the electronic device 900 shown in Fig. 9 is only an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
- the electronic device 900 may include a processor 910 , a memory 920 , a bus 930 , an I/O (input/output) interface 940 , and a network adapter 950 .
- the memory 920 may include a volatile memory, such as a RAM 921, a cache unit 922, and may also include a non-volatile memory, such as a ROM 923.
- the memory 920 may also include one or more program modules 924, such program modules 924 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination thereof may include an implementation of a network environment.
- the program module 924 may include each module in the above-mentioned device.
- the processor 910 may include one or more processing units.
- the processor 910 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit, Graphics processor), ISP (Image Signal Processor), controller, encoder, decoder, DSP (Digital Signal Processor), baseband processor and/or NPU (Neural-Network Processing Unit), etc.
- AP Application Processor
- modem processor a modem processor
- GPU Graphics processor
- ISP Image Signal Processor
- controller encoder, decoder
- DSP Digital Signal Processor
- baseband processor and/or NPU Neuro-Network Processing Unit
- the processor 910 may be connected to the memory 920 or other components through a bus 930 .
- the processor 910 can be used to execute executable instructions stored in the memory 920, such as executing any one or more method steps in this exemplary embodiment.
- the processor 910 can execute the method shown in Figure 2, including: Step S210, in response to the first virtual weapon cast by the controlled virtual character hitting the first virtual character, detecting whether there are other virtual characters in the connection determination area based on the first virtual character.
- Step S220 in response to detecting other virtual characters in the connection determination area, determining the second virtual character from the other detected virtual characters.
- Step S230 controlling the connection between the first virtual character and the second virtual character through a virtual connection object, wherein the virtual connection object is configured to limit the relative distance between the first virtual character and the second virtual character.
- the bus 930 is used to realize the connection between different components of the electronic device 900, and may include a data bus, an address bus, and a control bus.
- the electronic device 900 can communicate with one or more external devices 1000 (eg, a keyboard, a mouse, an external controller, etc.) through the I/O interface 940 .
- external devices 1000 eg, a keyboard, a mouse, an external controller, etc.
- the electronic device 900 can communicate with one or more networks through the network adapter 950.
- the network adapter 950 can provide mobile communication solutions such as 3G/4G/5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc.
- the network adapter 950 can communicate with other modules of the electronic device 900 through the bus 930.
- a display a microcode, a device driver, a redundant processor, an external disk drive array, a RAID system, a tape drive, and a data backup storage system, etc.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- Processing Or Creating Images (AREA)
Abstract
提供一种游戏控制方法、装置、存储介质与电子设备,涉及游戏技术领域。在该游戏控制方法中,通过终端设备提供图形用户界面,其中显示至少部分的游戏场景,游戏场景中包括受控虚拟角色;该方法包括:响应于受控虚拟角色施放的第一虚拟武器命中第一虚拟角色,在以第一虚拟角色为基准的连接判定区域内检测是否存在其他虚拟角色;响应于在连接判定区域内检测到其他虚拟角色,从检测到的其他虚拟角色中确定第二虚拟角色;控制通过虚拟连接物连接第一虚拟角色和第二虚拟角色,其中,虚拟连接物配置为限制第一虚拟角色和第二虚拟角色的相对距离。
Description
相关申请的交叉引用
本申请要求于2023年07月20日提交的申请号为202310896472.9、名称为“游戏控制方法、游戏控制装置、存储介质与电子设备”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入本文。
本公开涉及游戏技术领域,尤其涉及一种游戏控制方法、游戏控制装置、计算机可读存储介质与电子设备。
随着计算机与人机交互技术的发展,游戏已成为人们日常休闲娱乐的重要方式之一。在一些游戏中,存在控制性道具或技能,其是指能够对目标的行为产生限制效果的道具或技能,限制效果如可以是使目标短暂地处于眩晕等状态。
若玩家希望其控制性道具或技能能够同时对多个目标进行控制,则相关操作的复杂度与难度通常较高,例如需要进行复杂的走位与瞄准控制操作来实现准确地道具或技能施放。这样导致玩家的学习成本升高,并且玩家通常需要进行多次操作来达到期望的效果,导致运行游戏的终端设备或服务器的开销与功耗升高。
发明内容
本公开提供一种游戏控制方法、游戏控制装置、计算机可读存储介质与电子设备,以至少在一定程度上解决控制性技能或道具的释放操作复杂度与难度较高的问题。
根据本公开的第一方面,提供一种游戏控制方法,通过终端设备提供图形用户界面,所述图形用户界面中显示至少部分的游戏场景,所述游戏场景中包括由所述终端设备控制的受控虚拟角色;所述方法包括:响应于所述受控虚拟角色施放的第一虚拟武器命中第一虚拟角色,在以所述第一虚拟角色为基准的连接判定区域内检测是否存在其他虚拟角色;响应于在所述连接判定区域内检测到其他虚拟角色,从检测到的其他虚拟角色中确定第二虚拟角色;控制通过虚拟连接物连接所述第一虚拟角色和所述第二虚拟角色,其中,所述虚拟连接物配置为限制所述第一虚拟角色和所述第二虚拟角色的相对距离。
根据本公开的第二方面,提供一种游戏控制装置,通过终端设备提供图形用户界面,所述图形用户界面中显示至少部分的游戏场景,所述游戏场景中包括由所述终端设备控制的受控虚拟角色;所述装置包括:第一命中响应模块,被配置为执行响应于所述受控虚拟角色施放的第一虚拟武器命中第一虚拟角色,在以所述第一虚拟角色为基准的连接判定区域内检测是否存在其他虚拟角色;第二虚拟角色确定模块,被配置为执行响应于
在所述连接判定区域内检测到其他虚拟角色,从检测到的其他虚拟角色中确定第二虚拟角色;连接处理模块,被配置为执行控制通过虚拟连接物连接所述第一虚拟角色和所述第二虚拟角色,其中,所述虚拟连接物配置为限制所述第一虚拟角色和所述第二虚拟角色的相对距离。
根据本公开的第三方面,提供一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现上述第一方面的游戏控制方法及其可能的实现方式。
根据本公开的第四方面,提供一种电子设备,包括:处理器;以及存储器,用于存储所述处理器的可执行指令;其中,所述处理器配置为经由执行所述可执行指令,来执行上述第一方面的游戏控制方法及其可能的实现方式。
本公开的技术方案具有以下有益效果:
一方面,提供了一种能够控制多个虚拟角色的控制性道具或技能的施放方式,玩家可朝向第一虚拟角色施放第一虚拟武器,通过在连接判定区域内检测并确定第二虚拟角色,采用虚拟连接物连接第一虚拟角色和第二虚拟角色,以产生限制两者相对距离的控制性效果。能够降低控制性道具或技能施放操作的复杂度与难度,降低玩家的学习成本。另一方面,能够有效减少玩家误操作的情况,使得玩家无需通过多次操作来达到期望的效果,从而减少运行游戏的终端设备或服务器的开销与功耗。再一方面,本方案的控制性效果是限制第一虚拟角色和第二虚拟角色的相对距离,在处于被连接的控制状态下,控制第一虚拟角色或第二虚拟角色的玩家仍然可以在一定范围内游戏操作,避免由于控制性道具或技能的存在导致这些玩家的实际操作时间减少,由此保证玩家在游戏中的实际操作时间,有利于提升游戏体验。
为了更清楚地说明本公开实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本公开的一些实施例,对于本领域技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1示出本示例性实施方式其中之一的运行环境的系统架构图;
图2示出本示例性实施方式其中之一的一种游戏控制方法的流程图;
图3示出本示例性实施方式其中之一的游戏场景的示意图;
图4示出本示例性实施方式其中之一的连接第一虚拟角色和第二虚拟角色的流程图;
图5示出本示例性实施方式其中之一的自动执行预设游戏动画的实例图;
图6示出本示例性实施方式其中之一的移动操作的示意图;
图7示出本示例性实施方式其中之一的另一种游戏控制方法的流程图;
图8示出本示例性实施方式其中之一的一种游戏控制装置的结构示意图;
图9示出本示例性实施方式其中之一的一种电子设备的结构示意图。
下文将结合附图更全面地描述本公开的示例性实施方式。
附图为本公开的示意性图解,并非一定是按比例绘制。附图中所示的一些方框图可能是功能实体,不一定必须与物理或逻辑上独立的实体相对应。可以采用软件形式来实现这些功能实体,或在硬件模块或集成电路中实现这些功能实体,或在网络、处理器或微控制器中实现这些功能实体。实施方式能够以多种形式实施,不应被理解为限于在此阐述的范例。本公开所描述的特征、结构或特性可以以任何合适的方式结合在一个或多个实施方式中。在下文的描述中,提供许多具体细节从而给出对本公开实施方式的充分说明。然而,本领域技术人员应意识到,可以在实现本公开的技术方案时省略其中的一个或多个特定细节,或者可以采用其它的方法、组元、装置、步骤等替代一个或多个特定细节。
目前的游戏中,能够控制多个目标的控制性道具或技能,其施放操作的复杂度与难度通常较高,例如需要进行复杂的走位与瞄准控制操作来实现准确地道具或技能施放。这样导致游戏较难上手,玩家的学习成本升高。并且,玩家容易误操作,需要通过多次操作来达到期望的效果,由此导致运行游戏的终端设备或服务器的开销与功耗升高。
此外,游戏中的控制性效果大多较为单一,如大多是使敌方目标处于眩晕等状态,不能做出任何行为,这样控制该敌方目标的玩家在控制性效果的持续时间内无法进行操作,减少了该玩家在游戏中的实际操作时间,影响游戏体验。
鉴于上述一个或多个问题,本公开的示例性实施方式首先提供一种游戏控制方法。
图1示出了本示例性实施方式运行环境的系统架构图。该系统架构100可以包括终端设备110、120、130以及服务器140。其中,终端设备110、120、130均可以是手机、平板电脑、个人电脑、智能穿戴设备、游戏机等设备,其具有显示功能,能够显示图形用户界面,图形用户界面可以包括操作系统的界面或应用程序的界面等。服务器140泛指提供本示例性实施方式中游戏服务的后台系统,可以是一台服务器,也可以是多台服务器的集群。终端设备110、120、130与服务器140之间可以通过有线或无线的通信链路形成连接,以进行数据传输。
本示例性实施方式中的游戏控制方法可以基于云交互系统来实现与执行。云交互系统可以是上述系统架构100。在一种实施方式中,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,游戏内的控制与交互方法的储存与运行是在云游戏服务器(如可以是上述服务器140)上完成的,云游戏客户端(如可以是上述终端设备110、120、130)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,云游戏客户端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;而进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作云游戏客户端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,通过网络返回云游戏客户端,最后,通过云游戏客户端进行解码并输出游戏画面。
由上可知,本示例性实施方式中的游戏控制方法,可以由上述终端设备110、120、130以及服务器140中的任意一者或多者执行。
本示例性实施方式中,图形用户界面中显示至少部分的游戏场景,游戏场景是游戏中的虚拟角色所处的空间,可以由山体、湖泊、树林、建筑、街道等场景组件中的一种或多种组成。虚拟角色是指游戏中的人物角色或非人物角色,其可以包括由玩家控制的角色、非玩家角色(Non-Player Character,NPC)等。图形用户界面中可以显示全部游戏场景,也可以显示局部游戏场景。
游戏场景中包括受控虚拟角色。受控虚拟角色可以是受到玩家控制以释放第一虚拟武器的虚拟角色,第一虚拟武器可以是控制性道具(或技能)。游戏场景中还可以包括其他虚拟角色,如被受控虚拟角色的控制性道具命中的第一虚拟角色和第二虚拟角色。第一虚拟角色、第二虚拟角色可以由其他玩家控制。示例性的,可以由终端设备110控制受控虚拟角色,终端设备120控制第一虚拟角色,终端设备130控制第二虚拟角色。
在一种实施方式中,图形用户界面可以显示由游戏场景中的虚拟摄像机拍摄游戏场景所得到的游戏画面。虚拟摄像机是游戏中模拟真实摄像机,以拍摄游戏画面的工具,其可以设置于游戏场景中的任何位置,以任何视角拍摄游戏场景,即虚拟摄像机在游戏场景中可以具有任意位姿,其位姿可以是固定的,也可以是动态变化的。并且,游戏场景中可以设置任意数量的虚拟摄像机,不同的虚拟摄像机可以拍摄出不同的游戏画面。
在一种实施方式中,受控虚拟角色绑定有虚拟摄像机,该虚拟摄像机拍摄游戏场景得到受控虚拟对象的当前视野画面,该画面可以显示在控制受控虚拟角色的终端设备(如终端设备110)的图形用户界面中。虚拟摄像机绑定在受控虚拟角色上,与受控虚拟角色同步移动,从而实时拍摄受控虚拟角色视角下的游戏画面,呈现在图形用户界面中,给玩家带来沉浸感与真实感。若虚拟摄像机设置在受控虚拟角色的位置,或更具体地,设置在受控虚拟角色的头部或眼部位置,则可以呈现以受控虚拟角色为第一人称视角的当前视野画面,画面中不显示或仅显示少部分受控虚拟角色的身体(如仅显示手臂),该方式可应用于第一人称射击(First-Person Shooting,FPS)游戏或其他游戏中的第一人称模式。若虚拟摄像机设置在受控虚拟角色的身体以外的位置(如身后位置),与受控虚拟角色具有固定的方位与距离,则可以呈现以受控虚拟角色为第三人称视角的当前视野画面,画面中显示全部或大部分受控虚拟角色的身体,该方式可应用于第三人称射击(Third-Person Shooting,TPS)游戏或其他游戏中的第三人称模式。
图2示出了本示例性实施方式中游戏控制方法的示例性流程,可以包括以下步骤
S210至S230:
步骤S210,响应于受控虚拟角色施放的第一虚拟武器命中第一虚拟角色,在以第一虚拟角色为基准的连接判定区域内检测是否存在其他虚拟角色。
步骤S220,响应于在连接判定区域内检测到其他虚拟角色,从检测到的其他虚拟角色中确定第二虚拟角色。
步骤S230,控制通过虚拟连接物连接第一虚拟角色和第二虚拟角色,其中,虚拟连接物配置为限制第一虚拟角色和第二虚拟角色的相对距离。
在图2所示的方法中,一方面,提供了一种能够控制多个虚拟角色的控制性道具或技能的施放方式,玩家可朝向第一虚拟角色施放第一虚拟武器,通过在连接判定区域内检测并确定第二虚拟角色,采用虚拟连接物连接第一虚拟角色和第二虚拟角色,以产生限制两者相对距离的控制性效果。能够降低控制性道具或技能施放操作的复杂度与难度,降低玩家的学习成本。另一方面,能够有效减少玩家误操作的情况,使得玩家无需通过多次操作来达到期望的效果,从而减少运行游戏的终端设备或服务器的开销与功耗。再一方面,本方案的控制性效果是限制第一虚拟角色和第二虚拟角色的相对距离,在处于被连接的控制状态下,控制第一虚拟角色或第二虚拟角色的玩家仍然可以在一定范围内游戏操作,避免由于控制性道具或技能的存在导致这些玩家的实际操作时间减少,由此保证玩家在游戏中的实际操作时间,有利于提升游戏体验。
下面对图2中的每个步骤做具体说明。
参考图2,在步骤S210中,响应于受控虚拟角色施放的第一虚拟武器命中第一虚拟角色,在以第一虚拟角色为基准的连接判定区域内检测是否存在其他虚拟角色。
第一虚拟武器是具有本示例性实施方式中特定控制性效果(即通过虚拟连接物连接两个虚拟角色,以限制其相对距离的控制性效果)的游戏道具或技能。例如,游戏中可以设置特定的弓或枪,当受控虚拟角色使用该弓或枪进行射击时,发射出第一虚拟武器,第一虚拟武器可以是箭矢或子弹。
玩家可以控制受控虚拟角色向任意方向施放第一虚拟武器,该方向可称为初始施放方向。例如,若图形用户界面中显示受控虚拟角色的视野画面,则玩家可以控制受控虚拟角色转动,以调整其正面方向,然后向正前方施放第一虚拟武器。
在按照初始施放方向施放第一虚拟武器后,第一虚拟武器可以沿初始施放方向行进,或者考虑重力、风力等环境作用的影响,结合初始施放方向计算出第一虚拟武器的路径,进而控制第一虚拟武器沿该路径行进。
在一种实施方式中,游戏控制方法还可以包括以下步骤:
在受控虚拟角色施放第一虚拟武器后的第三预设时长内控制第一虚拟武器沿初始施放方向移动,在第三预设时长后控制第一虚拟武器沿初始施放方向与环境作用叠加后的轨迹移动。
其中,环境作用可以包括以下一种或多种:重力作用,风力作用,磁场作用。在现
实世界中,射箭或射击时,箭矢或子弹初始具有很大的动能,因此初始阶段受到环境作用的影响较小,其运动轨迹接近于沿初始发射方向的直线,随着动能的减小,环境作用的影响变得明显,运动轨迹表现出在重力左作用下的下坠等现象。
为了使游戏达到拟真的效果,可以使第一虚拟武器的行进轨迹具有上述特点。第三预设时长可以根据经验、第一虚拟武器通常的最大行进距离或时长等来确定,如第三预设时长可以是1秒。以1秒为例,在受控虚拟角色施放第一虚拟武器后的1秒内,控制第一虚拟武器沿初始施放方向移动,这1秒内的行进轨迹可以是直线。在1秒后,考虑到环境作用的影响,将初始施放方向与环境作用相叠加,计算出第一虚拟武器的轨迹。如考虑重力作用,轨迹可以是抛物线(如半抛物线)等。若游戏场景中设置有风力或磁场等环境因素,则可以根据风力的大小与风向、磁场的大小与方向,计算出在风力或磁场作用下的第一虚拟武器的轨迹。控制第一虚拟武器在1秒后沿计算出的轨迹移动。由此能够实现拟真的游戏效果,并使得玩家在控制受控虚拟角色施放第一虚拟武器时,容易准确控制施放方向,游戏手感较好。
若第一虚拟武器的行进轨迹上存在其他虚拟角色,则第一虚拟武器命中该虚拟角色,该虚拟角色称为第一虚拟角色。在一种实施方式中,游戏中的虚拟角色分为不同的阵营,可以设置第一虚拟武器仅能命中敌方虚拟角色,不能命中友方虚拟角色,则第一虚拟角色为敌方虚拟角色。在一种实施方式中,游戏中的每个虚拟角色自成一个阵营,其他虚拟角色均可视为敌方,则受控虚拟角色施放第一虚拟武器后,第一虚拟武器能够命中其行进轨迹上的任意其他虚拟角色,即第一虚拟角色可以是任意的其他虚拟角色。
响应于第一虚拟武器命中第一虚拟角色,在以第一虚拟角色为基准的连接判定区域内检测是否存在其他虚拟角色。本示例性实施方式中,第一虚拟武器的控制性效果可以是将第一虚拟角色与连接判定区域内的第二虚拟武器连接,以限制两者的相对距离。因此,连接判定区域是位于第一虚拟角色附近的一个区域,该区域内的虚拟角色与第一虚拟角色的距离比较近。也就是说,第一虚拟武器可以将第一虚拟角色和相距较近的其他虚拟角色连接,而不能将相距较远的两个虚拟角色连接。
示例性的,连接判定区域可以是以第一虚拟角色为圆心,以预设距离(如10米,可以根据经验、游戏场景的具体尺度参数确定)为半径的圆形区域。或者,连接判定区域可以是以第一虚拟角色为圆心,以预设距离为半径的圆形区域内的可达区域,可达区域是指不受障碍物阻挡的区域,如第一虚拟角色与可达区域内的任意位置之间不存在障碍物。或者,连接判定区域可以是以第一虚拟角色为圆心,以预设距离为半径的圆形区域内的扇形区域,该扇形区域的中心线可以朝向特定方向(如可以是第一虚拟武器的行进方向),该扇形的角度或弧度可以根据经验或实际需求确定。
在连接判定区域内检测是否存在其他虚拟角色,由此确定连接判定区域内是否存在可与第一虚拟角色相连接的其他虚拟角色。在一种实施方式中,可以在连接判定区域内检测是否存在可被第一虚拟武器作用的其他虚拟角色,如敌方虚拟角色。若连接判定区
域内仅存在友方虚拟角色,不存在敌方虚拟角色,则不满足连接的条件。
在一种实施方式中,若受控虚拟角色发射第一虚拟武器后,第一虚拟武器未命中其他虚拟角色,则可以在第一虚拟武器行进到终点时呈现第一虚拟武器消失的画面。其中,第一虚拟武器行进到终点可以包括以下情况:从受控虚拟角色发出第一虚拟武器起,第一虚拟武器的行进时间达到最大行进时长(如3秒,可根据经验、具体需求确定);从受控虚拟角色发出第一虚拟武器起,第一虚拟武器的行进距离达到最大行进距离(如50秒,可根据经验、具体需求确定);第一虚拟武器行进到地面或树木、墙壁等障碍物处,其无法继续行进,也视为到达终点。若第一虚拟武器未命中其他虚拟角色,则可以不产生任何控制性效果。
继续参考图2,在步骤S220中,响应于在连接判定区域内检测到其他虚拟角色,从检测到的其他虚拟角色中确定第二虚拟角色。
其中,在连接判定区域内检测到其他虚拟角色,可以指在连接判定区域内检测到任意的其他虚拟角色,或者在连接判定区域内检测到可被第一虚拟武器作用(即可被连接)的其他虚拟角色。
第二虚拟角色可以是在连接判定区域内检测到的一个或多个虚拟角色。例如,若设置第一虚拟武器仅能连接两个虚拟角色,则第二虚拟角色为一个虚拟角色;若设置第一虚拟武器能够连接三个或以上的虚拟角色,则第二虚拟角色为两个或以上的虚拟角色。
可以将在连接判定区域内检测到的任意虚拟角色作为第二虚拟角色,如可以从检测到的其他虚拟角色中随机选取一定数量的第二虚拟角色。
在一种实施方式中,上述响应于在连接判定区域内检测到其他虚拟角色,从检测到的其他虚拟角色中确定第二虚拟角色,可以包括以下步骤:
响应于在连接判定区域内检测到其他虚拟角色,将检测到的与第一虚拟角色最近的其他虚拟角色作为第二虚拟角色。
其中,将与第一虚拟角色最近的其他虚拟角色作为第二虚拟角色,后续通过虚拟连接物将两者连接,这样较为符合游戏中道具或技能的命中逻辑。并且玩家通过控制施放第一虚拟武器的时机,能够将期望连接的两个虚拟角色连接起来,如玩家期望连接角色A和B,可以在B距离A最近的时候向A施放第一虚拟武器,使得第一虚拟武器的效果更加可控,有利于加强玩家操作的反馈感。
在检测其他虚拟角色时,可以以第一虚拟角色为基准,由近到远地进行检测,将最先检测到的其他虚拟角色作为第二虚拟角色,无需继续检测,有利于降低检测其他虚拟角色的计算量,提高效率。
继续参考图2,在步骤S230中,控制通过虚拟连接物连接第一虚拟角色和第二虚拟角色,其中,虚拟连接物配置为限制第一虚拟角色和第二虚拟角色的相对距离。
其中,虚拟连接物可以是游戏中的绳索、弹簧等物品。在一种实施方式中,虚拟连接物以可视参数进行显示,玩家可以在游戏场景中看到虚拟连接物,由此识别第一虚拟
角色和第二虚拟角色处于被连接的状态。示例性的,可以将虚拟连接物的可视参数设置为鲜明的颜色或特效,使得玩家能够清楚地看到虚拟连接物。
图3示出了游戏场景的示意图,该游戏场景中包括受控虚拟角色301、第一虚拟角色302、第二虚拟角色303,受控虚拟角色301施放第一虚拟武器命中第一虚拟角色302,在以第一虚拟角色302为基准的连接判定区域内检测并确定第二虚拟角色303,通过虚拟连接物304将第一虚拟角色302和第二虚拟角色303连接。虚拟连接物304是第一虚拟角色302和第二虚拟角色303之间带有特效的弯折线,这样玩家能够清楚地看到第一虚拟角色302和第二虚拟角色303处于被连接的状态。此外,在被连接的状态下,还可以对第一虚拟角色302和第二虚拟角色303添加特效,以表面其处于被连接的状态,如图3所示的爱心特效,表示第一虚拟角色302和第二虚拟角色303被爱神箭(即第一虚拟武器)击中从而相连。
在一种实施方式中,参考图4所示,上述控制通过虚拟连接物连接第一虚拟角色和第二虚拟角色,可以包括以下步骤S410和S420:
步骤S410,控制向第二虚拟角色发射第二虚拟武器。
步骤S420,响应于第二虚拟武器命中第二虚拟角色,控制通过虚拟连接物连接第一虚拟角色和第二虚拟角色。
其中,受控虚拟角色施放第一虚拟武器的过程可以分为两个阶段:阶段一是第一虚拟武器射向并命中第一虚拟角色;阶段二是由命中第一虚拟角色的第一虚拟武器衍生出第二虚拟武器,并继续射向第二虚拟角色。
第二虚拟武器是第一虚拟武器衍生出的虚拟武器,可以是如下至少一种:第一虚拟武器,体现为第一虚拟武器命中第一虚拟角色后,其本身的形态、颜色等外观不发生变化,通过弹射、折射等方式继续射向第二虚拟角色。根据第一虚拟武器生成的虚拟武器,如可以是第一虚拟武器的一部分,可体现为第一虚拟武器在命中第一虚拟角色后进行分裂,分裂出的一部分作为第二虚拟武器,继续射向第二虚拟角色。在第一虚拟武器命中第一虚拟角色后重新生成的虚拟武器,如可以是形态、颜色不同于第一虚拟武器的另一个虚拟武器,可体现为第一虚拟武器命中第一虚拟角色后,在原位置重新生成一个外观不同的虚拟武器作为第二虚拟武器,继续射向第二虚拟角色。
在一种实施方式中,上述控制向第二虚拟角色发射第二虚拟武器,可以包括以下步骤:
获取第一虚拟武器命中第一虚拟角色时,第二虚拟角色的当前位置信息以及第一虚拟武器的速度参数;
根据当前位置信息和速度参数控制发射第二虚拟武器。
也就是说,第二虚拟武器是朝向第二虚拟角色的当前位置进行发射,并且其可以延续第一虚拟武器命中第一虚拟角色时的速度参数,这样第一虚拟武器的行进过程与第二虚拟武器的行进过程具有连续性,视觉感受较为和谐,玩家的射击体验较好。
若第二虚拟武器命中第二虚拟角色,则受控虚拟角色本次施放第一虚拟武器命中了两个虚拟角色,通过虚拟连接物连接第一虚拟角色和第二虚拟角色,以产生控制性效果。
在一种实施方式中,若第二虚拟武器未命中第二虚拟角色,例如在第二虚拟武器射向第二虚拟角色的过程中,第二虚拟角色进行了闪躲以避开第二虚拟武器,并且第二虚拟武器在后续的行进过程中直到到达终点(参考上述第一虚拟武器到达终点的情况,可以指第二虚拟武器的行进时长达到最大行进时长,或者行进距离达到最大行进距离,或者到达地面,或者到达墙壁、树木等障碍物处)也未命中其他虚拟角色,则可以取消第一虚拟武器对第一虚拟角色的命中结果,可以将受控虚拟角色本次施放第一虚拟武器的结果结算为未命中目标,不产生连接的控制性效果。
通过图4的方法,在第一虚拟武器命中第一虚拟角色的情况下,增加向第二虚拟角色发射第二虚拟武器,以及判断第二虚拟武器是否命中第二虚拟角色的机制,进而确定受控虚拟角色本次施放第一虚拟武器的结果,即是否命中两个虚拟角色以将其连接。这使得受控虚拟角色施放第一虚拟武器的过程更加拟真,并使得第二虚拟角色能够通过躲避第二虚拟武器,来避开被连接的控制性效果,增加了游戏的可操作性与趣味性。
下面对连接第一虚拟角色和第二虚拟角色的控制性效果进行说明。
在一种实施方式中,游戏控制方法还可以包括以下步骤:
在通过虚拟连接物连接第一虚拟角色和第二虚拟角色的情况下,控制第一虚拟角色和第二虚拟角色自动执行预设游戏动画。
其中,可以在通过虚拟连接物连接第一虚拟角色和第二虚拟角色后,立即控制其自动执行预设游戏动画,也可以在连接后经过一定时长后,再控制其自动执行预设游戏动画。
图5示出了自动执行预设游戏动画的一种实例图。将第一虚拟角色和第二虚拟角色通过爱心绳(即虚拟连接物)连接,两者相向地表示出爱心,然后相互靠近,并相向旋转。
预设游戏动画可以持续一定的时长,如第四预设时长,这样第一虚拟角色和第二虚拟角色在第四预设时长内无法进行自由操作,起到控制性效果。在预设游戏动画结束后,可以将第一虚拟角色和第二虚拟角色的连接状态保持一段时间,也可以使第一虚拟角色和第二虚拟角色的连接状态立即结束。
在一种实施方式中,游戏控制方法还可以包括以下步骤:
在通过虚拟连接物连接第一虚拟角色和第二虚拟角色的情况下,若第一虚拟角色和第二虚拟角色的相对距离超出虚拟连接物的初始形变距离,则根据相对距离对第一虚拟角色和第二虚拟角色中的至少一者施加沿虚拟连接物的收缩方向的收缩力。
其中,虚拟连接物配置为可伸缩的形式,如可以是具有弹力效果的爱心绳。初始形变距离是指虚拟连接物开始产生收缩力的最小长度。当第一虚拟角色和第二虚拟角色的相对距离小于虚拟连接物的初始形变距离时,虚拟连接物未受到拉伸形变,其内部不产
生收缩力。当第一虚拟角色和第二虚拟角色的相对距离等于虚拟连接物的初始形变距离,虚拟连接物处于拉伸形变的临界点,开始产生收缩力,但是收缩力可以为0。当第一虚拟角色和第二虚拟角色的相对距离大于虚拟连接物的初始形变距离,虚拟连接物受到拉伸形变,产生大于0的收缩力。收缩力可以施加于第一虚拟角色和第二虚拟角色中的至少一者,使得第一虚拟角色和第二虚拟角色产生相互靠近的趋势,由此能够限制第一虚拟角色和第二虚拟角色的相对距离,使两者不能相距过远,并实现弹性的限制效果。
在一种实施方式中,上述若第一虚拟角色和第二虚拟角色的相对距离超出虚拟连接物的初始形变距离,则根据相对距离对第一虚拟角色和第二虚拟角色中的至少一者施加沿虚拟连接物的收缩方向的收缩力,可以包括以下步骤:
若第一虚拟角色和第二虚拟角色的相对距离超出虚拟连接物的初始形变距离,则根据相对距离与初始形变距离的差值确定收缩力,收缩力与差值正相关;
将收缩力施加于第一虚拟角色和第二虚拟角色中的至少一者。
其中,相对距离与初始形变距离的差值即表示相对距离超出初始形变距离的程度,差值越大,虚拟连接物受到的拉伸形变越严重,因此收缩力越大。可以预先在差值与收缩力之间建立线性或非线性的正相关关系,如可以建立差值与收缩力之间的线性系数,使得收缩力与差值成正比。基于预先建立的正相关关系,可以由差值计算出对应的收缩力。进而将收缩力施加于第一虚拟角色和第二虚拟角色中的至少一者。这样第一虚拟角色和第二虚拟角色的相对距离越大,受到的收缩力越大,即受到的限制效果越强。
在一种实施方式中,在根据相对距离对第一虚拟角色和第二虚拟角色中的至少一者施加沿虚拟连接物的收缩方向的收缩力时,游戏控制方法还可以包括以下步骤:
根据作用于第一虚拟角色的移动操作与作用于第一虚拟角色的收缩力相叠加的结果,控制第一虚拟角色移动;及/或根据作用于第二虚拟角色的移动操作与作用于第二虚拟角色的收缩力相叠加的结果,控制第二虚拟角色移动。
以第一虚拟角色为例,在第一虚拟角色处于被连接的状态下,控制第一虚拟角色的玩家仍然可以对第一虚拟角色进行移动操作,而第一虚拟角色同时受到收缩力,收缩力也会起到控制第一虚拟角色移动的效果,通常是将第一虚拟角色拉向更靠近第二虚拟角色的作用效果。因此,可以将移动操作与收缩力相叠加,并根据叠加的结果控制第一虚拟角色移动。
示例性的,若移动操作是沿虚拟连接物的拉伸方向,或者在拉伸方向上具有一定的分量,则可以控制第一虚拟角色沿虚拟连接物的拉伸方向移动,即朝向远离第二虚拟角色的方向移动,收缩力越大,移动速度越慢,这样玩家在进行移动操作时能够感受到阻碍作用,由此实现限制移动的效果。或者,若移动操作可被量化,如移动操作是通过虚拟摇杆的操作,可以将玩家滑动虚拟摇杆的操作终点与虚拟摇杆中心点之间的距离,量化为移动操作的力度,即操作终点与虚拟摇杆中心点之间的距离越远,移动操作的力度越大,并将移动操作的力度与收缩力相减,根据相减的结果控制第一虚拟角色移动。如
移动操作的力度大于收缩力时,控制第一虚拟角色朝向远离第二虚拟角色的方向移动,移动操作的力度小于收缩力时,控制第一虚拟角色朝向靠近第二虚拟角色的方向移动。
在一种实施方式中,若未对第一虚拟角色施加移动操作,则可以根据作用于第一虚拟角色的收缩力控制第一虚拟角色朝向靠近第二虚拟角色的方向移动。若未对第二虚拟角色施加移动操作,则可以根据作用于第二虚拟角色的收缩力控制第二虚拟角色朝向靠近第一虚拟角色的方向移动。
通过移动操作与收缩力的叠加控制,能够使玩家产生非常真实地操作手感,并有效实现对第一虚拟角色或第二虚拟角色的限制移动效果。
在一种实施方式中,上述根据作用于第一虚拟角色的移动操作与作用于第一虚拟角色的收缩力相叠加的结果,控制第一虚拟角色移动,可以包括以下步骤:
在相对距离达到虚拟连接物的最大形变距离的情况下,若作用于第一虚拟角色的移动操作在虚拟连接物的拉伸方向上的作用力不小于作用于第一虚拟角色的收缩力,则根据作用于第一虚拟角色的移动操作在虚拟连接物的垂直方向上的分量,控制第一虚拟角色沿以第二虚拟角色为圆心、最大形变距离为半径的圆形移动。
其中,最大形变距离是指虚拟连接物的极限长度,其不得超过该距离。也就是说,在通过虚拟连接物连接第一虚拟角色和第二虚拟角色的情况下,第一虚拟角色和第二虚拟角色的相对距离不得超过虚拟连接物的最大形变距离。
参考图6所示,第一虚拟角色302和第二虚拟角色303之间通过虚拟连接物304连接,虚拟连接物304已达到最大形变距离,即第一虚拟角色302和第二虚拟角色303的相对距离达到最大形变距离。在此情况下,对第一虚拟角色302施加移动操作,该移动操作的作用力记为F0,其可以分解为两个分量,为沿着虚拟连接物304的拉伸方向上的作用力F1,以及在虚拟连接物304的垂直方向上的作用力F2。若作用力F1不小于作用于第一虚拟角色302的收缩力(此时的相对距离达到最大形变距离,收缩力可以达到最大值;或者可以在相对距离达到最大形变距离时,设置收缩力等于作用力F1),则不会产生将第一虚拟角色302向第二虚拟角色303拉回的效果,同时也不会产生将第一虚拟角色302拉向远离第二虚拟角色303的效果,因为这样会使得相对距离超出最大形变距离。所以,第一虚拟角色302和第二虚拟角色303的相对距离可以保持在最大形变距离,此时若存在垂直于虚拟连接物304的作用力(如F2),会使得第一虚拟角色302绕第二虚拟角色303转动。具体地,根据作用力F2的方向确定转动方向是顺时针还是逆时针,如图6中的转动方向应是顺时针,从而控制第一虚拟角色302沿以第二虚拟角色303为圆心、最大形变距离为半径的圆形移动。
相应的,在相对距离达到虚拟连接物的最大形变距离的情况下,若作用于第二虚拟角色的移动操作在虚拟连接物的拉伸方向上的作用力不小于作用于第二虚拟角色的收缩力,则根据作用于第二虚拟角色的移动操作在虚拟连接物的垂直方向上的分量,控制第二虚拟角色沿以第一虚拟角色为圆心、最大形变距离为半径的圆形移动。
由此,在相对距离达到最大形变距离时,对第一虚拟角色或第二虚拟角色产生较强的移动限制作用。
在一种实施方式中,若控制第一虚拟角色沿以第二虚拟角色为圆心、最大形变距离为半径的圆形移动,同时控制第二虚拟角色沿以第一虚拟角色为圆心、最大形变距离为半径的圆形移动,则第一虚拟角色的移动方式与第二虚拟角色的移动方式相叠加的结果可以是,第一虚拟角色、第二虚拟角色相向地沿以两者的中点为圆心、最大形变距离为直径的圆形移动,即两者相向旋转。
在一种实施方式中,游戏控制方法还可以包括以下步骤:
在通过虚拟连接物连接第一虚拟角色和第二虚拟角色的情况下,若第一虚拟角色和第二虚拟角色的相对距离达到虚拟连接物的最大形变距离,则将控制第一虚拟角色或第二虚拟角色沿虚拟连接物的拉伸方向进行移动的移动操作进行无效处理。
其中,将控制第一虚拟角色或第二虚拟角色沿虚拟连接物的拉伸方向进行移动的移动操作进行无效处理,是为了避免将第一虚拟角色或第二虚拟角色沿虚拟连接物的拉伸方向进一步移动,而导致相对距离超出最大形变距离。对移动操作的无效处理可以包括以下方式:将移动操作的数据丢弃,不进行响应;设置作用于第一虚拟角色或第二虚拟角色的收缩力等于该移动操作的作用力,两者的作用抵消,相当于移动操作无效。
需要说明的是,控制第一虚拟角色或第二虚拟角色的移动操作可能完全沿虚拟连接物的拉伸方向,即移动操作的方向与虚拟连接物的拉伸方向重合,这种情况下可以将移动操作无效处理。或者,移动操作的方向与虚拟连接物的拉伸方向具有一定的角度,存在沿虚拟连接物的拉伸方向的分量,如图6所示的移动操作方向为F0的方向,其存在沿虚拟连接物的拉伸方向的分量F1,这种情况下可以将移动操作在虚拟连接物的拉伸方向上的分量进行无效处理,而保留移动操作在垂直于虚拟连接物的拉伸方向上的分量(如F2)。
在一种实施方式中,在通过虚拟连接物连接第一虚拟角色和第二虚拟角色的情况下,若第一虚拟角色和第二虚拟角色的相对距离小于虚拟连接物的初始形变距离,则第一虚拟角色和第二虚拟角色可以自由移动。
以上说明了对第一虚拟角色和第二虚拟角色的连接控制性效果。在一种实施方式中,若存在多个第二虚拟角色,如在以第一虚拟角色为基准的连接判定区域内检测并确定了多个第二虚拟角色的情况,可以分别将第一虚拟角色与每个第二虚拟角色通过虚拟连接物连接,并对第一虚拟角色与每个第二虚拟角色的相对距离分别进行控制与计算。或者,还可以对不同的第二虚拟角色通过虚拟连接物进行连接,并对被连接的两个第二虚拟角色的相对距离进行控制与计算。由此,相当于形成了多组连接关系,即第一虚拟角色与每个第二虚拟角色分别形成一组连接关系,或者每两个相连接的第二虚拟角色也形成一组连接关系。对于每一组连接关系,都可以采用本文中的上述方法进行处理。例如,获取每一组连续关系中的相对距离,若相对距离超出虚拟连接物的初始形变距离,则根据
相对距离对该组连接关系中的至少一方施加收缩力。或者,限制每一组连接关系中的相对距离不得超出虚拟连接物的最大形变距离。对于第一虚拟角色或特定的第二虚拟角色而言,其可能处于多组连接关系中,受到多组连接关系中的收缩力作用,则可以将其受到的所有收缩力以及玩家施加的移动操作进行叠加,通过叠加的结果控制该第一虚拟角色或特定的第二虚拟角色进行移动。
在一种实施方式中,参考图7所示,游戏控制方法还可以包括以下步骤S240、S250和S260:
步骤S240,响应于在连接判定区域内未检测到其他虚拟角色,控制第一虚拟武器在命中第一虚拟角色后继续行进。
其中,在连接判定区域内未检测到其他虚拟角色,说明第一虚拟角色的附近不存在其他可连接的虚拟角色,在此情况下控制第一虚拟武器继续行进。
在一种实施方式中,上述控制第一虚拟武器在命中第一虚拟角色后继续行进,可以包括:控制第一虚拟武器在命中第一虚拟角色后穿过第一虚拟角色继续行进;或者根据第一虚拟武器命中第一虚拟角色的方向确定弹射方向,控制第一虚拟武器在命中第一虚拟角色后沿弹射方向继续行进。其中,第一虚拟武器穿过第一虚拟角色继续行进,其可以保持命中第一虚拟角色时的行进方向或轨迹,即命中第一虚拟角色完全不改变第一虚拟武器的既定轨迹。或者,命中第一虚拟角色可以改变第一虚拟武器的行进方向,产生弹射的效果,如可以将第一虚拟武器命中第一虚拟角色的方向沿顺时针或逆时针转动预设角度(如30度、60度、90度等),作为弹射方向,或者根据第一虚拟武器命中第一虚拟角色的方向、以及第一虚拟角色所处的方向,基于反射的原理计算出弹射方向,进而控制第一虚拟武器沿弹射方向继续行进。
步骤S250,若第一虚拟武器在继续行进过程中命中其他虚拟角色,则将命中的其他虚拟角色作为第二虚拟角色。可以进一步执行步骤S230,控制通过虚拟连接物连接第一虚拟角色和第二虚拟角色。
其中,第一虚拟武器在继续行进过程中可以命中一个或多个其他虚拟角色。例如,可以设置第一虚拟武器在继续行进过程中命中一个其他虚拟角色后消失,使得第二虚拟角色的数量固定为1个;也可以设置第一虚拟武器在继续行进过程中能够命中多个其他虚拟角色,如第一虚拟武器按照其轨迹行进到终点,过程中命中的其他虚拟角色均可作为第二虚拟角色,由此得到任意数量的第二虚拟角色。
在一种实施方式中,若第一虚拟武器在继续行进过程中命中其他可被连接的虚拟角色(如敌方虚拟角色),则将命中的其他可被连接的虚拟角色作为第二虚拟角色。
步骤S250和S220是通过两种方式确定第二虚拟角色。在确定第二虚拟角色后,均可以执行步骤S230。可见,通过步骤S250,提供了另一种施放第一虚拟武器以连接多个虚拟角色的方式,玩家可以命中第一虚拟角色以及第一虚拟角色后方的其他虚拟角色,来实现对命中的多个虚拟角色的连接控制。这样能够增加操作方式的多样性,并进
一步降低操作复杂度与难度。
步骤S260,若第一虚拟武器在继续行进过程中命中游戏场景中的预设场景组件,则控制通过虚拟连接物连接第一虚拟角色和预设场景组件,其中,虚拟连接物配置为限制第一虚拟角色和预设场景组件的相对距离。
其中,预设场景组件是非人的、可被连接的游戏元素,如墙壁、树木、巨石等障碍物,或者车辆、飞机等载具。可以根据游戏场景的风格或具体需求预先设置预设场景组件。在一种实施方式中,预设场景组件可以是游戏场景中固定设置(即不能移动)的组件。
若第一虚拟武器在继续行进过程中命中预设场景组件,则控制通过虚拟连接物连接第一虚拟角色和该预设场景组件,以限制第一虚拟角色和预设场景组件的相对距离。若预设场景组件不能移动,则实际上将第一虚拟角色的活动范围限制在了固定范围内。
在一种实施方式中,可以设置第一虚拟武器在继续行进过程命中第一个目标后不再继续行进,第一个目标可以是其他虚拟角色或预设场景组件。例如,在第一虚拟武器继续行进过程命中第一个目标后,呈现第一虚拟武器消失的画面,并将第一虚拟角色与该第一个目标通过虚拟连接物连接。这样能够避免第一虚拟武器在继续行进过程命中其他虚拟角色和预设场景组件。
通过步骤S260,提供了另一种控制第一虚拟角色的方式,同样能够增加操作方式的多样性,并进一步降低操作复杂度与难度。
针对连接第一虚拟角色和预设场景组件的情况,上述的各种控制性效果均可适用。例如,在第一虚拟角色和预设场景组件的相对距离超过虚拟连接物的初始形变距离的情况下,可以根据相对距离对第一虚拟角色施加收缩力。也可以对预设场景组件施加收缩力。该收缩力可以与相对距离超出初始形变距离的差值正相关。在第一虚拟角色和预设场景组件的相对距离达到虚拟连接物的最大形变距离的情况下,可以将控制第一虚拟角色沿虚拟连接物的拉伸方向移动的移动操作进行无效处理。也可以在移动操作沿虚拟连接物的拉伸方向的作用力不小于收缩力的情况下,根据移动操作在垂直于虚拟连接物的拉伸方向上的分量,控制第一虚拟角色沿以预设场景组件为圆心、以最大形变距离为半径的圆形移动。
在一种实施方式中,游戏控制方法还可以包括以下步骤:
在通过虚拟连接物连接第一虚拟角色和第二虚拟角色的时长达到第一预设时长时,取消第一虚拟角色和第二虚拟角色的连接;
在通过虚拟连接物连接第一虚拟角色和预设场景组件的时长达到第二预设时长时,取消第一虚拟角色和预设场景组件的连接;第二预设时长不同于第一预设时长。
其中,第一预设时长为连接第一虚拟角色和第二虚拟角色的持续时长,第二预设时长为连接第一虚拟角色和预设场景组件的持续时长,两者均可以根据经验或具体需求确定。第二预设时长不同于第一预设时长,也就是说,连接两个虚拟角色,与连接一个虚
拟角色和预设场景组件,这两种情况下连接状态的持续时长不同,呈现不完全相同的控制性效果。使得控制受控虚拟角色的玩家能够感受到两种情况的控制性效果的差异,实现较强的游戏操作反馈感。
在一种实施方式中,可以设置第二预设时长小于第一预设时长,即连接两个虚拟角色的持续时长相对较长,连接一个虚拟角色和预设场景组件的持续时长相对较短,如第一预设时长可以是8秒,第二预设时长可以是4秒。对于受控虚拟角色而言,连接两个虚拟角色是更加理想的情况,在该情况下可以实现更长的控制性效果持续时间,有利于进一步加强玩家的操作反馈感,以进一步提升游戏体验。
在一种实施方式中,若第一虚拟武器在继续行进过程中未命中其他虚拟角色或预设场景组件,具体地,第一虚拟武器在继续行进过程中直到到达终点也未命中任何其他虚拟角色或预设场景组件,则可以取消第一虚拟武器对第一虚拟角色的命中结果,可以将受控虚拟角色本次施放第一虚拟武器的结果结算为未命中目标,不产生连接的控制性效果。
本公开的示例性实施方式还提供一种游戏控制装置。本示例性实施方式中,通过终端设备提供图形用户界面,图形用户界面中显示至少部分的游戏场景,游戏场景中包括由终端设备控制的受控虚拟角色。参考图8所示,游戏控制装置800可以包括以下程序模块:
第一命中响应模块810,被配置为执行响应于受控虚拟角色施放的第一虚拟武器命中第一虚拟角色,在以第一虚拟角色为基准的连接判定区域内检测是否存在其他虚拟角色;
第二虚拟角色确定模块820,被配置为执行响应于在连接判定区域内检测到其他虚拟角色,从检测到的其他虚拟角色中确定第二虚拟角色;
连接处理模块830,被配置为执行控制通过虚拟连接物连接第一虚拟角色和第二虚拟角色,其中,虚拟连接物配置为限制第一虚拟角色和第二虚拟角色的相对距离。
在一种实施方式中,上述控制通过虚拟连接物连接第一虚拟角色和第二虚拟角色,包括:
控制向第二虚拟角色发射第二虚拟武器;
响应于第二虚拟武器命中第二虚拟角色,控制通过虚拟连接物连接第一虚拟角色和第二虚拟角色。
在一种实施方式中,上述控制向第二虚拟角色发射第二虚拟武器,包括:
获取第一虚拟武器命中第一虚拟角色时,第二虚拟角色的当前位置信息以及第一虚拟武器的速度参数;
根据当前位置信息和速度参数控制发射第二虚拟武器。
在一种实施方式中,第二虚拟武器为如下至少一种:第一虚拟武器;根据第一虚拟武器生成的虚拟武器;在第一虚拟武器命中第一虚拟角色后重新生成的虚拟武器。
在一种实施方式中,虚拟连接物以可视参数进行显示。
在一种实施方式中,连接处理模块830,还被配置为执行:
在通过虚拟连接物连接第一虚拟角色和第二虚拟角色的情况下,控制第一虚拟角色和第二虚拟角色自动执行预设游戏动画。
在一种实施方式中,连接处理模块830,还被配置为执行:
在通过虚拟连接物连接第一虚拟角色和第二虚拟角色的情况下,若第一虚拟角色和第二虚拟角色的相对距离超出虚拟连接物的初始形变距离,则根据相对距离对第一虚拟角色和第二虚拟角色中的至少一者施加沿虚拟连接物的收缩方向的收缩力。
在一种实施方式中,上述若第一虚拟角色和第二虚拟角色的相对距离超出虚拟连接物的初始形变距离,则根据相对距离对第一虚拟角色和第二虚拟角色中的至少一者施加沿虚拟连接物的收缩方向的收缩力,包括:
若第一虚拟角色和第二虚拟角色的相对距离超出虚拟连接物的初始形变距离,则根据相对距离与初始形变距离的差值确定收缩力,收缩力与差值正相关;
将收缩力施加于第一虚拟角色和第二虚拟角色中的至少一者。
在一种实施方式中,连接处理模块830,还被配置为执行:
在根据相对距离对第一虚拟角色和第二虚拟角色中的至少一者施加沿虚拟连接物的收缩方向的收缩力时,根据作用于第一虚拟角色的移动操作与作用于第一虚拟角色的收缩力相叠加的结果,控制第一虚拟角色移动,以及/或者根据作用于第二虚拟角色的移动操作与作用于第二虚拟角色的收缩力相叠加的结果,控制第二虚拟角色移动。
在一种实施方式中,上述根据作用于第一虚拟角色的移动操作与作用于第一虚拟角色的收缩力相叠加的结果,控制第一虚拟角色移动,包括:
在相对距离达到虚拟连接物的最大形变距离的情况下,若作用于第一虚拟角色的移动操作在虚拟连接物的拉伸方向上的作用力不小于作用于第一虚拟角色的收缩力,则根据作用于第一虚拟角色的移动操作在虚拟连接物的垂直方向上的分量,控制第一虚拟角色沿以第二虚拟角色为圆心、最大形变距离为半径的圆形移动。
在一种实施方式中,连接处理模块830,还被配置为执行:
在通过虚拟连接物连接第一虚拟角色和第二虚拟角色的情况下,若第一虚拟角色和第二虚拟角色的相对距离达到虚拟连接物的最大形变距离,则将控制第一虚拟角色或第二虚拟角色沿虚拟连接物的拉伸方向进行移动的移动操作进行无效处理。
在一种实施方式中,上述响应于在连接判定区域内检测到其他虚拟角色,从检测到的其他虚拟角色中确定第二虚拟角色,包括:
响应于在连接判定区域内检测到其他虚拟角色,将检测到的与第一虚拟角色最近的其他虚拟角色作为第二虚拟角色。
在一种实施方式中,第二虚拟角色确定模块820,还被配置为执行:
响应于在连接判定区域内未检测到其他虚拟角色,控制第一虚拟武器在命中第一虚
拟角色后继续行进;
若第一虚拟武器在继续行进过程中命中其他虚拟角色,则将命中的其他虚拟角色作为第二虚拟角色;
连接处理模块830,还被配置为执行:
若第一虚拟武器在继续行进过程中命中游戏场景中的预设场景组件,则控制通过虚拟连接物连接第一虚拟角色和预设场景组件,其中,虚拟连接物配置为限制第一虚拟角色和预设场景组件的相对距离。
在一种实施方式中,上述控制第一虚拟武器在命中第一虚拟角色后继续行进,包括:
控制第一虚拟武器在命中第一虚拟角色后穿过第一虚拟角色继续行进;或者根据第一虚拟武器命中第一虚拟角色的方向确定弹射方向,控制第一虚拟武器在命中第一虚拟角色后沿弹射方向继续行进。
在一种实施方式中,连接处理模块830,还被配置为执行:
在通过虚拟连接物连接第一虚拟角色和第二虚拟角色的时长达到第一预设时长时,取消第一虚拟角色和第二虚拟角色的连接;
在通过虚拟连接物连接第一虚拟角色和预设场景组件的时长达到第二预设时长时,取消第一虚拟角色和预设场景组件的连接;第二预设时长不同于第一预设时长。
在一种实施方式中,第一命中响应模块810,还被配置为执行:
在受控虚拟角色施放第一虚拟武器后的第三预设时长内控制第一虚拟武器沿初始施放方向移动,在第三预设时长后控制第一虚拟武器沿初始施放方向与环境作用叠加后的轨迹移动。
在一种实施方式中,环境作用可以包括以下一种或多种:重力作用,风力作用,磁场作用。
上述装置中各部分的具体细节在方法部分实施方式中已经详细说明,未披露的细节内容可以参见方法部分的实施方式内容,因而不再赘述。
本公开的示例性实施方式还提供了一种计算机可读存储介质,可以实现为一种程序产品的形式,其包括程序代码,当程序产品在电子设备上运行时,程序代码用于使电子设备执行本说明书上述“示例性方法”部分中描述的根据本公开各种示例性实施方式的步骤。在一种可选的实施方式中,该程序产品可以实现为便携式紧凑盘只读存储器(CD-ROM)并包括程序代码,并可以在电子设备,例如个人电脑上运行。然而,本公开的程序产品不限于此,在本文件中,可读存储介质可以是任何包含或存储程序的有形介质,该程序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。
程序产品可以采用一个或多个可读介质的任意组合。可读介质可以是可读信号介质或者可读存储介质。可读存储介质例如可以为但不限于电、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。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、随机存取存储器
(RAM)、只读存储器(ROM)、可擦式可编程只读存储器(EPROM或闪存)、光纤、便携式紧凑盘只读存储器(CD-ROM)、光存储器件、磁存储器件、或者上述的任意合适的组合。
计算机可读信号介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了可读程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。可读信号介质还可以是可读存储介质以外的任何可读介质,该可读介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用或者与其结合使用的程序。
可读介质上包含的程序代码可以用任何适当的介质传输,包括但不限于无线、有线、光缆、RF等等,或者上述的任意合适的组合。
可以以一种或多种程序设计语言的任意组合来编写用于执行本公开操作的程序代码,程序设计语言包括面向对象的程序设计语言—诸如Java、C++等,还包括常规的过程式程序设计语言—诸如“C”语言或类似的程序设计语言。程序代码可以完全地在用户计算设备上执行、部分地在用户设备上执行、作为一个独立的软件包执行、部分在用户计算设备上部分在远程计算设备上执行、或者完全在远程计算设备或服务器上执行。在涉及远程计算设备的情形中,远程计算设备可以通过任意种类的网络,包括局域网(LAN)或广域网(WAN),连接到用户计算设备,或者,可以连接到外部计算设备(例如利用因特网服务提供商来通过因特网连接)。
本公开的示例性实施方式还提供一种电子设备,如可以是上述终端设备110、120、130或服务器140。该电子设备可以包括处理器与存储器。存储器存储有处理器的可执行指令,如可以是程序代码。处理器通过执行该可执行指令来执行本示例性实施方式中的方法。
在一种实施方式中,电子设备还可以包括显示器,以用于显示图形用户界面。
下面参考图9,以通用计算设备的形式对电子设备进行示例性说明。应当理解,图9显示的电子设备900仅仅是一个示例,不应对本公开实施方式的功能和使用范围带来限制。
如图9所示,电子设备900可以包括:处理器910、存储器920、总线930、I/O(输入/输出)接口940、网络适配器950。
存储器920可以包括易失性存储器,例如RAM 921、缓存单元922,还可以包括非易失性存储器,例如ROM 923。存储器920还可以包括一个或多个程序模块924,这样的程序模块924包括但不限于:操作系统、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。例如,程序模块924可以包括上述装置中的各模块。
处理器910可以包括一个或多个处理单元,例如:处理器910可以包括AP(Application Processor,应用处理器)、调制解调处理器、GPU(Graphics Processing Unit,
图形处理器)、ISP(Image Signal Processor,图像信号处理器)、控制器、编码器、解码器、DSP(Digital Signal Processor,数字信号处理器)、基带处理器和/或NPU(Neural-Network Processing Unit,神经网络处理器)等。
处理器910可以通过总线930与存储器920或其他部件形成连接。
处理器910可用于执行存储器920中存储的可执行指令,如可以执行本示例性实施方式中的任意一个或多个方法步骤。示例性的,处理器910可以执行图2所示的方法,包括:步骤S210,响应于受控虚拟角色施放的第一虚拟武器命中第一虚拟角色,在以第一虚拟角色为基准的连接判定区域内检测是否存在其他虚拟角色。步骤S220,响应于在连接判定区域内检测到其他虚拟角色,从检测到的其他虚拟角色中确定第二虚拟角色。步骤S230,控制通过虚拟连接物连接第一虚拟角色和第二虚拟角色,其中,虚拟连接物配置为限制第一虚拟角色和第二虚拟角色的相对距离。
总线930用于实现电子设备900的不同组件之间的连接,可以包括数据总线、地址总线和控制总线。
电子设备900可以通过I/O接口940与一个或多个外部设备1000(例如键盘、鼠标、外置控制器等)进行通信。
电子设备900可以通过网络适配器950与一个或者多个网络通信,例如网络适配器950可以提供如3G/4G/5G等移动通信解决方案,或者提供如无线局域网、蓝牙、近场通信等无线通信解决方案。网络适配器950可以通过总线930与电子设备900的其它模块通信。
尽管图9中未示出,还可以在电子设备900中设置其它硬件和/或软件模块,包括但不限于:显示器、微代码、设备驱动器、冗余处理器、外部磁盘驱动阵列、RAID系统、磁带驱动器以及数据备份存储系统等。
应当注意,尽管在上文详细描述中提及了用于动作执行的设备的若干模块或者单元,但是这种划分并非强制性的。实际上,根据本公开的示例性实施方式,上文描述的两个或更多模块或者单元的特征和功能可以在一个模块或者单元中具体化。反之,上文描述的一个模块或者单元的特征和功能可以进一步划分为由多个模块或者单元来具体化。
本领域技术人员能够理解,本公开的各个方面可以实现为系统、方法或程序产品。因此,本公开的各个方面可以具体实现为以下形式,即:完全的硬件实施方式、完全的软件实施方式(包括固件、微代码等),或硬件和软件方面结合的实施方式,这里可以统称为“电路”、“模块”或“系统”。本领域技术人员在考虑说明书及实践这里公开的发明后,将容易想到本公开的其他实施方式。本公开旨在涵盖本公开的任何变型、用途或者适应性变化,这些变型、用途或者适应性变化遵循本公开的一般性原理并包括本公开未公开的本技术领域中的公知常识或惯用技术手段。说明书和实施方式仅被视为示例性的,本公开的真正范围和精神由权利要求指出。
应当理解的是,本公开并不局限于上面已经描述并在附图中示出的精确结构,并且
可以在不脱离其范围进行各种修改和改变。本公开的范围仅由所附的权利要求来限定。
Claims (19)
- 一种游戏控制方法,通过终端设备提供图形用户界面,所述图形用户界面中显示至少部分的游戏场景,所述游戏场景中包括由所述终端设备控制的受控虚拟角色;所述方法包括:响应于所述受控虚拟角色施放的第一虚拟武器命中第一虚拟角色,在以所述第一虚拟角色为基准的连接判定区域内检测是否存在其他虚拟角色;响应于在所述连接判定区域内检测到其他虚拟角色,从检测到的其他虚拟角色中确定第二虚拟角色;控制通过虚拟连接物连接所述第一虚拟角色和所述第二虚拟角色,其中,所述虚拟连接物配置为限制所述第一虚拟角色和所述第二虚拟角色的相对距离。
- 根据权利要求1所述的方法,其中,所述控制通过虚拟连接物连接所述第一虚拟角色和所述第二虚拟角色,包括:控制向所述第二虚拟角色发射第二虚拟武器;响应于所述第二虚拟武器命中所述第二虚拟角色,控制通过所述虚拟连接物连接所述第一虚拟角色和所述第二虚拟角色。
- 根据权利要求2所述的方法,其中,所述控制向所述第二虚拟角色发射第二虚拟武器,包括:获取所述第一虚拟武器命中所述第一虚拟角色时,所述第二虚拟角色的当前位置信息以及所述第一虚拟武器的速度参数;根据所述当前位置信息和所述速度参数控制发射所述第二虚拟武器。
- 根据权利要求2所述的方法,其中,所述第二虚拟武器为如下至少一种:所述第一虚拟武器;根据所述第一虚拟武器生成的虚拟武器;在所述第一虚拟武器命中所述第一虚拟角色后重新生成的虚拟武器。
- 根据权利要求1所述的方法,其中,所述虚拟连接物以可视参数进行显示。
- 根据权利要求1所述的方法,其中,所述方法还包括:在通过所述虚拟连接物连接所述第一虚拟角色和所述第二虚拟角色的情况下,控制所述第一虚拟角色和所述第二虚拟角色自动执行预设游戏动画。
- 根据权利要求1所述的方法,其中,所述方法还包括:在通过所述虚拟连接物连接所述第一虚拟角色和所述第二虚拟角色的情况下,若所述第一虚拟角色和所述第二虚拟角色的相对距离超出所述虚拟连接物的初始形变距离,则根据所述相对距离对所述第一虚拟角色和所述第二虚拟角色中的至少一者施加沿所述虚拟连接物的收缩方向的收缩力。
- 根据权利要求7所述的方法,其中,所述若所述第一虚拟角色和所述第二虚拟角色的相对距离超出所述虚拟连接物的初始形变距离,则根据所述相对距离对所述第一虚拟角色和所述第二虚拟角色中的至少一者施加沿所述虚拟连接物的收缩方向的收缩 力,包括:若所述第一虚拟角色和所述第二虚拟角色的相对距离超出所述虚拟连接物的初始形变距离,则根据所述相对距离与所述初始形变距离的差值确定所述收缩力,所述收缩力与所述差值正相关;将所述收缩力施加于所述第一虚拟角色和所述第二虚拟角色中的至少一者。
- 根据权利要求7所述的方法,其中,在根据所述相对距离对所述第一虚拟角色和所述第二虚拟角色中的至少一者施加沿所述虚拟连接物的收缩方向的收缩力时,所述方法还包括:根据作用于所述第一虚拟角色的移动操作与作用于所述第一虚拟角色的收缩力相叠加的结果,控制所述第一虚拟角色移动;及/或根据作用于所述第二虚拟角色的移动操作与作用于所述第二虚拟角色的收缩力相叠加的结果,控制所述第二虚拟角色移动。
- 根据权利要求9所述的方法,其中,所述根据作用于所述第一虚拟角色的移动操作与作用于所述第一虚拟角色的收缩力相叠加的结果,控制所述第一虚拟角色移动,包括:在所述相对距离达到所述虚拟连接物的最大形变距离的情况下,若作用于所述第一虚拟角色的移动操作在所述虚拟连接物的拉伸方向上的作用力不小于作用于所述第一虚拟角色的收缩力,则根据作用于所述第一虚拟角色的移动操作在所述虚拟连接物的垂直方向上的分量,控制所述第一虚拟角色沿以所述第二虚拟角色为圆心、所述最大形变距离为半径的圆形移动。
- 根据权利要求1所述的方法,其中,所述方法还包括:在通过所述虚拟连接物连接所述第一虚拟角色和所述第二虚拟角色的情况下,若所述第一虚拟角色和所述第二虚拟角色的相对距离达到所述虚拟连接物的最大形变距离,则将控制所述第一虚拟角色或所述第二虚拟角色沿所述虚拟连接物的拉伸方向进行移动的移动操作进行无效处理。
- 根据权利要求1所述的方法,其中,所述响应于在所述连接判定区域内检测到其他虚拟角色,从检测到的其他虚拟角色中确定第二虚拟角色,包括:响应于在所述连接判定区域内检测到其他虚拟角色,将检测到的与所述第一虚拟角色最近的所述其他虚拟角色作为所述第二虚拟角色。
- 根据权利要求1所述的方法,其中,所述方法还包括:响应于在所述连接判定区域内未检测到其他虚拟角色,控制所述第一虚拟武器在命中所述第一虚拟角色后继续行进;若所述第一虚拟武器在继续行进过程中命中其他虚拟角色,则将命中的其他虚拟角色作为所述第二虚拟角色;若所述第一虚拟武器在继续行进过程中命中所述游戏场景中的预设场景组件,则控 制通过虚拟连接物连接所述第一虚拟角色和所述预设场景组件,其中,所述虚拟连接物配置为限制所述第一虚拟角色和所述预设场景组件的相对距离。
- 根据权利要求13所述的方法,其中,所述控制所述第一虚拟武器在命中所述第一虚拟角色后继续行进,包括:控制所述第一虚拟武器在命中所述第一虚拟角色后穿过所述第一虚拟角色继续行进;或者根据所述第一虚拟武器命中所述第一虚拟角色的方向确定弹射方向,控制所述第一虚拟武器在命中所述第一虚拟角色后沿所述弹射方向继续行进。
- 根据权利要求13所述的方法,其中,所述方法还包括:在通过虚拟连接物连接所述第一虚拟角色和所述第二虚拟角色的时长达到第一预设时长时,取消所述第一虚拟角色和所述第二虚拟角色的连接;在通过虚拟连接物连接所述第一虚拟角色和所述预设场景组件的时长达到第二预设时长时,取消所述第一虚拟角色和所述预设场景组件的连接;所述第二预设时长不同于所述第一预设时长。
- 根据权利要求1所述的方法,其中,所述方法还包括:在所述受控虚拟角色施放所述第一虚拟武器后的第三预设时长内控制所述第一虚拟武器沿初始施放方向移动,在所述第三预设时长后控制所述第一虚拟武器沿所述初始施放方向与环境作用叠加后的轨迹移动。
- 一种游戏控制装置,通过终端设备提供图形用户界面,所述图形用户界面中显示至少部分的游戏场景,所述游戏场景中包括由所述终端设备控制的受控虚拟角色;所述装置包括:第一命中响应模块,被配置为执行响应于所述受控虚拟角色施放的第一虚拟武器命中第一虚拟角色,在以所述第一虚拟角色为基准的连接判定区域内检测是否存在其他虚拟角色;第二虚拟角色确定模块,被配置为执行响应于在所述连接判定区域内检测到其他虚拟角色,从检测到的其他虚拟角色中确定第二虚拟角色;连接处理模块,被配置为执行控制通过虚拟连接物连接所述第一虚拟角色和所述第二虚拟角色,其中,所述虚拟连接物配置为限制所述第一虚拟角色和所述第二虚拟角色的相对距离。
- 一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现权利要求1至16任一项所述的方法。
- 一种电子设备,包括:处理器;存储器,用于存储所述处理器的可执行指令;其中,所述处理器配置为经由执行所述可执行指令来执行权利要求1至16任一项 所述的方法。
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| CN202310896472.9A CN116920406A (zh) | 2023-07-20 | 2023-07-20 | 游戏控制方法、游戏控制装置、存储介质与电子设备 |
| CN202310896472.9 | 2023-07-20 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2025016151A1 true WO2025016151A1 (zh) | 2025-01-23 |
Family
ID=88375056
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/CN2024/100682 Ceased WO2025016151A1 (zh) | 2023-07-20 | 2024-06-21 | 游戏控制方法、游戏控制装置、存储介质与电子设备 |
Country Status (2)
| Country | Link |
|---|---|
| CN (1) | CN116920406A (zh) |
| WO (1) | WO2025016151A1 (zh) |
Families Citing this family (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN116920406A (zh) * | 2023-07-20 | 2023-10-24 | 网易(杭州)网络有限公司 | 游戏控制方法、游戏控制装置、存储介质与电子设备 |
Citations (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| KR20130082657A (ko) * | 2011-12-13 | 2013-07-22 | 주식회사 애니파크 | 탄환의 트레이스를 활용한 온라인 1인칭 슈팅 게임용 서버 및 그 제어 방법 |
| CN113117345A (zh) * | 2021-04-23 | 2021-07-16 | 完美世界(重庆)互动科技有限公司 | 控件展示方法、装置、设备及存储介质 |
| CN116920406A (zh) * | 2023-07-20 | 2023-10-24 | 网易(杭州)网络有限公司 | 游戏控制方法、游戏控制装置、存储介质与电子设备 |
-
2023
- 2023-07-20 CN CN202310896472.9A patent/CN116920406A/zh active Pending
-
2024
- 2024-06-21 WO PCT/CN2024/100682 patent/WO2025016151A1/zh not_active Ceased
Patent Citations (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| KR20130082657A (ko) * | 2011-12-13 | 2013-07-22 | 주식회사 애니파크 | 탄환의 트레이스를 활용한 온라인 1인칭 슈팅 게임용 서버 및 그 제어 방법 |
| CN113117345A (zh) * | 2021-04-23 | 2021-07-16 | 完美世界(重庆)互动科技有限公司 | 控件展示方法、装置、设备及存储介质 |
| CN116920406A (zh) * | 2023-07-20 | 2023-10-24 | 网易(杭州)网络有限公司 | 游戏控制方法、游戏控制装置、存储介质与电子设备 |
Non-Patent Citations (1)
| Title |
|---|
| ANONYMOUS: "Egg Party Tips What to do at home during summer vacation Egg Party Peak Popular Love Great Egg Egg Party Organizer", BILIBILI.COM, 17 July 2023 (2023-07-17), XP093262922, Retrieved from the Internet <URL:https://www.bilibili.com/video/BV1BV4y147Uw/> * |
Also Published As
| Publication number | Publication date |
|---|---|
| CN116920406A (zh) | 2023-10-24 |
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| US12605622B2 (en) | Method and apparatus for controlling movement of virtual object in game, electronic device, and storage medium | |
| CN110732135B (zh) | 虚拟场景显示方法、装置、电子设备及存储介质 | |
| CN111124226B (zh) | 游戏画面的显示控制方法、装置、电子设备及存储介质 | |
| JP2024512345A (ja) | 仮想シーンにおける召喚オブジェクトの制御方法、装置、機器、及びコンピュータプログラム | |
| CN111437601B (zh) | 游戏回放控制方法、装置、电子设备及存储介质 | |
| US20150273331A1 (en) | System, Method, and Apparatus for Critical Hits | |
| CN111803944B (zh) | 一种图像处理方法、装置、电子设备及存储介质 | |
| WO2023130807A1 (zh) | 虚拟场景中的准星控制方法、装置、电子设备及存储介质 | |
| JP7651817B2 (ja) | 仮想シーンベースのビーム表示方法及びその装置、機器並びにコンピュータプログラム | |
| CN116712725A (zh) | 一种游戏中信息处理方法、装置、设备及介质 | |
| JP2023541697A (ja) | 仮想シーンにおける位置取得方法、装置、電子機器、記憶媒体及びコンピュータプログラム | |
| CN112245917B (zh) | 虚拟对象控制方法、装置、设备以及存储介质 | |
| CN114288678A (zh) | 虚拟场景的互动处理方法、装置、电子设备及存储介质 | |
| CN115957507A (zh) | 一种游戏中虚拟角色交互方法、装置、设备及介质 | |
| WO2023029626A1 (zh) | 虚拟对象的交互方法、装置、存储介质及电子设备 | |
| WO2024221697A1 (zh) | 游戏控制方法、装置、计算机可读存储介质与电子设备 | |
| CN119455396A (zh) | 游戏交互控制方法、装置、程序产品与电子设备 | |
| CN116920406A (zh) | 游戏控制方法、游戏控制装置、存储介质与电子设备 | |
| KR101003283B1 (ko) | 온라인 게임 방법 및 시스템 | |
| CN104941177A (zh) | 游戏装置 | |
| WO2025252007A1 (zh) | 一种游戏交互方法、装置、电子设备和存储介质 | |
| WO2025086956A1 (zh) | 虚拟对象的控制方法及装置、存储介质、电子设备 | |
| WO2025102919A1 (zh) | 虚拟场景的互动处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品 | |
| CN114042322B (zh) | 动画展示方法、装置、计算机设备及存储介质 | |
| CN112755524B (zh) | 虚拟目标展示方法、装置、电子设备及存储介质 |
Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| 121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 24842149 Country of ref document: EP Kind code of ref document: A1 |
|
| NENP | Non-entry into the national phase |
Ref country code: DE |