WO2025190020A1 - 游戏对象的操控方法、装置和电子设备 - Google Patents

游戏对象的操控方法、装置和电子设备

Info

Publication number
WO2025190020A1
WO2025190020A1 PCT/CN2025/077001 CN2025077001W WO2025190020A1 WO 2025190020 A1 WO2025190020 A1 WO 2025190020A1 CN 2025077001 W CN2025077001 W CN 2025077001W WO 2025190020 A1 WO2025190020 A1 WO 2025190020A1
Authority
WO
WIPO (PCT)
Prior art keywords
controlled object
terminal device
target
target object
scene
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.)
Pending
Application number
PCT/CN2025/077001
Other languages
English (en)
French (fr)
Inventor
朱艺玫
陈天琳
赵杨
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
Original Assignee
Netease Hangzhou Network Co Ltd
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Publication of WO2025190020A1 publication Critical patent/WO2025190020A1/zh
Pending legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5258Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling 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 for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

Definitions

  • the present invention relates to the field of game technology, and in particular to a method, device and electronic equipment for controlling a game object.
  • the purpose of the present disclosure is to provide a method, device and electronic device for controlling game objects to improve game efficiency and save game resources.
  • an embodiment of the present disclosure provides a method for controlling a game object, the method comprising: in response to a game match start instruction, providing a game scene corresponding to a target game, the game scene including a main controlled object and a target object belonging to different game camps, wherein the main controlled object is controlled by a first terminal device and the target object is controlled by a second terminal device; in response to a movement control instruction triggered by the first terminal device, controlling the main controlled object to move in the game scene; in response to an object addition instruction triggered by the first terminal device, generating a secondary controlled object based on the main controlled object, and configuring the control authority of the secondary controlled object to the first terminal device so that the secondary controlled object can be controlled by the first terminal device, wherein a specific object attribute of the secondary controlled object is superior to that of the main controlled object; in response to the secondary controlled object completing a specified interactive behavior with the target object in the game scene, controlling the increase of a first character parameter of the target object; in response to the first character parameter reaching
  • an embodiment of the present disclosure provides a device for controlling a game object, the device comprising: a scene providing module, configured to provide a game scene corresponding to a target game in response to a game match start instruction, the game scene comprising a main controlled object and a target object belonging to different game camps, wherein the main controlled object is controlled by a first terminal device, and the target object is controlled by a second terminal device; a first movement control module, configured to control the movement of the main controlled object in the game scene in response to a movement control instruction triggered by the first terminal device; a permission configuration module, configured to generate a sub-controlled object based on the main controlled object in response to an object addition instruction triggered by the first terminal device, and The control authority of the controlled object is configured to the first terminal device so that the secondary controlled object can be controlled through the first terminal device, wherein the specific object attribute of the secondary controlled object is superior to that of the main controlled object; the parameter adding module is configured to control the increase of the first character parameter of the target object in response to the
  • an embodiment of the present disclosure provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned game object control method.
  • an embodiment of the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions.
  • the computer-executable instructions When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game object control method.
  • the above-mentioned method, device and electronic device for controlling game objects provide a game scene corresponding to the target game in response to a game match start instruction, wherein the game scene includes a main controlled object and a target object belonging to different game camps, wherein the main controlled object is controlled by a first terminal device and the target object is controlled by a second terminal device; in response to a movement control instruction triggered by the first terminal device, the main controlled object is controlled to move in the game scene; in response to an object addition instruction triggered by the first terminal device, a sub-controlled object is generated based on the main controlled object, and the control authority of the sub-controlled object is configured to the first terminal device so that the sub-controlled object can be controlled by the first terminal device, wherein the specific object attribute of the sub-controlled object is superior to that of the main controlled object; in response to the sub-controlled object completing a specified interactive behavior with the target object in the game scene, the first character parameter of the target object is controlled to be increased; in response to the first character parameter reaching a preset parameter threshold
  • a primary controlled object generates a secondary controlled object.
  • the terminal device's control object can switch back and forth between the primary and secondary controlled objects.
  • the secondary controlled object can perform specified interactive behaviors with the target object, thereby affecting the target object's character parameters, controlling the target object's movement, and ultimately attacking the target object through the primary controlled object. This allows for richer behaviors between the opposing sides, improves game efficiency, and conserves game resources.
  • FIG1 is a flow chart of a method for controlling a game object provided by one embodiment of the present disclosure
  • FIG2 is a schematic diagram showing that a target object and a secondary controlled object satisfy a preset state condition according to one embodiment of the present disclosure
  • FIG3 is a schematic diagram of a scene screen in which a control object of a first terminal device is a primary controlled object provided by one embodiment of the present disclosure
  • FIG4 is a schematic diagram of a scene screen in which the control object of the first terminal device is a secondary controlled object provided by one embodiment of the present disclosure
  • FIG10 is a schematic diagram showing a display mode of a transmission prop in a scene screen according to one embodiment of the present disclosure
  • FIG11 is a schematic structural diagram of a device for controlling a game object provided by one embodiment of the present disclosure.
  • FIG12 is a schematic diagram of an electronic device provided in accordance with one embodiment of the present disclosure.
  • the two teams have different numbers of players. For example, Team One consists of one player, while Team Two consists of multiple players.
  • Team One is responsible for finding and pursuing Team Two, while Team Two avoids pursuit and completes the relevant game tasks within the game scene.
  • the second camp completes the game mission and at least one player successfully escapes from the above game scene, the second camp wins the game and the first camp loses; if all players in the second camp are chased by the first camp, the first camp wins the game and the second camp loses.
  • players can use methods like immobilization and skill locks to debuff players in the enemy faction, such as draining health or reducing skill parameters. Debuffed players are more vulnerable to attack. Once characters from both factions are in close proximity, players can use offensive skills to kill the enemy character. This competitive mode is relatively simple, resulting in longer matches and a high consumption of game resources.
  • the game object control method, device and electronic device provided by the embodiments of the present disclosure can be applied to competitive games with multiple camps or multiple roles, for example, asymmetric competitive games.
  • the method for controlling a game object can be executed on a local terminal device or a server.
  • the method for controlling a game object is executed on a server
  • the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
  • cloud games refer to a gaming method based on cloud computing.
  • the cloud game operation mode the operating body of the game program and the main body of the game screen presentation are separated.
  • the storage and operation of the control method of the game object are completed on the cloud game server.
  • the role of the client device is to receive and send data and present the game screen.
  • the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing.
  • the player operates the client device 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 client device through the network.
  • the client device decodes and outputs the game screen.
  • a local terminal device stores a game program and is used to present the game screen.
  • the local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it.
  • the local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection.
  • the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
  • an embodiment of the present disclosure provides a method for controlling game objects, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or it can be the client device in the cloud interaction system mentioned above.
  • the terminal device in this embodiment is used to trigger instructions and control corresponding objects.
  • the graphical user interface displays a scene image of the game scene; the scene image is captured by a virtual camera within the game scene; the virtual camera moves along with the virtual object controlled by the player.
  • the graphical user interface also displays game information, skill controls, and other content.
  • the method for controlling the game object includes the following steps:
  • Step S102 In response to a game match start instruction, providing a game scene corresponding to a target game, wherein the game scene includes a primary controlled object and a target object belonging to different game camps, wherein the primary controlled object is controlled by a first terminal device, and the target object is controlled by a second terminal device;
  • the primary controlled object's enemy also enters the game scene.
  • the target object and the primary controlled object belong to different game factions and are in a hostile relationship.
  • a single primary controlled object may correspond to multiple target objects.
  • Step S104 controlling the main controlled object to move in the game scene in response to the movement control instruction triggered by the first terminal device
  • Step S106 in response to the object addition instruction triggered by the first terminal device, generating a secondary controlled object based on the primary controlled object, and configuring the control authority of the secondary controlled object to the first terminal device, so that the secondary controlled object can be controlled by the first terminal device, wherein the specific object attribute of the secondary controlled object is superior to that of the primary controlled object;
  • the object adding instruction may be generated after the player performs an object adding operation through the first terminal device.
  • the object adding operation may be an operation of releasing a skill, for example, clicking on the control of a specific skill to implement the object adding operation; or, it may be an operation acting on the main controlled object, for example, a sliding operation acting on the main controlled object to implement the object adding operation.
  • a secondary controlled object is generated in the game scene.
  • the secondary controlled object is associated with the primary controlled object.
  • the primary controlled object is the main object
  • the secondary controlled object is a derivative of the main object.
  • the control object of the first terminal device can switch between the primary and secondary controlled objects.
  • control object of the first terminal device When the control object of the first terminal device is the main controlled object, the player can control the main controlled object to move in the game scene, specify specific actions, release skills, etc. through the first terminal device; when the control object of the first terminal device is the secondary controlled object, the player can control the secondary controlled object to move in the game scene, specify specific actions, release skills, etc. through the first terminal device.
  • the player can switch the control object of the first terminal device by operating the switch control through the first terminal device.
  • the control object of the first terminal device can be automatically switched to the secondary controlled object, or it can be switched to the secondary controlled object after the player operates the switch control.
  • the player can control the secondary controlled object's movement within the game scene by moving the joystick or sliding on the scene screen. While the first terminal device is controlling the secondary controlled object, the primary controlled object can remain at the location it was at when the control object was switched, or move slightly around that location. The primary controlled object can also perform preset actions.
  • the specific object attributes of the secondary controlled object are better than those of the main controlled object. Therefore, the secondary controlled object can realize some specific functions that are difficult to realize through the main controlled object, thereby improving the success rate of the game camp.
  • the specific object attributes of the secondary controlled object include movement speed.
  • the movement speed of the secondary controlled object in the game scene is faster than the movement speed of the main controlled object; therefore, when the player controls the secondary controlled object through the first terminal device, compared with the main controlled object, the secondary controlled object can find the target object more quickly and eliminate the target object.
  • the shooting range of the virtual camera can be increased, that is, the field of view of the secondary controlled object is larger than that of the primary controlled object.
  • the virtual camera corresponding to the first terminal device can be controlled to descend within the game scene, that is, to lower the height of the virtual camera within the game scene, and simultaneously adjust the direction of the virtual camera so that the captured scene image includes the primary controlled object.
  • the scene image includes all or part of the primary controlled object.
  • the specific object attributes of the secondary controlled object may include the above-mentioned moving speed, object model collision attributes and field of view range, or may include only some of these attributes.
  • the secondary controlled object in this embodiment is configured to be unable to perform game actions on the target object that would eliminate it from the game.
  • the secondary controlled object cannot attack the target object.
  • the secondary controlled object and the primary controlled object in this embodiment cooperate with each other to complete the game.
  • the secondary controlled object is primarily used to move quickly, find the target object, and perform designated interactive actions with the target object, thereby affecting the target object's movement; the primary controlled object is used to perform actions such as attacking the target object to eliminate it.
  • Step S108 in response to the secondary controlled object completing a specified interactive behavior with the target object in the game scene, controlling to increase a first character parameter of the target object;
  • the designated interactive behavior may be eye contact behavior, mutual approach behavior, etc. It can be understood that the designated interactive behavior can reduce the benefit of the target object, that is, increase the first character parameter, thereby improving the success rate of attacking the target object.
  • the secondary controlled object is in invisible state and the target object cannot see the secondary controlled object.
  • the secondary controlled object switches to the visible state.
  • the first character parameter of the target object is increased, such as the parameter value of the first character parameter is increased by 40.
  • Step S110 in response to the first character parameter reaching a preset parameter threshold and the position of the target object in the game scene meeting the specified conditions, the target object is controlled to automatically move in the direction of the main controlled object, so that the main controlled object performs a game behavior on the target object for eliminating the target object from the game.
  • the preset parameter threshold can be pre-set, for example, to 100, or a threshold range can be set, for example, 100-200.
  • a certain negative effect can be generated on the target object, that is, the target object is controlled to move in the direction of the primary controlled object. This movement is influenced by the first character parameter rather than by the control device corresponding to the target object.
  • the aforementioned specified conditions can be set based on the distance, relative position, relative direction, etc. between the target object and the main controlled object.
  • the specified conditions include: the distance between the target object and the main controlled object is less than or equal to a preset first distance.
  • the player can control the main controlled object and the sub-controlled object to search for the target object, release skills, etc.; in order to ensure the fairness of the game, when an attack operation is required on the target object, the main controlled object is required to perform the attack operation.
  • the above-mentioned method for controlling game objects provides a game scene corresponding to the target game in response to a game match start instruction, wherein the game scene includes a main-controlled object and a target object belonging to different game camps, wherein the main-controlled object is controlled by a first terminal device and the target object is controlled by a second terminal device; in response to a movement control instruction triggered by the first terminal device, the main-controlled object is controlled to move in the game scene; in response to an object addition instruction triggered by the first terminal device, a sub-controlled object is generated based on the main-controlled object, and the control authority of the sub-controlled object is configured to the first terminal device so that the sub-controlled object can be controlled by the first terminal device, wherein the specific object attribute of the sub-controlled object is superior to that of the main-controlled object; in response to the sub-controlled object completing a specified interactive behavior with the target object in the game scene, the first character parameter of the target object is controlled to be increased; in response to the first character parameter reaching a preset parameter threshold
  • a secondary controlled object in response to an object adding instruction triggered by the first terminal device, is generated at a designated position relative to the primary controlled object.
  • the designated position relative to the primary controlled object can be a position near the primary controlled object, such as the left or right side, or can be directly at the location of the primary controlled object.
  • the secondary controlled object floats out from the head of the primary controlled object and stays in mid-air.
  • the control object of the first terminal device is switched from the current control object to the target control object, and the virtual camera corresponding to the first terminal device is controlled to move following the movement of the target control object, so as to present a game scene screen determined based on the target control object in the first terminal device; wherein, when the current control object is the main controlled object, the target control object is the secondary controlled object, and when the current control object is the secondary controlled object, the target control object is the main controlled object.
  • the control object of the first terminal device can switch back and forth between the secondary controlled object and the main controlled object.
  • the secondary controlled object As an example, when the control object of the first terminal device is the secondary controlled object, the player operates the mobile joystick to control the secondary controlled object to move in the game scene. At this time, the main controlled object stays at the position before the secondary controlled object was generated.
  • the virtual camera that originally followed the main controlled object can be associated with the secondary controlled object. If the secondary controlled object moves, the virtual camera moves with the secondary controlled object, that is, the scene screen displays the scene content within the field of view of the secondary controlled object.
  • the player can trigger the first skill by clicking or dragging the skill control of the first skill through the first terminal device. Since the secondary controlled object is the control object of the first terminal device, the first skill is released through the secondary controlled object.
  • a target object that meets the preset state conditions with the secondary controlled object is searched from the game scene; if the scene state of target object A and the secondary controlled object meets the preset state conditions, then target object A is the target object; the target object can also include multiple target objects, for example, if target object A and target object B both meet the preset state conditions with the scene state of the secondary controlled object, then target object A and target object B are both target objects.
  • the first character parameter of the target object can be increased or reduced based on the preset parameter value.
  • the secondary controlled object is in an invisible state, which indicates that the secondary controlled object is not visible to the second terminal device; specifically, when the scene image on the second terminal device of the target object contains the scene position of the secondary controlled object, and the scene position is not blocked by the scene model or other objects, the secondary controlled object is not displayed in the scene image.
  • the sub-controlled object In response to the sub-controlled object casting a first skill in the game scene, the sub-controlled object is controlled to switch from an invisible state to a visible state; wherein the visible state is used to indicate that the sub-controlled object is visible to the second terminal device; in response to the scene state between the sub-controlled object in the visible state and the target object meeting a preset state condition, it is determined that the sub-controlled object completes a specified interactive behavior with the target object in the game scene.
  • the secondary controlled object is in the appearance state. Specifically, when the scene screen on the second terminal device of the target object contains the scene position of the secondary controlled object, and the scene position is not blocked by the scene model or other objects, the secondary controlled object is displayed in the scene screen.
  • the target object can "see" the sub-controlled object directly, and the target enemy character and the sub-controlled object have a direct look.
  • the first character parameter is updated once, for example, the parameter value increases by 40.
  • the enemy character looks directly at the secondary controlled object, the character parameters are updated and the enemy character is debuffed, which enriches the way of controlling the debuff and behavior of the target object and enriches the game method of the two hostile parties.
  • the scene state between the secondary controlled object in the appearance state and the target object satisfies a preset state condition, including at least one of the following:
  • the distance between the target object and the secondary controlled object in the revealed state is less than a preset distance threshold; for example, the distance here can be understood as the straight-line distance between the target object and the secondary controlled object in the game scene;
  • the target object is located within the visual range of the secondary controlled object in the revealed state; wherein the visual range of the secondary controlled object is determined based on the object orientation of the secondary controlled object;
  • the field of view in a game scene, can be determined based on the secondary controlled object's orientation.
  • the field of view is 120 degrees forward of the secondary controlled object's orientation, extending 60 degrees to the left and right, based on the orientation.
  • the radius of the field of view can also be set, for example, 100 meters.
  • the preset distance threshold in condition 1 can be combined to determine whether the preset state condition is met.
  • Condition 3 The line connecting the target object and the secondary controlled object in the revealed state is not blocked by the scene model in the game scene;
  • a line is drawn between the object head of the target object and the object head of the secondary controlled object, with the object head as the reference. If the line does not pass through any scene model in the game scene, it can be understood that the line of sight between the target object and the secondary controlled object is not blocked, that is, the target object can 'see' the secondary controlled object, and the secondary controlled object can be displayed in the scene screen of the second terminal device that controls the target object.
  • multiple reference points can be determined from the object model and connected to each other.
  • a line can be connected between the eyes of the target object and the eyes of the secondary controlled object, or a line can be connected between the forehead of the target object and the forehead of the secondary controlled object. If each connection is not blocked by the scene model, it can be determined that condition 3 is met.
  • Condition 4 the direction angle between the object orientation of the target object and the object orientation of the secondary controlled object in the appearing state meets a preset angle threshold.
  • the angle threshold is 120 degrees.
  • the directional angle between the object orientation of the target object and the object orientation of the secondary controlled object is equal to or greater than 120 degrees, it can be understood that the target object and the secondary controlled object are in a face-to-face state and can "see" each other.
  • the object face of the secondary controlled object can be displayed, and the object face is a frontal face.
  • the above-mentioned preset state conditions may include all conditions from Condition 1 to Condition 4, or may include some of the conditions.
  • the preset state conditions by setting the preset state conditions, it can be judged whether the target object releases and sees the front face of the secondary controlled object. If the front face is seen, the first character parameters are updated and the behavior of the target object is controlled, which enriches the way of controlling the debuff and behavior of the target object and enriches the game method of the two hostile parties.
  • controlling the target object to move in response to the first character parameter reaching a preset parameter threshold, controlling the target object to move in a preset manner;
  • Preset methods can also be pre-set, including movement direction, movement distance, and movement time.
  • the movement direction and movement distance can be randomly determined to control the movement of the target object.
  • the movement direction can be randomly determined to control the target object to move a specified distance along the randomly determined movement direction; or, the movement direction can be randomly determined to control the target object to move along the randomly determined movement direction at a preset movement speed for a specified movement time.
  • the moving direction can be determined according to the position of the secondary controlled object or the main controlled object, and the target object can be controlled to move toward the position of the secondary controlled object or the main controlled object for a preset distance or duration.
  • a target movement mode is determined based on the distance between the target object and the main controlled object, and the target object is controlled to move according to the target movement mode.
  • the target object in response to a first character parameter reaching a preset parameter threshold and a position of a target object in the game scene not meeting a specified condition, the target object is controlled to move randomly in the game field.
  • the specified conditions include: the distance between the target object and the main controlled object is less than or equal to a preset first distance; of course, other specified conditions can also be set, for example, the object orientation of the target object and the main controlled object is less than or equal to a preset angle threshold, etc.
  • the target movement mode is determined to be movement toward the primary controlled object, for example, movement toward the primary controlled object by a first specified distance, or movement at a preset speed for a first specified time period.
  • the secondary controlled object can also trigger other skills.
  • control object of the first terminal device is a secondary controlled object
  • the virtual camera corresponding to the first terminal device in response to the secondary controlled object casting a second skill on the target object in the game scene, is controlled to move along with the target object so as to present a game scene screen determined based on the target object in the first terminal device.
  • the selected enemy object becomes the target object.
  • the enemy object can be used as the target object.
  • an indicator mark indicating that the second skill can be triggered can be displayed around the enemy object.
  • the skill control of the second skill can be set from a non-triggerable state to a triggerable state. If the skill control of the second skill is triggered by the player, the enemy object with the indicator mark in the scene will be the target object to be triggered.
  • the secondary controlled object can obtain the perspective of the target object.
  • the secondary controlled object can observe the game scene based on the target object's position.
  • the virtual camera corresponding to the secondary controlled object can capture the game scene from the target object's position.
  • the scene image is captured based on the target object's position.
  • the virtual camera corresponding to the secondary controlled object follows the target object, causing the scene to change. This means the secondary controlled object is "attached" to the target object, gaining the target object's perspective and following its movements.
  • the secondary controlled object In response to the secondary controlled object casting a second skill on the target object in the game scene, the secondary controlled object is removed from the game scene, and a game animation prompting the secondary controlled object to possess the target object is played in the first terminal device.
  • the object model of the secondary controlled object is deleted from the game scene, and the game animation may include content of the secondary controlled object gradually entering the object model of the target object.
  • the first terminal device controls the primary controlled object, and the scene is captured from a third-person perspective, showing the primary controlled object's upper body.
  • Clicking 'Switch Controls' displays the scene shown in Figure 4.
  • the first terminal device controls the secondary controlled object, and the scene is captured from a third-person perspective, showing the secondary controlled object's entire body.
  • an enemy object appears in the scene.
  • a marker on its head indicates that a second skill can be triggered. Triggering the second skill control allows the secondary controlled object to "possess" the enemy object, which is the aforementioned target object. The secondary controlled object can then take on the target object's perspective and follow it.
  • the camera orientation of the virtual camera is adjusted with the target object as the anchor point according to the perspective switching instruction, so as to present a game scene screen on the first terminal device that is updated as the camera orientation changes.
  • the secondary controlled object can obtain the perspective of the target object, that is, the scene displayed on the second terminal device that controls the target object.
  • the secondary controlled object can perform a perspective switching operation to control the camera orientation of the secondary controlled object's virtual camera, thereby adjusting the secondary controlled object's perspective and randomly updating the scene.
  • the position of this virtual camera in the game scene is determined based on the object position of the target object.
  • the target object can also be adjusted by the corresponding second terminal device to adjust the viewing angle, thereby updating the scene image on the second terminal device.
  • the secondary controlled object is "attached" to the target object, and the movement of the secondary controlled object cannot be controlled by the second terminal device, and the secondary controlled object moves along with the movement of the target object.
  • the specified object information of the target object is displayed on the first terminal device; wherein, the specified object information includes: the object position of the teammate object, and/or, the communication information between the target object and the object object; wherein, the teammate object is a game object belonging to the same game camp as the target object.
  • the players corresponding to the secondary controlled object and the main controlled object can not only view the target object's object position and field of view, but also view the target object's object position and communication information with teammates in the same game camp.
  • the graphical user interface displays the aforementioned specified object information on the first terminal device that controls the secondary controlled object and the main controlled object.
  • the specified object information can be understood as the relevant information displayed in the graphical user interface of the second terminal device that controls the target object, such as the object position of the target object's teammate object.
  • the object position can be displayed in a minimap or identified by name, such as a church, lakeside, etc.
  • the aforementioned designated object information may include both the object location of the teammate object and the communication information between the target object and the target object, or may include only one of the object location of the teammate object and the communication information between the target object and the target object.
  • a first orientation identifier for indicating the object orientation of the target object is displayed in the game scene; wherein the first orientation identifier is visible to the first terminal device; a second orientation identifier for indicating the camera orientation of the virtual camera corresponding to the first terminal device is displayed in the game scene; wherein the second orientation identifier is visible to the second terminal device.
  • a first orientation identifier can be viewed, which indicates the object orientation of the target object.
  • the players corresponding to the secondary controlled object and the main controlled object can know the moving direction of the target object, thereby inferring the movement of the target object, improving the success rate of finding and attacking the target object, and improving the efficiency of the game.
  • the object model of the sub-controlled object is not in the game scene.
  • the aforementioned second direction identifier is displayed, so that the player corresponding to the target object can adjust the object direction of the target object in time.
  • the scene displayed on the second terminal device is narrowed. This means that after the target object is possessed by the secondary controlled object, their field of view is narrowed, effectively reducing their benefit.
  • the scene picture changes from full-screen display to display only in the center of the screen, and the scene content at the edge of the screen is blocked, that is, the scene range contained in the scene picture is reduced.
  • Another way is to display a designated object identifier at the target object; wherein the designated object identifier indicates that the secondary controlled object is attached to the target object.
  • the secondary controlled object follows the target object, effectively becoming attached to it.
  • the target object then displays the designated object identifier.
  • This identifier can be displayed on the target object's head or elsewhere around it, for example, by highlighting the target object's outline.
  • the designated object identifier can be viewed in the scene screen.
  • the player can quickly determine the target object that is "possessed".
  • the player can control the main controlled object to attack the target object, thereby increasing the success rate of the attack.
  • the designated object identifier is controlled to be displayed in the first terminal device; wherein, the designated object identifier is used to prompt the relative position between the target object and the main controlled object.
  • the designated object identifier may be always displayed in the game scene or graphical user interface of the first terminal device.
  • the designated object identifier is displayed in the scene image.
  • the above-mentioned specified object identifier can be displayed through a small map or text; if the target object is blocked by the scene model in the specified orientation of the main controlled object, the specified object identifier can be displayed in the 'front' of the blocked scene model, that is, the distance between the specified object identifier and the virtual camera is shorter than the distance between the scene model and the virtual camera.
  • the scene model that is not blocked within the aforementioned specified direction range can be displayed in the scene screen.
  • the specified direction range can be based on the direction of the main controlled object and extended to the left and right by a specified angle, for example, 60 degrees, in which case the specified direction range is 120 degrees.
  • the aforementioned target object is within the specified direction range but is blocked by the scene model, under normal circumstances, the target object is not within the field of view of the main controlled object, and the scene screen does not display the target object.
  • the aforementioned designated object identifier is displayed in the scene image to indicate the relative position of the target object relative to the main controlled object.
  • the designated object identifier can be a highlighted outline of the target object.
  • This approach allows the primary controlled object to see the target object in full view, improving the primary controlled object's success rate in finding the target object and boosting game efficiency.
  • a secondary controlled object is generated and displayed in the game scene; wherein, the secondary controlled object is visible to the second terminal device.
  • the first skill can be triggered independently. That is, when the player triggers the first skill without the secondary controlled object "attaching" to the target object, the secondary controlled object can switch from invisible to visible state and appear in the game scene. After the second skill is triggered, the secondary controlled object "attaches" to the target object, and at this time, the first skill can still be triggered.
  • the sub-controlled object can temporarily 'leave' the target object, that is, an object module of the sub-controlled object is generated in the game scene and displayed in the game scene, and the player corresponding to the target object can view the sub-controlled object.
  • a target position is determined around the target object according to the first release instruction, and a secondary controlled object is generated at the target position.
  • the first trigger instruction can be generated by a click operation or a sliding operation on the skill control of the first skill. After the first trigger operation is executed; for example, clicking the skill control, the game system can automatically determine the object orientation of the target object when receiving the first trigger instruction, and then control the sub-controlled object to be displayed at the target position along the object orientation of the target object, for example, along the object orientation of the target object, at a position 5 meters away from the target object.
  • a position marker is provided around the target object according to the above-mentioned first release instruction, wherein the position marker is used to indicate the scene position for generating the secondary controlled object, wherein the position marker is visible to the second terminal device; in response to the position adjustment instruction triggered by the first terminal device, the display position of the position marker in the game scene is adjusted in real time according to the position adjustment instruction; in response to the position determination instruction triggered by the first terminal device, the scene position corresponding to the current display position of the position marker is determined as the target position.
  • the first release instruction can be generated by a sliding operation acting on the skill control of the first skill.
  • the player presses the skill control of the first skill he can perform a sliding operation, thereby triggering the aforementioned position adjustment instruction.
  • the position marker moves around the target object, and the position marker is adjusted in real time following the position adjustment instruction.
  • the circle in Figure 9 is the surrounding area of the target object.
  • the player can choose the appearance position of the sub-controlled object.
  • the player can determine the appearance position of the sub-controlled object based on the trend of the target object's direction change, thereby increasing the probability of debuffing the target object after the first skill is released and improving the efficiency of the game.
  • the final display position of the secondary controlled object is not determined at this time.
  • the current position is constantly changing according to the changes in the contact points of the player's adjustment operation, and the position identifier of the current position is displayed in the game scene; for the second terminal device, if the scene screen contains a target object, the position identifier of the current position is displayed, so that the player corresponding to the second terminal device can know the enemy's position adjustment movement in real time.
  • a direction indicator of the object direction of the target object is displayed in the game scene; the direction indicator is visible to the first terminal device.
  • the orientation mark of the target object is displayed on the first terminal device, and the player corresponding to the first terminal device can adjust the object display position of the secondary controlled object according to the object orientation of the target object.
  • the orientation of the target object is controlled and adjusted.
  • the player of the second terminal device can see the process of the first terminal device adjusting the display position of the secondary controlled object, so the second terminal device can also adjust the orientation of the target object at any time.
  • the position adjustment process of the sub-controlled object can be displayed by the second terminal device corresponding to the target object, and the change in the object orientation of the target object can also be displayed by the first terminal device corresponding to the sub-controlled object.
  • both parties engage in a game, one ensures that a negative debuff effect is caused to the target object through the appearance of the sub-controlled object, and the other strives to avoid the negative debuff effect by adjusting the orientation.
  • This method increases the game space of the game.
  • the aforementioned second skill can be released, that is, the sub-controlled object stops being "attached" to the target object.
  • the sub-controlled object moves under the control of the first terminal device, and the perspective of the sub-controlled object has nothing to do with the target object.
  • a transmission prop is generated in the game scene based on the object position of the target object within a specified time after the second skill is triggered; wherein the transmission prop is used: when the control object of the first terminal device is the main controlled object, after the transmission prop is triggered, the main controlled object is controlled to be transmitted to the scene position where the transmission prop is located.
  • the designated duration can be preset, for example, 1 second or 10 seconds.
  • a prompt message can be displayed on the first terminal device corresponding to the target object.
  • the player can also detect the triggering of the second skill by observing a change in the field of view, indicating that the target object has been "possessed" by the secondary controlled object.
  • the prop indicator corresponding to the transmission prop is displayed in the first terminal device to indicate the scene position of the transmission prop relative to the main controlled object in the game scene.
  • the scene model that is not blocked within the specified orientation range of the main controlled object can be displayed in the scene screen.
  • the specified orientation range can be based on the orientation of the main controlled object and extended to the left and right by a specified angle, for example, 60 degrees, in which case the specified orientation range is 120 degrees.
  • the aforementioned transmission prop is within the specified orientation range but is blocked by the scene model, under normal circumstances, the transmission prop is not within the field of view of the main controlled object, and the scene screen does not display the transmission prop.
  • the prop indicator corresponding to the transmission prop is displayed in the first terminal device, thereby indicating the scene position of the transmission prop relative to the main controlled object.
  • This method can be understood as the transmission prop can be viewed by the main controlled object in its entirety.
  • transmission prop A three transmission props are displayed in the scene screen, namely transmission prop A, transmission prop B and transmission prop C.
  • the display position of the transmission prop may not be the actual position of the transmission prop in the game scene, and can only indicate the relative direction of the transmission prop and the main controlled object.
  • the primary controlled object In response to a transmission instruction triggered by the prop indicator on the first terminal device, the primary controlled object is controlled to be transmitted to the scene location of the transmission prop.
  • This transmission instruction can be generated by a triggering operation on the prop indicator of the transmission prop, such as a click or double-click, or can also be generated after a triggering operation on the transmission control.
  • the position of the primary controlled object is then transmitted to the scene location of the selected transmission prop.
  • the number of teleportation items generated is positively correlated with the number of times the secondary controlled object casts the second skill on the target object.
  • a secondary controlled object casts the second skill once, a teleportation item is generated in the game scene; or, if a secondary controlled object casts the second skill once, two teleportation items are generated in the game scene; or, if a secondary controlled object casts the second skill twice, one teleportation item is generated in the game scene, etc.
  • a secondary controlled object casts the second skill multiple times, it can be cast on the same target object or on different target objects.
  • multiple prop indication marks corresponding to the transmission props are displayed in the first terminal device, and the usable or unusable status of the corresponding transmission prop is presented at each prop indication mark.
  • each transport prop can be associated with a prop indicator.
  • This prop indicator can be a graphic symbol or a symbol representing the outline of the transport prop.
  • the display format of the prop indicator can indicate whether the transport prop is usable or unusable; this display format can include display color, highlighting, etc. Alternatively, text can be used to indicate whether the transport prop is usable or unusable.
  • the usable state of the transmission prop can be understood as that after the transmission prop or the prop indicator mark is triggered, the main controlled object can be transmitted to the scene location where the transmission prop is located; the unusable state can be understood as that after the transmission prop or the prop indicator mark is triggered, the main controlled object cannot be transmitted to the scene location where the transmission prop is located.
  • multiple transmission props are displayed in the scene screen; in response to a first trigger instruction for the transmission prop triggered by the first terminal device, based on the relative positions of the multiple transmission props and the main controlled object, the target prop is determined from the multiple transmission props, and the main controlled object is controlled to switch to the scene position where the transmission prop is located.
  • the teleporting item in the scene becomes the target item.
  • the aforementioned first trigger instruction may be generated after a click operation.
  • the target item can be determined from the multiple teleporting items based on their relative positions to the primary controlled object, such as relative distance, relative direction, etc.
  • the object orientation of the main controlled object may be determined, and then the relative direction of each transmission prop relative to the main controlled object may be determined.
  • the transmission prop with the smallest angle between the relative direction and the object orientation may be determined as the target prop.
  • the transmission prop selected by the selection instruction is determined as the target prop, and the main controlled object is controlled to switch to the scene position where the transmission prop is located.
  • the second trigger instruction may be generated by a double-click or long-press operation. After the second trigger operation is executed, the transmission props in the scene screen may enter a waiting state. In this state, if there is a transmission prop in the cooling time, the specific cooling time of the transmission prop may be displayed.
  • the player can click on the transmission item to implement the above selection operation and issue a selection instruction, and the selected transmission item is determined as the target item.
  • the position of the transmission prop is determined by the position of the target object, which increases the randomness of the game and the competitive gaming space of the hostile parties.
  • the transmission prop is set to an untriggerable state.
  • a teleporter can be destroyed by a target object, preventing the primary controlled object from being teleported to the teleporter's location. For example, a destroy control can be displayed on the teleporter. Once the target object triggers the destroy control and continues moving for a certain period of time, the teleporter is destroyed. After being destroyed, the teleporter becomes untriggerable. A teleporter in an untriggerable state cannot be selected by the primary controlled object.
  • the above-mentioned transmission prop is configured to be destroyed by the target object, and the above-mentioned unusable state includes: the transmission prop is in a damaged state, and/or the transmission prop is in a cooling state.
  • the transmission prop When the transmission prop is destroyed by the target object, the transmission prop cannot transmit the main controlled object to the location of the transmission prop; in addition, after the transmission prop transmits the main controlled object, it will enter a cooling state, which usually lasts for a certain period of time, for example, 60 seconds. During this period of time, the transmission prop cannot be triggered again.
  • This method can maintain the fairness of the game for both sides and improve the competitiveness of the game.
  • a first parameter influence area is set in the game scene according to the prop position of the transmission prop; in response to the target object being located in the first parameter influence area, the first character parameter of the target object is controlled to be increased.
  • a circular first parameter influence area with a specified radius is generated with the prop position as the center; the first parameter influence area can also be rectangular or other shapes.
  • the first character parameter of the target object can continuously increase at a certain rate, for example, the parameter value increases by 10% per second.
  • the target object is controlled to move randomly or toward the main controlled object.
  • the first character parameter remains unchanged or continues to decrease, for example, decreasing by 10% per second.
  • the second parameter influence area can also be determined based on the location of the main controlled object and/or the sub-controlled object.
  • the first character parameters remain unchanged; when the target object leaves the second parameter influence area and is not located in the aforementioned first parameter influence area, the first character parameters decrease.
  • a target scene area is set in the game scene according to the prop position of the transmission prop; in response to the target object being located in the target scene area, the scene range included in the scene screen displayed in the second terminal device is controlled to be narrowed.
  • a circular target scene area with a preset radius is generated with the transport prop as the center; the target scene area can also be rectangular or other shapes.
  • the target object's field of view is narrowed.
  • the target object's field of view is narrowed, see Figure 8.
  • the scene screen is originally displayed in the full interface of the image user interface. After the target object enters the target scene area, the area around the interface is blocked, the scene screen is narrowed, and the scene content displayed in the screen is reduced.
  • the first character parameter of the target object is controlled to be increased.
  • the target object In response to the first character parameter reaching a preset parameter threshold and the position of the target object in the game scene meeting the specified conditions, the target object is controlled to automatically move in the direction of the main controlled object so that the main controlled object performs a game behavior on the target object for eliminating the target object from the game.
  • the designated interactive behavior may be eye contact behavior, mutual approach behavior, etc. It can be understood that the designated interactive behavior can reduce the benefit of the target object, that is, increase the first character parameter, thereby improving the success rate of attacking the target object.
  • the first character parameter of the target object is increased, such as the parameter value of the first character parameter is increased by 40.
  • the preset parameter threshold can be pre-set, for example, to 100, or a threshold range can be set, for example, 100-200.
  • a certain negative effect can be generated on the target object, that is, the target object is controlled to move in the direction of the primary controlled object. This movement is influenced by the first character parameter rather than by the control device corresponding to the target object.
  • the aforementioned specified conditions can be set based on the distance, relative position, relative direction, etc. between the target object and the main controlled object.
  • the specified conditions include: the distance between the target object and the main controlled object is less than or equal to a preset first distance.
  • controlling the target object to automatically move in the direction of the main controlled object is a detriment to the target object.
  • the main controlled object is configured to be visible to the second terminal device, that is, the target object can view the position, direction, action, etc. of the main controlled object in the game scene.
  • the primary controlled object can also release skills. For example, by clicking or dragging the skill control of the first skill, the triggering operation of the first skill can be achieved. Since the primary controlled object is the control object of the first terminal device, the first skill is released through the primary controlled object.
  • a target object that meets the preset state conditions with the main controlled object is searched from the game scene; if the scene state of target object A and the main controlled object meets the preset state conditions, then target object A is the target object; the target object can also include multiple target objects, for example, if target object A and target object B both meet the preset state conditions with the scene state of the main controlled object, then target object A and target object B are both target objects.
  • the above-mentioned preset state conditions may include that the distance between the object positions of the main controlled object and the target object is less than the preset distance; when the scene state includes the object orientation, the above-mentioned preset state conditions may include that the angle between the object orientations of the main controlled object and the target object satisfies the preset angle range; the scene state may include both the object position and the object orientation, in which case the preset state conditions may include both conditions related to the object position and the object orientation.
  • the first character parameter of the target object can be increased or decreased based on the preset parameter value. This can be understood as the primary controlled object releasing the first skill to reduce the target object's benefit, that is, to update the first character parameter, thereby increasing the success rate of attacking the target object.
  • the appearance of the main controlled object changes.
  • the first character parameter of the target object is increased, such as the parameter value of the first character parameter is increased by 40.
  • the preset parameter threshold can be pre-set, for example, to 100, or a threshold range can be set, for example, 100-200.
  • a certain negative effect can be generated on the target object, that is, the target object is controlled to move in a preset manner, and this movement is affected by the first character parameter rather than the control device corresponding to the target object.
  • Preset methods can also be pre-set, including movement direction, movement distance, and movement time.
  • the movement direction and movement distance can be randomly determined to control the movement of the target object.
  • the movement direction can be randomly determined to control the target object to move a specified distance along the randomly determined movement direction; or, the movement direction can be randomly determined to control the target object to move along the randomly determined movement direction at a preset movement speed for a specified movement time.
  • the moving direction can be determined according to the main controlled object or the position of the main controlled object, and the target object can be controlled to move toward the main controlled object or the position of the main controlled object for a preset distance or duration.
  • the main controlled object in response to the main controlled object releasing the third skill in the game scene, the main controlled object is controlled to display the appearance of a specified object; in response to the scene state between the main controlled object displaying the appearance of the specified object and the target object meeting a preset state condition, it is determined that the main controlled object completes the specified interactive behavior with the target object in the game scene.
  • the third skill released by the main controlled object has the same skill function as the first skill released by the aforementioned sub-controlled object.
  • the designated object appearance can be a specified facial expression, mask, etc.
  • the first skill is triggered and the scene state between the main controlled object and the target object meets the preset state conditions, it can be understood that the target object "sees" the designated object appearance.
  • the first character parameters of the target object are updated, thereby reducing the target object's benefits.
  • the main controlled object does not display the designated object appearance. Even if the scene state between the main controlled object and the target object meets the preset state conditions, the first character parameters of the target object are not updated.
  • a second parameter influence area is set in the game scene according to the object position of the main controlled object and/or the object position of the sub-controlled object; in response to the target object being located in the second parameter influence area, the first character parameter of the target object is controlled to be maintained.
  • a circular second parameter influence area with a specified radius is generated with the position of the primary controlled object as the center.
  • the second parameter influence area can also be rectangular or have other shapes.
  • the control In response to the target object leaving the first parameter influence area and the target object is not located in the second parameter influence area, the control is used to reduce the first character parameter of the target object; in response to the target object leaving the second parameter influence area and the target object is not located in the first parameter influence area, the control is used to reduce the first character parameter of the target object; wherein the first parameter influence area is an area set according to the prop position of the transmission prop; the second parameter influence area is an area set according to the object position of the main controlled object and/or the object position of the sub-controlled object.
  • the first character parameter may continue to decrease at a preset rate, for example, 10% per second.
  • a preset rate for example, 10% per second.
  • the first character parameter increases; when the target object is within the second parameter influence area, the first character parameter remains unchanged.
  • a target scene area can be set in the game scene based on the object position of the primary controlled object and/or the object position of the secondary controlled object.
  • the scene range contained in the scene screen displayed on the second terminal device can be controlled to be reduced.
  • the scene screen is originally displayed in the full interface of the image user interface. After the target object enters the target scene area, the area around the interface is blocked, the scene screen is reduced, and the scene content displayed on the screen is reduced.
  • a graphical user interface is provided through a terminal device; the graphical user interface displays a scene image of a game scene; the device includes:
  • the scene providing module 110 is configured to provide a game scene corresponding to the target game in response to a game match start instruction, wherein the game scene includes a main controlled object and a target object belonging to different game camps, wherein the main controlled object is controlled by the first terminal device and the target object is controlled by the second terminal device;
  • the first movement control module 112 is configured to control the movement of the main controlled object in the game scene in response to the movement control instruction triggered by the first terminal device;
  • the permission configuration module 114 is configured to generate a secondary controlled object based on the primary controlled object in response to an object addition instruction triggered by the first terminal device, and configure the control permission of the secondary controlled object to the first terminal device so that the secondary controlled object can be controlled by the first terminal device, wherein a specific object attribute of the secondary controlled object is superior to that of the primary controlled object;
  • a parameter increasing module 116 configured to control increasing a first character parameter of the target object in response to the secondary controlled object completing a specified interactive behavior with the target object in the game scene;
  • the second movement control module 118 is configured to control the target object to automatically move in the direction of the main controlled object in response to the first character parameter reaching a preset parameter threshold and the position of the target object in the game scene meeting a specified condition, so that the main controlled object can perform a game behavior on the target object to eliminate the target object from the game.
  • the above-mentioned game object control device provides a game scene corresponding to the target game in response to a game match start instruction, wherein the game scene includes a main-controlled object and a target object belonging to different game camps, wherein the main-controlled object is controlled by the first terminal device and the target object is controlled by the second terminal device; in response to a movement control instruction triggered by the first terminal device, the main-controlled object is controlled to move in the game scene; in response to an object addition instruction triggered by the first terminal device, a sub-controlled object is generated based on the main-controlled object, and the control authority of the sub-controlled object is configured to the first terminal device so that the sub-controlled object can be controlled by the first terminal device, wherein the specific object attribute of the sub-controlled object is superior to that of the main-controlled object; in response to the sub-controlled object completing a specified interactive behavior with the target object in the game scene, the first character parameter of the target object is controlled to be increased; in response to the first character parameter reaching a preset parameter threshold and the position
  • a primary controlled object generates a secondary controlled object.
  • the control object of the first terminal device can switch back and forth between the primary and secondary controlled objects.
  • the secondary controlled object can perform specified interactive behaviors with the target object, thereby affecting the target object's character parameters, further controlling the target object's movement, and ultimately attacking the target object through the primary controlled object. This allows for richer behaviors between the opposing sides, improves game efficiency, and conserves game resources.
  • the specific object properties of the above-mentioned secondary controlled object include movement speed, and the movement speed of the secondary controlled object in the game scene is faster than the movement speed of the main controlled object; and/or, the specific object properties of the secondary controlled object include object model collision properties, and the object model of the secondary controlled object does not have collision properties with the scene model in the game scene; the object model of the main controlled object has collision properties with the scene model; and/or, the specific object properties of the secondary controlled object include field of view range, and the field of view range of the secondary controlled object in the game scene is larger than the field of view range of the main controlled object.
  • the secondary controlled object is configured to be unable to perform a game action on the target object for eliminating the target object from the game match.
  • the permission configuration module is configured to generate a secondary controlled object at a designated position relative to the primary controlled object in response to an object addition instruction triggered by the first terminal device.
  • the above-mentioned device also includes an object switching module, which is configured to: respond to a control object switching instruction triggered by the first terminal device, control the control object of the first terminal device to be switched from the current control object to the target control object, and control the virtual camera corresponding to the first terminal device to move along with the target control object, so as to present a game scene screen determined based on the target control object in the first terminal device; wherein, when the current control object is the main controlled object, the target control object is the secondary controlled object, and when the current control object is the secondary controlled object, the target control object is the main controlled object.
  • the above-mentioned secondary controlled object is in a stealth state, and the stealth state is used to indicate that the secondary controlled object is not visible to the second terminal device;
  • the above-mentioned parameter adding module is configured to: in response to the secondary controlled object casting the first skill in the game scene, control the secondary controlled object to switch from the stealth state to the visible state; wherein the visible state is used to indicate that the secondary controlled object is visible to the second terminal device; in response to the scene state between the secondary controlled object in the visible state and the target object meeting the preset state condition, determine that the secondary controlled object completes the specified interactive behavior with the target object in the game scene.
  • the scene state between the above-mentioned sub-controlled object in the appearing state and the target object meets the preset state conditions, including at least one of the following: the distance between the target object and the sub-controlled object in the appearing state is less than the preset distance threshold; the target object is located within the field of view of the sub-controlled object in the appearing state; wherein, the field of view of the sub-controlled object in the appearing state is determined based on the object orientation of the sub-controlled object; the line between the target object and the sub-controlled object in the appearing state is not blocked by the scene model in the game scene; the directional angle between the object orientation of the target object and the object orientation of the sub-controlled object in the appearing state meets the preset angle threshold.
  • the above-mentioned device also includes a random movement control module, which is configured to: in response to the first character parameter reaching a preset parameter threshold and the position of the target object in the game scene not meeting a specified condition, control the target object to move randomly in the game field.
  • the above-mentioned specified conditions include: the distance between the target object and the main controlled object is less than or equal to a preset first distance.
  • the above-mentioned device also includes an object deletion module, which is configured to: delete the secondary controlled object in the game scene in response to the object deletion instruction triggered by the first terminal device, and configure the primary controlled object as the control object of the first terminal device.
  • the above-mentioned device also includes an animation playback module, which is configured to: in response to the secondary controlled object casting a second skill on the target object in the game scene, control the virtual camera corresponding to the first terminal device to move along with the target object, so as to present the game scene screen determined based on the target object in the first terminal device.
  • the above-mentioned device also includes a possession skill module, which is configured to: in response to the secondary controlled object casting a second skill on the target object in the game scene, remove the secondary controlled object from the game scene, and control the playback of a game animation in the first terminal device to prompt the secondary controlled object to possess the target object.
  • a possession skill module configured to: in response to the secondary controlled object casting a second skill on the target object in the game scene, remove the secondary controlled object from the game scene, and control the playback of a game animation in the first terminal device to prompt the secondary controlled object to possess the target object.
  • the above-mentioned device also includes a perspective switching module, which is configured to: respond to a perspective switching instruction triggered by the first terminal device, and adjust the camera direction of the virtual camera with the target object as the anchor point according to the perspective switching instruction, so as to present a game scene screen on the first terminal device that is updated according to the change of the camera direction.
  • a perspective switching module which is configured to: respond to a perspective switching instruction triggered by the first terminal device, and adjust the camera direction of the virtual camera with the target object as the anchor point according to the perspective switching instruction, so as to present a game scene screen on the first terminal device that is updated according to the change of the camera direction.
  • the above-mentioned device also includes an information display module, which is configured to: display the specified object information of the target object on the first terminal device; wherein the specified object information includes: the object position of the teammate object, and/or, the communication information between the target object and the teammate object; wherein the teammate object is a game object belonging to the same game camp as the target object.
  • the above-mentioned device also includes a direction identification display module, which is configured to: display a first direction identification for indicating the object direction of the target object in the game scene; wherein the first direction identification is visible to the first terminal device; display a second direction identification for indicating the camera direction of the virtual camera corresponding to the first terminal device in the game scene; wherein the second direction identification is visible to the second terminal device.
  • a direction identification display module which is configured to: display a first direction identification for indicating the object direction of the target object in the game scene; wherein the first direction identification is visible to the first terminal device; display a second direction identification for indicating the camera direction of the virtual camera corresponding to the first terminal device in the game scene; wherein the second direction identification is visible to the second terminal device.
  • the above-mentioned apparatus also includes a range control module, which is configured to: after the second skill is triggered, narrow the scene range included in the scene screen displayed in the second terminal device.
  • the above-mentioned device also includes an object identification display module, which is configured to: display a designated object identification at the target object; wherein the designated object identification is used to indicate that the secondary controlled object is attached to the target object.
  • the above-mentioned device also includes an identification panoramic display module, which is configured to: when the second skill is triggered, in response to the control object of the first terminal device switching to the main controlled object, control the display of the specified object identification in the first terminal device, wherein the specified object identification is used to prompt the relative position between the target object and the main controlled object.
  • the panoramic display module is configured to: display a designated object identifier in the scene image in response to the target object being outside the designated orientation range of the main controlled object and/or the target object being blocked by the scene model in the designated orientation of the main controlled object.
  • the above-mentioned device also includes an object display control module, which is configured to: after the second skill is triggered, in response to the secondary controlled object casting the first skill on the target object in the game scene, generate and display a secondary controlled object in the game scene; wherein, the secondary controlled object is visible to the second terminal device.
  • an object display control module configured to: after the second skill is triggered, in response to the secondary controlled object casting the first skill on the target object in the game scene, generate and display a secondary controlled object in the game scene; wherein, the secondary controlled object is visible to the second terminal device.
  • the object display control module is configured to: respond to a first release instruction of a first skill triggered by a first terminal device, determine a target position around the target object according to the first release instruction, and control the generation of a secondary controlled object at the target position.
  • the above-mentioned object display control module is configured to: provide a position identifier on the surrounding side of the target object according to a first release instruction, wherein the position identifier is used to indicate the scene position for generating a secondary controlled object, wherein the position identifier is visible to the second terminal device; in response to a position adjustment instruction triggered by the first terminal device, adjust the display position of the position identifier in the game scene in real time according to the position adjustment instruction; in response to a position determination instruction triggered by the first terminal device, determine the scene position corresponding to the current display position of the position identifier as the target position.
  • the above-mentioned device also includes a prop generation module, which is configured to: generate a transmission prop in the game scene based on the object position of the target object within a specified time after the second skill is triggered; wherein the transmission prop is used: when the control object of the first terminal device is the main controlled object, after the transmission prop is triggered, it controls the main controlled object to be transmitted to the scene position where the transmission prop is located.
  • a prop generation module configured to: generate a transmission prop in the game scene based on the object position of the target object within a specified time after the second skill is triggered; wherein the transmission prop is used: when the control object of the first terminal device is the main controlled object, after the transmission prop is triggered, it controls the main controlled object to be transmitted to the scene position where the transmission prop is located.
  • the above-mentioned device also includes a prop display module, which is configured to: when the control object of the first terminal device is the main controlled object, display the prop indication mark corresponding to the transmission prop in the first terminal device, which is used to prompt the scene position of the transmission prop relative to the main controlled object in the game scene.
  • the above-mentioned device also includes a transmission control module, which is configured to: respond to the transmission instruction triggered by the first terminal device through the prop indication mark, and control the main controlled object to be transmitted to the scene position where the transmission prop is located.
  • the number of teleportation items generated is positively correlated with the number of times the secondary controlled object casts the second skill on the target object.
  • the teleportation item is configured to be destroyed by the target object, and the unusable state includes: the teleportation item is in a damaged state, and/or the teleportation item is in a cooling state.
  • the above-mentioned device also includes an area setting module, which is configured to: when the transmission prop is in an undamaged state, set a first parameter influence area in the game scene according to the prop position of the transmission prop; in response to the target object being located in the first parameter influence area, control the increase of the first character parameter of the target object.
  • the above-mentioned area setting module is configured to: when the transmission prop is in an undamaged state, set the target scene area in the game scene according to the prop position of the transmission prop; in response to the target object being located in the target scene area, control the reduction of the scene range included in the scene screen displayed in the second terminal device.
  • the above-mentioned device also includes a main controlled object control module, which is configured to: in response to the main controlled object completing a specified interactive behavior with the target object in the game scene, control the increase of the first character parameter of the target object.
  • the above-mentioned main controlled object is configured to be visible to the second terminal device; the main controlled object control module is configured to: in response to the main controlled object releasing the third skill in the game scene, control the main controlled object to display the appearance of a specified object; in response to the scene state between the main controlled object displaying the appearance of the specified object and the target object meeting the preset state condition, determine that the main controlled object completes the specified interactive behavior with the target object in the game scene.
  • the above-mentioned device also includes a parameter maintenance module, which is configured to: set a second parameter influence area in the game scene according to the object position of the main controlled object and/or the object position of the secondary controlled object; in response to the target object being located in the second parameter influence area, control and maintain the first character parameter of the target object.
  • a parameter maintenance module which is configured to: set a second parameter influence area in the game scene according to the object position of the main controlled object and/or the object position of the secondary controlled object; in response to the target object being located in the second parameter influence area, control and maintain the first character parameter of the target object.
  • the above-mentioned device also includes a parameter reduction module, which is configured to: in response to the target object leaving the first parameter influence area and the target object is not located in the second parameter influence area, control the reduction of the first character parameter of the target object; in response to the target object leaving the second parameter influence area and the target object is not located in the first parameter influence area, control the reduction of the first character parameter of the target object; wherein the first parameter influence area is an area set according to the prop position of the transmission prop; the second parameter influence area is an area set according to the object position of the main controlled object and/or the object position of the sub-controlled object.
  • the above-mentioned device also includes a field of view control module, which is configured to do at least one of the following: setting a target scene area in the game scene according to the object position of the main controlled object and/or the object position of the secondary controlled object; in response to the target object entering the target scene area, controlling the reduction of the scene range included in the scene screen displayed in the second terminal device.
  • the electronic device includes a processor 100 and a memory 101 .
  • the memory 101 stores computer-executable instructions that can be executed by the processor 100 .
  • the processor 100 executes the computer-executable instructions to implement the above-mentioned method for controlling the game object.
  • the electronic device shown in FIG12 further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
  • the memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage.
  • RAM random access memory
  • non-volatile memory non-volatile memory
  • the communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used.
  • the bus 102 can be an ISA bus, a PCI bus, or an EISA bus, etc.
  • the bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is used in Figure 12, but it does not mean that there is only one bus or one type of bus.
  • the processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by the hardware integrated logic circuit in the processor 100 or by instructions in the form of software.
  • the above-mentioned processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components.
  • DSP digital signal processor
  • ASIC application-specific integrated circuit
  • FPGA field-programmable gate array
  • the various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed.
  • the general-purpose processor can be a microprocessor or any conventional processor.
  • the steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor.
  • the software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register.
  • the storage medium is located in the memory 101.
  • the processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
  • the processor in the electronic device can implement the following operations in the method for controlling the game object by executing computer-executable instructions:
  • a game scene corresponding to the target game is provided, wherein the game scene includes a main-controlled object and a target object belonging to different game camps, wherein the main-controlled object is controlled by a first terminal device and the target object is controlled by a second terminal device; in response to a movement control instruction triggered by the first terminal device, the main-controlled object is controlled to move in the game scene; in response to an object addition instruction triggered by the first terminal device, a sub-controlled object is generated based on the main-controlled object, and the control authority of the sub-controlled object is configured to the first terminal device so that the sub-controlled object can be controlled by the first terminal device, wherein the specific object attribute of the sub-controlled object is superior to that of the main-controlled object; in response to the sub-controlled object completing a specified interactive behavior with the target object in the game scene, the first character parameter of the target object is controlled to be increased; in response to the first character parameter reaching a preset parameter threshold and the position of the target object in the game scene
  • the specific object properties of the secondary controlled object include movement speed, and the movement speed of the secondary controlled object in the game scene is faster than the movement speed of the main controlled object; and/or, the specific object properties of the secondary controlled object include object model collision properties, and the object model of the secondary controlled object does not have collision properties with the scene model in the game scene; the object model of the main controlled object has collision properties with the scene model; and/or, the specific object properties of the secondary controlled object include field of view range, and the field of view range of the secondary controlled object in the game scene is larger than the field of view range of the main controlled object.
  • the secondary controlled object is configured to be unable to perform a game action on the target object for eliminating the target object from the game match.
  • a secondary controlled object is generated at a designated position relative to the primary controlled object.
  • the control object of the first terminal device is switched from the current control object to the target control object, and the virtual camera corresponding to the first terminal device is controlled to move following the movement of the target control object, so as to present a game scene screen determined based on the target control object in the first terminal device; wherein, when the current control object is the main controlled object, the target control object is the secondary controlled object, and when the current control object is the secondary controlled object, the target control object is the main controlled object.
  • the secondary controlled object is in a stealth state, and the stealth state is used to indicate that the secondary controlled object is invisible to the second terminal device; in response to the secondary controlled object casting a first skill in the game scene, the secondary controlled object is controlled to switch from the stealth state to the visible state; wherein the visible state is used to indicate that the secondary controlled object is visible to the second terminal device; in response to the scene state between the secondary controlled object in the visible state and the target object meeting a preset state condition, it is determined that the secondary controlled object completes a specified interactive behavior with the target object in the game scene.
  • the scene state between the sub-controlled object in the appearing state and the target object meets the preset state conditions, including at least one of the following: the distance between the target object and the sub-controlled object in the appearing state is less than a preset distance threshold; the target object is located within the field of view of the sub-controlled object in the appearing state; wherein the field of view of the sub-controlled object in the appearing state is determined based on the object orientation of the sub-controlled object; the line between the target object and the sub-controlled object in the appearing state is not blocked by the scene model in the game scene; the directional angle between the object orientation of the target object and the object orientation of the sub-controlled object in the appearing state meets the preset angle threshold.
  • the target object In response to the first character parameter reaching a preset parameter threshold and the position of the target object in the game scene not satisfying a specified condition, the target object is controlled to move randomly in the game field.
  • the specified condition includes: a distance between the target object and the main controlled object is less than or equal to a preset first distance.
  • the secondary controlled object is deleted in the game scene, and the primary controlled object is configured as the control object of the first terminal device.
  • the virtual camera corresponding to the first terminal device is controlled to move along with the target object so as to present a game scene picture determined based on the target object in the first terminal device.
  • the secondary controlled object In response to the secondary controlled object casting a second skill on the target object in the game scene, the secondary controlled object is removed from the game scene, and a game animation prompting the secondary controlled object to possess the target object is played in the first terminal device.
  • the camera orientation of the virtual camera is adjusted with the target object as the anchor point according to the perspective switching instruction, so as to present a game scene screen on the first terminal device that is updated as the camera orientation changes.
  • the designated object information of the target object is displayed on the first terminal device; wherein the designated object information includes: the object position of the teammate object, and/or, the communication information between the target object and the teammate object; wherein the teammate object is a game object belonging to the same game camp as the target object.
  • the scene range included in the scene screen displayed on the second terminal device is narrowed.
  • the designated object identifier is displayed at the target object; wherein the designated object identifier is used to indicate that the secondary controlled object is attached to the target object.
  • the designated object identifier is controlled to be displayed in the first terminal device, wherein the designated object identifier is used to prompt the relative position between the target object and the main controlled object.
  • a designated object identifier is displayed in the scene picture.
  • a secondary controlled object is generated and displayed in the game scene; wherein, the secondary controlled object is visible to the second terminal device.
  • a target position is determined around the target object according to the first release instruction, and a secondary controlled object is controlled to be generated at the target position.
  • a position identifier is provided around the target object according to a first release instruction, wherein the position identifier is used to indicate a scene position for generating a secondary controlled object, wherein the position identifier is visible to a second terminal device; in response to a position adjustment instruction triggered by the first terminal device, the display position of the position identifier in the game scene is adjusted in real time according to the position adjustment instruction; in response to a position determination instruction triggered by the first terminal device, the scene position corresponding to the current display position of the position identifier is determined as the target position.
  • a transmission prop is generated in the game scene based on the object position of the target object; wherein the transmission prop is used: when the control object of the first terminal device is the main controlled object, after the transmission prop is triggered, the main controlled object is controlled to be transmitted to the scene position where the transmission prop is located.
  • the prop indicator corresponding to the transmission prop is displayed in the first terminal device to prompt the scene position of the transmission prop relative to the main controlled object in the game scene.
  • the main controlled object In response to the transmission instruction triggered by the first terminal device through the prop indication mark, the main controlled object is controlled to be transmitted to the scene position where the transmission prop is located.
  • the number of teleportation items generated is positively correlated with the number of times the secondary controlled object casts the second skill on the target object.
  • multiple prop indication marks corresponding to each transmission prop are displayed in the first terminal device, and the usable state or unusable state of the corresponding transmission prop is presented at each prop indication mark.
  • the teleportation item is configured to be destroyed by the target object, and the unusable state includes: the teleportation item is in a damaged state, and/or the teleportation item is in a cooling state.
  • a first parameter influence area is set in the game scene according to the prop position of the transmission prop; in response to the target object being located in the first parameter influence area, the first character parameter of the target object is controlled to be increased.
  • a target scene area is set in the game scene according to the prop position of the transmission prop; in response to the target object being located in the target scene area, the scene range included in the scene screen displayed in the second terminal device is controlled to be narrowed.
  • the first character parameter of the target object is controlled to be increased.
  • the main controlled object In response to the main controlled object releasing the third skill in the game scene, the main controlled object is controlled to display the appearance of a specified object; in response to the scene state between the main controlled object displaying the appearance of the specified object and the target object meeting the preset state condition, it is determined that the main controlled object completes the specified interactive behavior with the target object in the game scene.
  • a second parameter influence area is set in the game scene according to the object position of the main controlled object and/or the object position of the sub-controlled object; in response to the target object being located in the second parameter influence area, the first character parameter of the target object is controlled to be maintained.
  • the control In response to the target object leaving the first parameter influence area and the target object is not located in the second parameter influence area, the control is used to reduce the first character parameter of the target object; in response to the target object leaving the second parameter influence area and the target object is not located in the first parameter influence area, the control is used to reduce the first character parameter of the target object; wherein the first parameter influence area is an area set according to the prop position of the transmission prop; the second parameter influence area is an area set according to the object position of the main controlled object and/or the object position of the sub-controlled object.
  • a target scene area is set in the game scene according to the object position of the main controlled object and/or the object position of the secondary controlled object; in response to the target object entering the target scene area, the scene range included in the scene screen displayed in the second terminal device is controlled to be narrowed.
  • a primary controlled object generates a secondary controlled object.
  • the control object of the first terminal device can switch back and forth between the primary and secondary controlled objects.
  • the secondary controlled object can perform specified interactive behaviors with the target object, thereby affecting the target object's character parameters, further controlling the target object's movement, and ultimately attacking the target object through the primary controlled object. This allows for richer behaviors between the opposing sides, improves game efficiency, and conserves game resources.
  • This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions.
  • the computer-executable instructions When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game object control method.
  • the computer-executable instructions stored in the computer-readable storage medium can implement the following operations in the above-mentioned method for controlling the game object by executing the computer-executable instructions:
  • a game scene corresponding to the target game is provided, wherein the game scene includes a main-controlled object and a target object belonging to different game camps, wherein the main-controlled object is controlled by a first terminal device and the target object is controlled by a second terminal device; in response to a movement control instruction triggered by the first terminal device, the main-controlled object is controlled to move in the game scene; in response to an object addition instruction triggered by the first terminal device, a sub-controlled object is generated based on the main-controlled object, and the control authority of the sub-controlled object is configured to the first terminal device so that the sub-controlled object can be controlled by the first terminal device, wherein the specific object attribute of the sub-controlled object is superior to that of the main-controlled object; in response to the sub-controlled object completing a specified interactive behavior with the target object in the game scene, the first character parameter of the target object is controlled to be increased; in response to the first character parameter reaching a preset parameter threshold and the position of the target object in the game scene
  • the specific object properties of the secondary controlled object include movement speed, and the movement speed of the secondary controlled object in the game scene is faster than the movement speed of the main controlled object; and/or, the specific object properties of the secondary controlled object include object model collision properties, and the object model of the secondary controlled object does not have collision properties with the scene model in the game scene; the object model of the main controlled object has collision properties with the scene model; and/or, the specific object properties of the secondary controlled object include field of view range, and the field of view range of the secondary controlled object in the game scene is larger than the field of view range of the main controlled object.
  • the control object of the first terminal device is switched from the current control object to the target control object, and the virtual camera corresponding to the first terminal device is controlled to move following the movement of the target control object, so as to present a game scene screen determined based on the target control object in the first terminal device; wherein, when the current control object is the main controlled object, the target control object is the secondary controlled object, and when the current control object is the secondary controlled object, the target control object is the main controlled object.
  • the secondary controlled object is in a stealth state, and the stealth state is used to indicate that the secondary controlled object is invisible to the second terminal device; in response to the secondary controlled object casting a first skill in the game scene, the secondary controlled object is controlled to switch from the stealth state to the visible state; wherein the visible state is used to indicate that the secondary controlled object is visible to the second terminal device; in response to the scene state between the secondary controlled object in the visible state and the target object meeting a preset state condition, it is determined that the secondary controlled object completes a specified interactive behavior with the target object in the game scene.
  • the scene state between the sub-controlled object in the appearing state and the target object meets the preset state conditions, including at least one of the following: the distance between the target object and the sub-controlled object in the appearing state is less than a preset distance threshold; the target object is located within the field of view of the sub-controlled object in the appearing state; wherein the field of view of the sub-controlled object in the appearing state is determined based on the object orientation of the sub-controlled object; the line between the target object and the sub-controlled object in the appearing state is not blocked by the scene model in the game scene; the directional angle between the object orientation of the target object and the object orientation of the sub-controlled object in the appearing state meets the preset angle threshold.
  • the target object In response to the first character parameter reaching a preset parameter threshold and the position of the target object in the game scene not satisfying a specified condition, the target object is controlled to move randomly in the game field.
  • the specified condition includes: a distance between the target object and the main controlled object is less than or equal to a preset first distance.
  • the secondary controlled object In response to the secondary controlled object casting a second skill on the target object in the game scene, the secondary controlled object is removed from the game scene, and a game animation prompting the secondary controlled object to possess the target object is played in the first terminal device.
  • the designated object information of the target object is displayed on the first terminal device; wherein the designated object information includes: the object position of the teammate object, and/or, the communication information between the target object and the teammate object; wherein the teammate object is a game object belonging to the same game camp as the target object.
  • a first orientation identifier for indicating the object orientation of a target object is displayed in a game scene; wherein the first orientation identifier is visible to a first terminal device; a second orientation identifier for indicating the camera orientation of a virtual camera corresponding to the first terminal device is displayed in the game scene; wherein the second orientation identifier is visible to a second terminal device.
  • the designated object identifier is displayed at the target object; wherein the designated object identifier is used to indicate that the secondary controlled object is attached to the target object.
  • a designated object identifier is displayed in the scene picture.
  • a target position is determined around the target object according to the first release instruction, and a secondary controlled object is controlled to be generated at the target position.
  • a position identifier is provided around the target object according to a first release instruction, wherein the position identifier is used to indicate a scene position for generating a secondary controlled object, wherein the position identifier is visible to a second terminal device; in response to a position adjustment instruction triggered by the first terminal device, the display position of the position identifier in the game scene is adjusted in real time according to the position adjustment instruction; in response to a position determination instruction triggered by the first terminal device, the scene position corresponding to the current display position of the position identifier is determined as the target position.
  • a transmission prop is generated in the game scene based on the object position of the target object; wherein the transmission prop is used: when the control object of the first terminal device is the main controlled object, after the transmission prop is triggered, the main controlled object is controlled to be transmitted to the scene position where the transmission prop is located.
  • the prop indicator corresponding to the transmission prop is displayed in the first terminal device to prompt the scene position of the transmission prop relative to the main controlled object in the game scene.
  • the main controlled object In response to the transmission instruction triggered by the first terminal device through the prop indication mark, the main controlled object is controlled to be transmitted to the scene position where the transmission prop is located.
  • the number of teleportation items generated is positively correlated with the number of times the secondary controlled object casts the second skill on the target object.
  • multiple prop indication marks corresponding to each transmission prop are displayed in the first terminal device, and the usable state or unusable state of the corresponding transmission prop is presented at each prop indication mark.
  • the teleportation item is configured to be destroyed by the target object, and the unusable state includes: the teleportation item is in a damaged state, and/or the teleportation item is in a cooling state.
  • a first parameter influence area is set in the game scene according to the prop position of the transmission prop; in response to the target object being located in the first parameter influence area, the first character parameter of the target object is controlled to be increased.
  • a target scene area is set in the game scene according to the prop position of the transmission prop; in response to the target object being located in the target scene area, the scene range included in the scene screen displayed in the second terminal device is controlled to be narrowed.
  • the main controlled object In response to the main controlled object releasing the third skill in the game scene, the main controlled object is controlled to display the appearance of a specified object; in response to the scene state between the main controlled object displaying the appearance of the specified object and the target object meeting the preset state condition, it is determined that the main controlled object completes the specified interactive behavior with the target object in the game scene.
  • a second parameter influence area is set in the game scene according to the object position of the main controlled object and/or the object position of the sub-controlled object; in response to the target object being located in the second parameter influence area, the first character parameter of the target object is controlled to be maintained.
  • a target scene area is set in the game scene according to the object position of the main controlled object and/or the object position of the secondary controlled object; in response to the target object entering the target scene area, the scene range included in the scene screen displayed in the second terminal device is controlled to be narrowed.
  • a primary controlled object generates a secondary controlled object.
  • the control object of the first terminal device can switch back and forth between the primary and secondary controlled objects.
  • the secondary controlled object can perform specified interactive behaviors with the target object, thereby affecting the target object's character parameters, further controlling the target object's movement, and ultimately attacking the target object through the primary controlled object. This allows for richer behaviors between the opposing sides, improves game efficiency, and conserves game resources.
  • the computer program product of the game object manipulation method, device and electronic device provided in the embodiments of the present disclosure includes a computer-readable storage medium storing program code.
  • the instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments and will not be repeated here.
  • the terms “installed,” “connected,” and “connected” should be understood in a broad sense. For example, they can refer to fixed connections, detachable connections, or integral connections; they can refer to mechanical connections or electrical connections; they can refer to direct connections or indirect connections through an intermediate medium; and they can refer to internal connections between two components. Those skilled in the art will understand the specific meanings of the above terms in the present disclosure based on the specific circumstances.
  • the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium.
  • the computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disk, and other media that can store program codes.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • Processing Or Creating Images (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

一种游戏对象的操控方法、装置和电子设备;其中,该方法包括:响应于第一终端设备触发的对象增加指令,基于主受控对象生成副受控对象,并将副受控对象的控制权限配置至第一终端设备,以使副受控对象能够通过第一终端设备进行控制,其中,副受控对象的特定对象属性优于主受控对象;响应于副受控对象在游戏场景中与目标对象完成指定交互行为,控制增加目标对象的第一角色参数;响应于第一角色参数达到预设参数阈值且目标对象在游戏场景中的位置满足指定条件,控制目标对象自动向主受控对象的方向进行移动,以便于主受控对象对目标对象执行用于将目标对象从游戏对局中进行淘汰的游戏行为。该方式中提高了对局效率,节约了游戏资源。

Description

游戏对象的操控方法、装置和电子设备
相关申请的交叉引用
本申请要求于2024年3月11日提交的申请号为202410275754.1、名称为“游戏对象的操控方法、装置和电子设备”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。
技术领域
本发明涉及游戏技术领域,尤其是涉及一种游戏对象的操控方法、装置和电子设备。
背景技术
在非对称的竞技游戏中,不同阵营的角色相互竞技。玩家可以控制角色执行特定的操作,从而使敌方阵营中的角色减益,提高敌方阵营中角色被击杀成功的概率;双方阵营的角色相互靠近后,玩家可以通过攻击技能对敌方阵营的角色进行击杀。这种竞技方式中的操作较为单一,导致游戏对局的耗时较长,占用较多的游戏资源。
发明内容
有鉴于此,本公开的目的在于提供一种游戏对象的操控方法、装置和电子设备,以提高对局效率,节约游戏资源。
第一方面,本公开实施例提供了一种游戏对象的操控方法,方法包括:响应于游戏对局开始指令,提供目标游戏对应的游戏场景,游戏场景中包括归属于不同的游戏阵营的主受控对象和目标对象,其中,主受控对象通过第一终端设备控制,目标对象通过第二终端设备控制;响应于第一终端设备触发的移动控制指令,控制主受控对象在游戏场景中移动;响应于第一终端设备触发的对象增加指令,基于主受控对象生成副受控对象,并将副受控对象的控制权限配置至第一终端设备,以使副受控对象能够通过第一终端设备进行控制,其中,副受控对象的特定对象属性优于主受控对象;响应于副受控对象在游戏场景中与目标对象完成指定交互行为,控制增加目标对象的第一角色参数;响应于第一角色参数达到预设参数阈值且目标对象在游戏场景中的位置满足指定条件,控制目标对象自动向主受控对象的方向进行移动,以便于主受控对象对目标对象执行用于将目标对象从游戏对局中进行淘汰的游戏行为。
第二方面,本公开实施例提供了一种游戏对象的操控装置,装置包括:场景提供模块,被配置为响应于游戏对局开始指令,提供目标游戏对应的游戏场景,游戏场景中包括归属于不同的游戏阵营的主受控对象和目标对象,其中,主受控对象通过第一终端设备控制,目标对象通过第二终端设备控制;第一移动控制模块,被配置为响应于第一终端设备触发的移动控制指令,控制主受控对象在游戏场景中移动;权限配置模块,被配置为响应于第一终端设备触发的对象增加指令,基于主受控对象生成副受控对象,并将副受控对象的控制权限配置至第一终端设备,以使副受控对象能够通过第一终端设备进行控制,其中,副受控对象的特定对象属性优于主受控对象;参数增加模块,被配置为响应于副受控对象在游戏场景中与目标对象完成指定交互行为,控制增加目标对象的第一角色参数;第二移动控制模块,被配置为响应于第一角色参数达到预设参数阈值且目标对象在游戏场景中的位置满足指定条件,控制目标对象自动向主受控对象的方向进行移动,以便于主受控对象对目标对象执行用于将目标对象从游戏对局中进行淘汰的游戏行为。
第三方面,本公开实施例提供了一种电子设备,包括处理器和存储器,存储器存储有能够被处理器执行的计算机可执行指令,处理器执行计算机可执行指令以实现上述游戏对象的操控方法。
第四方面,本公开实施例提供了一种计算机可读存储介质,计算机可读存储介质存储有计算机可执行指令,计算机可执行指令在被处理器调用和执行时,计算机可执行指令促使处理器实现上述游戏对象的操控方法。
本公开实施例带来了以下有益效果:
上述游戏对象的操控方法、装置和电子设备,响应于游戏对局开始指令,提供目标游戏对应的游戏场景,游戏场景中包括归属于不同的游戏阵营的主受控对象和目标对象,其中,主受控对象通过第一终端设备控制,目标对象通过第二终端设备控制;响应于第一终端设备触发的移动控制指令,控制主受控对象在游戏场景中移动;响应于第一终端设备触发的对象增加指令,基于主受控对象生成副受控对象,并将副受控对象的控制权限配置至第一终端设备,以使副受控对象能够通过第一终端设备进行控制,其中,副受控对象的特定对象属性优于主受控对象;响应于副受控对象在游戏场景中与目标对象完成指定交互行为,控制增加目标对象的第一角色参数;响应于第一角色参数达到预设参数阈值且目标对象在游戏场景中的位置满足指定条件,控制目标对象自动向主受控对象的方向进行移动,以便于主受控对象对目标对象执行用于将目标对象从游戏对局中进行淘汰的游戏行为。
该方式中,通过主受控对象生成副受控对象,终端设备的控制对象可以在主受控对象和副受控对象之间来回切换,副受控对象可以与目标对象完成指定交互行为,从而影响目标对象的角色参数,进而控制目标对象的移动,最终通过主控制对象对目标对象进行攻击。敌对双方的行为更加丰富,提高了对局效率,节约了游戏资源。
本公开的其他特征和优点将在随后的说明书中阐述,并且,部分地从说明书中变得显而易见,或者通过实施本公开而了解。本公开的目的和其他优点在说明书、权利要求书以及附图中所特别指出的结构来实现和获得。
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。
附图说明
为了更清楚地说明本公开具体实施方式或相关技术中的技术方案,下面将对具体实施方式或相关技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图是本公开的一些实施方式,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为本公开其中之一实施例提供的一种游戏对象的操控方法的流程图;
图2为本公开其中之一实施例提供的目标对象与副受控对象满足预设状态条件的示意图;
图3为本公开其中之一实施例提供的第一终端设备的控制对象为主受控对象的场景画面示意图;
图4为本公开其中之一实施例提供的第一终端设备的控制对象为副受控对象的场景画面示意图;
图5为本公开其中之一实施例提供的第一终端设备的控制对象为主受控对象时,场景画面中出现被副受控对象‘附身’的目标对象的画面示意图;
图6为本公开其中之一实施例提供的第一终端设备的控制对象为主受控对象时,副受控对象被删除后目标对象的画面示意图;
图7为本公开其中之一实施例提供的目标对象的朝向标识的示意图;
图8为本公开其中之一实施例提供的目标对象的视野范围被缩小后,目标对象对应的第二终端设备上显示画面的示意图;
图9为本公开其中之一实施例提供的通过技能控件选择副受控对象的对象显示位置的示意图;
图10为本公开其中之一实施例提供的传送道具在场景画面的显示方式示意图;
图11为本公开其中之一实施例提供的一种游戏对象的操控装置的结构示意图;
图12为本公开其中之一实施例提供的一种电子设备的示意图。
具体实施方式
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合附图对本公开的技术方案进行清楚、完整地描述,显然,所描述的实施例是本公开一部分实施例,而不是全部的实施例。基于本公开中的实施例,本领域技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。
以非对称的竞技游戏为例,对战双方阵营中的玩家数量不同,例如,第一阵营中包括一名玩家,第二阵营中包括多名玩家。一场对局中,双方阵营中玩家控制的虚拟对象位于同一游戏场景中。第一阵营负责寻找并追捕第二阵营,第二阵营躲避追铺,并在游戏场景中完成相关的对局任务。
如果第二阵营完成对局任务,且至少一名玩家成功逃离上述游戏场景,则第二阵营获得对局胜利,第一阵营失败;如果在第二阵营中的全部玩家被第一阵营追铺,则第一阵营获得对局胜利,第二阵营失败。
在第一阵营与第二阵营竞技的过程中,玩家可以使用定身、技能锁定等方式,使敌方阵营中的玩家减益,比如消耗血量、减少技能参数等。减益后的玩家更容易被攻击。双方阵营的角色相互靠近后,玩家可以通过攻击技能对敌方阵营的角色进行击杀。这种竞技方式中的操作较为单一,导致游戏对局的耗时较长,占用较多的游戏资源。
基于此,本公开实施例提供的一种游戏对象的操控方法、装置和电子设备,可以应用于多方阵营或多角色的竞技游戏中,例如,非对称竞技游戏中。
在本公开其中一种实施例中的游戏对象的操控方法可以运行于本地终端设备或者是服务器。当游戏对象的操控方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,游戏对象的操控方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
在一种可能的实施方式中,本公开实施例提供了一种游戏对象的操控方法,通过终端设备提供图形用户界面,其中,终端设备可以是前述提到的本地终端设备,也可以是前述提到的云交互系统中的客户端设备,本实施例中的终端设备用于触发指令,并控制对应的对象。
上述图形用户界面显示游戏场景的场景画面;该场景画面由游戏场景中的虚拟相机拍摄该游戏场景得到;该虚拟相机跟随玩家控制的虚拟对象进行移动。图形用户界面中还显示对局信息、技能控件等内容。
如图1所示,该游戏对象的操控方法,包括如下步骤:
步骤S102,响应于游戏对局开始指令,提供目标游戏对应的游戏场景,游戏场景中包括归属于不同的游戏阵营的主受控对象和目标对象,其中,主受控对象通过第一终端设备控制,目标对象通过第二终端设备控制;
游戏对局开始后,确定目标游戏的该游戏对局的游戏场景,主受控对象进入该游戏场景;第一终端设备的游戏画面中显示跟随该主受控对象的虚拟相机拍摄的场景画面。场景画面中还可以包括主受控对象。
在该游戏对局中,同时进入游戏场景的还包括主受控对象的敌方对象,即前述目标对象;目标对象与主受控对象属于不同的游戏阵营,具有敌对关系。目标对象可以包括一个或多个,在非对阵游戏中,一个主受控对象可能对应多个目标对象。
步骤S104,响应于第一终端设备触发的移动控制指令,控制主受控对象在游戏场景中移动;
在初始状态下,即,游戏对局刚开始时,第一终端设备的控制对象默认为主受控对象,玩家通过操作第一终端设备,可以控制主受控对象在游戏场景中移动、指定特定的动作、释放技能等。
步骤S106,响应于第一终端设备触发的对象增加指令,基于主受控对象生成副受控对象,并将副受控对象的控制权限配置至第一终端设备,以使副受控对象能够通过第一终端设备进行控制,其中,副受控对象的特定对象属性优于主受控对象;
该对象增加指令,具体可以是玩家通过第一终端设备执行对象增加操作后生成,对象增加操作具体可以使释放技能的操作,例如,点击特定技能的控件,即可实现该对象增加操作;或者,也可以是作用于主受控对象的操作,例如,作用于主受控对象的滑动操作,从而实现该对象增加操作。
在本实施例中,玩家执行对象增加操作后,在游戏场景中生成副受控对象,副受控对象与主受控对象相互关联,例如,主受控对象为本体对象,而副受控对象为本体对象的衍生对象。生成副受控对象后,第一终端设备的控制对象可以在主受控对象和副受控对象之间相互切换。
第一终端设备的控制对象为主受控对象时,玩家通过第一终端设备可以控制主受控对象在游戏场景中移动、指定特定的动作、释放技能等;第一终端设备的控制对象为副受控对象时,玩家通过第一终端设备可以控制副受控对象在游戏场景中移动、指定特定的动作、释放技能等。
在实际实现时,可以玩家通过第一终端设备操作切换控件,切换第一终端设备的控制对象。当生成副受控对象后,第一终端设备的控制对象可以自动切换为副受控对象,也可以在玩家操作切换控件后,切换为副受控对象。
第一终端设备的控制对象切换为副受控对象后,玩家通过操作移动摇杆,或者在场景画面上执行滑动操作,可以控制副受控对象在游戏场景中移动。第一终端设备在控制副受控对象的过程中,主受控对象可以停留在切换控制对象时,主受控对象的所在位置,或者在该所在位置周围进行少量移动。主受控对象还可以执行一些预设动作。
在本实施例中,副受控对象的特定对象属性优于主受控对象,因此,副受控对象可以实现一些特定功能,且这些特定功能难以通过主受控对象实现,从而提高该游戏阵营的对局成功率。
方式1,副受控对象的特定对象属性包括移动速度,副受控对象在游戏场景中的移动速度快于主受控对象的移动速度;因此,玩家通过第一终端设备控制副受控对象时,相对于主受控对象,副受控对象可以更加快速的寻找目标对象,并对目标对象进行淘汰的行为。
方式2,副受控对象的特定对象属性包括对象模型碰撞属性,副受控对象的对象模型与游戏场景中的场景模型不具有碰撞属性;主受控对象的对象模型与场景模型具有碰撞属性。例如,副受控对象可以不受场景模型的阻挡,在游戏场景中进行快速移动,例如,游戏场景中的翻板、门窗、墙体等,均无法阻挡副受控对象的移动路线,而对于主受控对象来说,主受控对象可能被翻板、门窗、墙体阻挡,需要执行翻越或绕行等操作,主受控对象才能继续移动,因而副受控对象比主受控对象在游戏场景中移动更加自由。
方式3中,副受控对象的特定对象属性包括视野范围,副受控对象在游戏场景中的视野范围大于主受控对象的视野范围。当这一终端设备的控制对象从主受控对象切换至副受控对象时,可以控制第一终端设备对应的虚拟相机在游戏场景中上升,即增加虚拟相机在游戏场景中的高度,同时调整虚拟相机的朝向,使拍摄得到的场景画面中包含副受控对象。通常,由于虚拟相机的位置较高,则场景画面中包含完整的副受控对象。
通过升高虚拟相机的高度,可以增大虚拟相机的拍摄范围,即副受控对象的视野范围大于主受控对象的视野范围。
当这一终端设备的控制对象从副受控对象切换至主受控对象时,可以控制第一终端设备对应的虚拟相机在游戏场景中下降,即降低虚拟相机在游戏场景中的高度,同时调整虚拟相机的朝向,使拍摄得到的场景画面中包含主受控对象。通常,由于虚拟相机的位置较低,则场景画面中包含完整或者部分主受控对象。
需要说明的是,副受控对象的特定对象属性,可以包含上述移动速度、对象模型碰撞属性和视野范围,也可以仅包含其中的部分属性。
另外,本实施例中的副受控对象被配置为:无法对目标对象执行用于将目标对象从游戏对局中进行淘汰的游戏行为。例如,副受控对象无法对目标对象执行攻击操作。本实施例中的副受控对象和主受控对象相互配合,完成游戏对局。副受控对象主要用于快速移动,寻找目标对象,并与该目标对象完成指定交互行为,从而影响目标对象的移动;主受控对象用于对目标对象执行攻击等淘汰该目标对象的行为。
步骤S108,响应于副受控对象在游戏场景中与目标对象完成指定交互行为,控制增加目标对象的第一角色参数;
该指定交互行为可以为对视行为、相互靠近行为等。可以理解为,指定交互行为可以对目标对象进行减益,即增加第一角色参数,从而提高对目标对象进行攻击的成功率。
一个示例中,副受控对象为隐身状态,目标对象查看不到该副受控对象,当触发第一技能后,副受控对象切换为现身状态,当目标对象的对象位置与副受控对象较近,且目标对象的对象朝向与副受控对象的对象朝向形成面对面时,增加该目标对象的第一角色参数,如该第一角色参数的参数值增加40。
步骤S110,响应于第一角色参数达到预设参数阈值且目标对象在游戏场景中的位置满足指定条件,控制目标对象自动向主受控对象的方向进行移动,以便于主受控对象对目标对象执行用于将目标对象从游戏对局中进行淘汰的游戏行为。
该预设参数阈值可以预先设置,例如,100,也可以设置一个阈值范围,例如,100-200。在本实施例中,当第一角色参数达到预设参数阈值后,可以对目标对象产生一定的负面效果,即,控制目标对象向主受控对象的方向移动,该移动是受到第一角色参数的影响,而不是目标对象对应的控制设备控制。
前述指定条件,可以基于目标对象与主受控对象的距离、相对位置、相对方向等进行设置,例如,指定条件包括:目标对象与主受控对象的距离小于或等于预设第一距离。
控制目标对象自动向主受控对象的方向进行移动后,当第一终端设备的控制对象切换至主受控对象时,主受控对象可以更加快速找到目标对象并进行攻击,从而淘汰该目标对象,因此,控制目标对象自动向主受控对象的方向进行移动,是对目标对象的减益。
在本实施例中,玩家可以控制主受控对象和副受控对象,对目标对象进行搜寻位置、释放技能等;为了保证游戏的公平性,在需要对目标对象进行攻击操作时,需要主受控对象执行攻击操作。
如果第一终端设备的控制对象为副受控对象,通过该副受控对象发现了目标对象,并释放了第一技能;玩家还想要攻击该目标对象,则需要将第一终端设备的控制对象切换回主受控对象,从而控制主受控对象移动至目标对象附近,并指定攻击操作,例如,近身攻击、射击等操作。
上述游戏对象的操控方法,响应于游戏对局开始指令,提供目标游戏对应的游戏场景,游戏场景中包括归属于不同的游戏阵营的主受控对象和目标对象,其中,主受控对象通过第一终端设备控制,目标对象通过第二终端设备控制;响应于第一终端设备触发的移动控制指令,控制主受控对象在游戏场景中移动;响应于第一终端设备触发的对象增加指令,基于主受控对象生成副受控对象,并将副受控对象的控制权限配置至第一终端设备,以使副受控对象能够通过第一终端设备进行控制,其中,副受控对象的特定对象属性优于主受控对象;响应于副受控对象在游戏场景中与目标对象完成指定交互行为,控制增加目标对象的第一角色参数;响应于第一角色参数达到预设参数阈值且目标对象在游戏场景中的位置满足指定条件,控制目标对象自动向主受控对象的方向进行移动,以便于主受控对象对目标对象执行用于将目标对象从游戏对局中进行淘汰的游戏行为。
该方式中,通过主受控对象生成副受控对象,第一终端设备的控制对象可以在主受控对象和副受控对象之间来回切换,副受控对象可以与目标对象完成指定交互行为,从而影响目标对象的角色参数,进而控制目标对象的移动,最终通过主控制对象对目标对象进行攻击。敌对双方的行为更加丰富,提高了对局效率,节约了游戏资源。
一种具体的实现方式中,响应于第一终端设备触发的对象增加指令,在相对于主受控对象的指定位置生成副受控对象。
相对于主受控对象的指定位置,具体可以为主受控对象的附近位置,例如,左侧、右侧,也可以直接为主受控对象所在位置。例如,副受控对象从主受控对象的对象头部飘出,并停留在半空。
进一步的,响应于第一终端设备触发的控制对象切换指令,控制将第一终端设备的控制对象从当前控制对象切换为目标控制对象,并控制第一终端设备对应的虚拟相机跟随目标控制对象移动而移动,以在第一终端设备中呈现基于目标控制对象确定的游戏场景画面;其中,当当前控制对象为主受控对象时,目标控制对象为副受控对象,当当前控制对象为副受控对象时,目标控制对象为主受控对象。
生成副受控对象后,第一终端设备的控制对象可以在副受控对象和主受控对象之间来回切换。以副受控对象为例,当第一终端设备的控制对象为副受控对象时,玩家操作移动摇杆,可以控制副受控对象在游戏场景中移动。此时,主受控对象停留在生成副受控对象之前的所在位置。第一终端设备的控制对象切换为副受控对象之后,原本跟随主受控对象的虚拟相机可以与副受控对象关联,如果副受控对象发生移动,该虚拟相机跟随副受控对象移动,即场景画面显示副受控对象的视野范围内的场景内容。
一种方式中,通过玩家通过第一终端设备点击或者拖动第一技能的技能控件,可以触发第一技能。由于副受控对象为第一终端设备的控制对象,通过副受控对象释放该第一技能。
第一技能被触发后,从游戏场景中寻找与副受控对象满足预设状态条件的目标对象;如果目标对象A与副受控对象的场景状态满足预设状态条件,则目标对象A为目标对象;该目标对象还可以包括多个目标对象,例如,如果目标对象A和目标对象B均与副受控对象的场景状态满足预设状态条件,则目标对象A和目标对象B均为目标对象。
当场景状态包括对象位置时,则上述预设状态条件中可以包括副受控对象与目标对象的对象位置的距离小于预设距离;当场景状态包括对象朝向时,则上述预设状态条件中可以包括副受控对象与目标对象的对象朝向的夹角满足预设夹角范围;场景状态可以同时包括对象位置和对象朝向,此时,预设状态条件中可以同时包括与对象位置和对象朝向相关的条件。
第一技能被触发后,且副受控对象与目标对象的场景状态满足预设状态条件,可以增加目标对象的第一角色参数,或者基于预设的参数值减少该第一角色参数。
一种针对第一技能的具体实现方式中。上述副受控对象为隐身状态,该隐身状态用于指示:副受控对象对第二终端设备不可见;具体的,当目标对象的第二终端设备上的场景画面包含副受控对象的所在场景位置,且该场景位置没有被场景模型或其他对象遮挡,该场景画面中也不显示副受控对象。
响应于副受控对象在游戏场景中施放第一技能,控制副受控对象从隐身状态切换为现身状态;其中,现身状态用于指示:副受控对象对第二终端设备可见;响应于处于现身状态的副受控对象与目标对象之间的场景状态满足预设状态条件,确定副受控对象在游戏场景中与目标对象完成指定交互行为。
第一技能被触发后,副受控对象为现身状态,具体的,当目标对象的第二终端设备上的场景画面包含副受控对象的所在场景位置,且该场景位置没有被场景模型或其他对象遮挡,该场景画面中显示副受控对象。
可以理解为,副受控对象现身后,且副受控对象与目标对象的场景状态满足预设状态条件,则目标对象可以正面‘看到’副受控对象,目标敌方角色与副受控对象产生正面对视,此时,第一角色参数更新一次,例如,参数值增加40。
上述方式中,如果敌方角色正面对视到副受控对象,则角色参数产生更新,对敌方角色进行减益,丰富了控制目标对象减益和行为的方式,丰富了敌对双方的博弈方式。
进一步的,上述处于现身状态的副受控对象与目标对象之间的场景状态满足预设状态条件,包括下述中的至少一种:
条件1,目标对象与处于现身状态的副受控对象之间的距离小于预设距离阈值;例如,这里的距离可以理解为目标对象与副受控对象在游戏场景中的直线距离;
条件2,目标对象位于处于现身状态的副受控对象的视野范围内;其中,副受控对象的视野范围基于副受控对象的对象朝向确定;
如图2中,可以在游戏场景中,基于副受控对象的对象朝向,确定视野范围,例如,即对象朝向为基准,左右各延伸60度,即视野范围为副受控对象的对象朝向前方的120度的范围。除了方向范围之外,还可以设置视野范围的半径,例如,100米。
另外,如果视野范围没有半径,可以结合条件1中的预设距离阈值,判定是否符合预设状态条件。
条件3,目标对象与处于现身状态的副受控对象之间的连线,不被游戏场景中的场景模型遮挡;
一个示例中,以对象头部为基准,目标对象的对象头部与副受控对象的对象头部之间进行连线,如果该连线没有经过游戏场景中的任意场景模型,则可以理解为,目标对象与副受控对象之间的视线没有被遮挡,即,目标对象可以‘看到’副受控对象,在控制目标对象的第二终端设备的场景画面中,可以显示出副受控对象。
在实际实现时,可以从对象模型上确定多个基准点,相互生成连接,例如,目标对象的对象眼部与副受控对象的对象眼部之间进行连线、目标对象的对象额头与副受控对象的对象额头之间进行连线等。如果每个连接均不被场景模型遮挡,则可以判断满足条件3。
条件4,目标对象的对象朝向与处于现身状态的副受控对象的对象朝向之间的方向夹角,满足预设夹角阈值。
例如,该夹角阈值为120度,当目标对象的对象朝向与副受控对象的对象朝向之间的方向夹角等于或大于120度时,可以理解为目标对象和副受控对象为面对面的状态,可以相互‘看到’,在控制目标对象的第二终端设备的场景画面中,可以显示出副受控对象的对象面部,且对象面部为正脸。
上述预设状态条件可以包括条件1至条件4的全部条件,也可以包含其中的部分条件。
在上述方式中,通过设置预设状态条件,可以判断目标对象释放看到副受控对象的正脸,如果看到正脸,则更新第一角色参数并控制目标对象的行为,丰富了控制目标对象减益和行为的方式,丰富了敌对双方的博弈方式。
在控制目标对象移动时,响应于第一角色参数达到预设参数阈值,控制目标对象按照预设方式移动;
预设方式也可以预先设置,包括移动方向、移动距离、移动时间等。例如,可以随机确定移动方向和移动距离,进而控制目标对象移动。或者,随机确定移动方向,控制目标对象沿着随机确定的移动方向移动指定的移动距离;或者,随机确定移动方向,控制目标对象沿着随机确定的移动方向,按照预设移动速度,移动指定的移动时长。
另外,还可以根据副受控对象或主受控对象的位置,确定移动方向,控制目标对象朝向副受控对象或主受控对象的位置,移动预设的距离或时长。
进一步的,响应于第一角色参数达到预设参数阈值,基于目标对象与主受控对象的距离,确定目标移动方式,控制目标对象按照目标移动方式移动。
具体的,可以根据目标对象与主受控对象的距离,确定移动方向。例如,朝向主受控对象移动,朝向副受控对象移动,或者随机方向移动等。
一种具体方式中,响应于第一角色参数达到预设参数阈值,且目标对象在所述游戏场景中的位置不满足指定条件,控制目标对象在所述游戏场中进行随机移动。
该指定条件包括:目标对象与主受控对象的距离小于或等于预设第一距离;当然也可以设置其他指定条件,例如,目标对象与主受控对象的对象朝向小于或等于预设夹角阈值等。
一个示例中,如果目标对象与主受控对象的距离大于预设第一距离,则前述指定条件不满足,确定目标对象在游戏场景中进行随机移动;例如,随机确定一个方向,朝向随机确定的方式移动第一指定距离,或者按照预设速度移动第一指定时长。
另一种方式中,如果目标对象与主受控对象的距离小于或等于预设第一距离,确定目标移动方式为朝向主受控对象移动。例如,朝向主受控对象移动第一指定距离,或者按照预设速度移动第一指定时长。
在上述方式中,如果目标对象朝向主受控对象移动,会缩小目标对象与主受控对象的距离,增加了主受控对象寻找到目标对象并进行攻击的成功率,从而提高对局效率。
响应于第一终端设备触发的对象删除指令,在游戏场景中删除副受控对象,并将主受控对象配置为第一终端设备的控制对象。
当游戏场景中同时存在主受控对象和副受控对象时,通过对象切换指令,可以在主受控对象和副受控对象来回切换。例如,执行作用于对象切换控件的点击操作,可以切换第一终端设备的控制对象;如果当前的第一终端设备的控制对象为主受控对象,执行上述对象切换指令后,第一终端设备的控制对象切换为副受控对象;如果当前的第一终端设备的控制对象为副受控对象,执行上述对象切换指令后,第一终端设备的控制对象切换为主受控对象。
另外,如果玩家不需要使用副受控对象时,可以将副受控对象删除。例如,点击对象删除控件,第一终端设备触发对象删除指令,可以将游戏场景中副受控对象的对象模型销毁,自动将主受控对象配置为第一终端设备的控制对象,场景画面显示主受控对象的视野范围内的场景内容。
除了上述第一技能之外,副受控对象还可以触发其他技能。
在第一终端设备的控制对象为副受控对象的情况下,响应于副受控对象在游戏场景中对目标对象施放第二技能,控制将第一终端设备对应的虚拟相机配置为跟随目标对象移动而移动,以在第一终端设备中呈现基于所述目标对象而确定的游戏场景画面。
玩家触发第二技能时,被选中的敌方对象为目标对象。一个示例中,如果场景画面中出现敌方对象,且该敌方对象没有被触发第二技能,且没有在第二技能的冷却时间内,该敌方对象可以作为目标对象。
当场景画面中出现可以被触发第二技能的敌方对象时,可以在敌方对象周围显示可被触发第二技能的指示标识。第二技能的技能控件可以从不可触发状态设置为可触发状态,如果第二技能的技能控件被玩家触发,则场景画面中具有指示标识的敌方对象作为被触发的目标对象。
第二技能被触发后,副受控对象可以获得目标对象的视角,即,副受控对象可以基于目标对象的位置,观察游戏场景。在实际实现时,副受控对象对应的虚拟相机,可以在目标对象的对象位置,拍摄游戏场景。对于玩家而言,场景画面是基于目标对象的位置拍摄得到。
当目标对象移动时,副受控对象对应的虚拟相机跟随目标对象移动,进而场景画面产生变化。可以理解为,副受控对象‘附身’在目标对象上,副受控对象可以获得目标对象观察游戏场景的视角,并跟随目标对象移动。
响应于副受控对象在游戏场景中对目标对象施放第二技能,从游戏场景中移除副受控对象,并控制在第一终端设备中播放用于提示副受控对象附身于目标对象的游戏动画。
例如,施放第二技能后,副受控对象的对象模型从游戏场景中删除,该游戏动画可以包括副受控对象逐渐进入目标对象的对象模型的内容。
在图3至图6的示例中,图3中,第一终端设备的控制对象为主受控对象,场景画面以第三人称视角拍摄,显示了主受控对象的上半身。玩家点击‘切换控件’后,可以得到图4的画面。在图4中,第一终端设备的控制对象为副受控对象,场景画面以第三人称视角拍摄,显示了副受控对象的全身。
在图4中,场景画面中还出现一个敌方对象,该敌方对象的头部存在可被触发第二技能的指示标识,此时触发第二技能控件,则副受控对象可以‘附身’至该敌方对象,该敌方对象即前述目标对象。副受控对象可以获得目标对象观察游戏场景的视角,并跟随目标对象移动。
在图4中,如果玩家触发第二技能控件,再触发切换控件后,可以得到图5的画面。第一终端设备的控制对象为主受控对象,场景画面以第三人称视角拍摄,显示了主受控对象的上半身。在场景画面中还出现敌方对象,即前述被副受控对象‘附身’的目标对象,该目标对象以高亮边框的方式显示,从而指示该目标对象被副受控对象‘附身’。
在图5中,如果玩家触发对象删除控件,可以执行对象删除操作,此时,‘附身’在目标对象的副受控对象被删除。图6中的画面为,被删除副受控对象后,目标对象在主受控对象的视野范围内的画面。
进一步的,响应于通过第一终端设备触发的视角切换指令,根据视角切换指令以所述目标对象为锚点控制调整虚拟相机的相机朝向,以在第一终端设备呈现跟随相机朝向的变化而进行更新的游戏场景画面。
在第二技能被触发时,副受控对象可以得到目标对象的视角,即场景画面中显示控制目标对象的第二终端设备上显示的场景画面。但是,副受控对象和目标对象彼此的视角不受影响,副受控对象可以执行视角切换操作,从而控制副受控对象的虚拟相机的相机朝向变化,从而调整副受控对象的视角,场景画面随机更新。但是,该虚拟相机在游戏场景中的位置,时基于目标对象的对象位置确定的。
与此同时,目标对象也可以被对应的第二终端设备调整视角,从而更新该第二终端设备上的场景画面。
需要说明的是,第二技能被触发后,副受控对象‘附身’到目标对象,副受控对象的移动无法由第二终端设备控制,副受控对象跟随目标对象的移动而移动。
一种具体实现方式中,在第一终端设备显示目标对象的指定对象信息;其中,该指定对象信息包括:队友对象的对象位置,和/或,目标对象与对象对象的通讯信息;其中,队友对象为与目标对象属于同一游戏阵营的游戏对象。
在第二技能被触发后,副受控对象和主受控对象对应的玩家,不仅可以查看到目标对象的对象位置、目标对象的视野,还可以查看到目标对象与同游戏阵营中队友对象的对象位置,通讯信息等。
在第二技能被触发后,在控制副受控对象和主受控对象的第一终端设备上,图形用户界面显示前述指定对象信息,该指定对象信息可以理解为,控制目标对象的第二终端设备的图形用户界面中显示的相关信息,例如,目标对象的队友对象的对象位置,该对象位置可以显示在小地图中,或者以名称的方式标识,例如,教堂、湖边等。
目标对象可能与队友对象相互发送通讯信息,例如,相互告知位置、告知场景地形信息等,目标对象对应的第二终端设备上可以查看到的通讯信息,均可以显示在副受控对象和主受控对象对应的第一终端设备上。
前述指定对象信息可以同时包括队友对象的对象位置,和目标对象与对象对象的通讯信息,也可以仅包括队友对象的对象位置或目标对象与对象对象的通讯信息之一。
在上述方式中,通过‘附身’的方式,可以获得敌方阵营的信息,打破了阵营之间的信息壁垒,增加了敌对双方之间的竞技博弈空间。
在第二技能被触发后,在游戏场景中显示用于提示目标对象的对象朝向的第一朝向标识;其中,该第一朝向标识对第一终端设备可见;在游戏场景中显示用于提示第一终端设备对应的虚拟相机的相机朝向的第二朝向标识;其中,第二朝向标识对第二终端设备可见。
在图7的示例中,在副受控对象的视角下,当第一终端设备中场景画面中显示该目标对象时,可以查看到第一朝向标识,该第一朝向标识指示目标对象的对象朝向。
由于目标对象和副受控对象的视角由不同的终端设备独立控制,通过上述第一朝向标识,副受控对象和主受控对象对应的玩家可以知晓目标对象的移动方向,从而推断目标对象的动向,提高找到并攻击目标对象的成功率,提高对局效率。
在目标对象的视角下,当第二终端设备的场景画面中显示目标对象时,由于副受控对象‘附身’在目标对象上,副受控对象的对象模型不在游戏场景中,为了使目标对象对应的玩家知晓副受控对象的对象朝向,显示前述第二朝向标识,从而使目标对象对应的玩家及时调整目标对象的对象朝向。
另外,在第二技能被触发后,缩小第二终端设备中显示的场景画面包含的场景范围。可以理解为,目标对象被副受控对象‘附身’后,目标对象的视野范围缩小,具有对目标对象减益的作用。
在图8的示例中,控制目标对象的第二终端设备上,由于视野范围被缩小,场景画面从全屏显示变成了仅屏幕中心显示,屏幕边缘的场景内容被遮挡,即场景画面包含的场景范围缩小了。
还有一种方式,在目标对象处显示指定对象标识;其中,指定对象标识指示:副受控对象附身于目标对象。
在第二技能被触发后,副受控对象跟随目标对象移动,即副受控对象‘附身’至目标对象,此时,该目标对象显示上述指定对象标识。该指定对象标识可以显示在目标对象的头部或者周围其他位置,例如,指定对象标识可以是目标对象的轮廓高亮显示。
如果第一终端设备的控制对象切换至主受控对象,当目标对象位于主受控对象的视野范围内后,在场景画面内可以查看到该指定对象标识。
通过该指定对象标识,玩家可以快速确定被‘附身’的目标对象,在目标对象减益的状态下,通过控制主受控对象对目标对象进行攻击,提高攻击成功率。
在第二技能触发的情况下,响应于第一终端设备的控制对象切换为主受控对象,控制在第一终端设备中显示指定对象标识;其中,指定对象标识用于提示目标对象与主受控对象之间的相对方位。
可以在第一终端设备的游戏场景或者图形用户界面,始终显示指定对象标识。
具体的,响应于目标对象位于主受控对象的指定朝向范围之外,和/或目标对象在主受控对象的指定朝向上被场景模型所遮挡,在场景画面中显示指定对象标识。
当目标对象位于主受控对象的指定朝向范围之外,可以通过小地图或者文字的方式,显示上述指定对象标识;如果目标对象在主受控对象的指定朝向上被场景模型所遮挡,该指定对象标识可以显示在遮挡的场景模型的‘前方’,即指定对象标识与虚拟相机的距离,比该场景模型与虚拟相机的距离短。
当第一终端设备的控制对象为主受控对象时,场景画面中可以显示前述指定朝向范围内,未被遮挡的场景模型。该指定朝向范围可以以主受控对象的朝向为基准,左右扩展指定角度,例如,60度,此时指定朝向范围为120度。当前述目标对象位于该指定朝向范围,但被场景模型遮挡,在正常情况下,目标对象没有位于主受控对象的视野范围内,场景画面不显示该目标对象。
但在本实施例中,在场景画面中显示前述指定对象标识,从而指示目标对象相对于主受控对象的相对位置。该指定对象标识可以是目标对象的高亮轮廓勾边。
上述方式可以理解为,被副受控对象‘附身’的目标对象可以被主受控对象全图查看到。可以提高主受控对象找到目标对象的成功率,提高对局效率。
在第二技能触发后,响应于副受控对象在游戏场景中对目标对象施放第一技能,在游戏场景中生成副受控对象并显示;其中,该副受控对象对第二终端设备可见。
需要说明的是,第一技能可以单独触发,即副受控对象没有‘附身’至目标对象时,玩家触发第一技能,副受控对象可以从隐身状态切换为现身状态,显示在游戏场景中。第二技能触发后,副受控对象‘附身’至目标对象,此时,依然可以触发第一技能。
第一技能被触发后,副受控对象可以暂时‘离开’目标对象,即,在游戏场景中生成副受控对象的对象模块,并显示在游戏场景中,目标对象对应的玩家可以查看到副受控对象。
一种方式中,响应于第一终端设备触发的第一技能的第一释放指令,根据第一释放指令在目标对象周侧确定一目标位置,并控制在目标位置出生成副受控对象。
例如,第一触发指令可以是作用于第一技能的技能控件的点击操作或滑动操作生成,第一触发操作执行后;例如,点击技能控件,游戏系统可以自动确定接收到该第一触发指令时,目标对象的对象朝向,然后控制副受控对象显示在沿着目标对象的对象朝向的目标位置上,例如,沿着目标对象的对象朝向,距离目标对象5米的位置。
另一种方式中,根据上述第一释放指令在目标对象周侧提供一位置标识,其中,位置标识用于指示用于生成副受控对象的场景位置,其中,位置标识对第二终端设备可见;响应于第一终端设备触发的位置调整指令,根据位置调整指令实时调整位置标识在游戏场景中显示位置;响应于第一终端设备触发的位置确定指令,将与位置标识的当前显示位置对应的场景位置确定为目标位置。
例如,第一释放指令可以是作用于第一技能的技能控件的滑动操作生成,在图9的示例中,玩家按下第一技能的技能控件后,可以执行滑动操作,从而触发前述位置调整指令,在滑动操作执行过程中,位置标识在目标对象的周围移动,位置标识跟随位置调整指令实时调整。
图9中的圆环即目标对象周侧,玩家滑动第一技能的技能控件时,对象显示位置在该圆环上移动;第一技能的技能控件被释放后,触发前述位置确定指令,位置标识的当前显示位置对应的场景位置即目标位置,副受控对象显示该目标位置上。
在上述方式中,玩家可以选择副受控对象的现身位置,当目标对象的朝向在不断变化时,玩家可以根据目标对象的朝向变化趋势,确定副受控对象的现身位置,提高第一技能被释放后,使目标对象减益的概率,提高对局效率。
也就是说,玩家通过第一终端设备在调整位置的过程中,此时并未确定副受控对象的最终显示位置,在调整位置的过程中,根据玩家的调整操作的触点变化,当前位置也在不断变化,游戏场景中显示该当前位置的位置标识;对于第二终端设备而言,如果场景画面中包含目标对象,则显示该当前位置的位置标识,以使第二终端设备对应的玩家可以实时知晓敌方的位置调整动向。
另外,在游戏场景中显示目标对象的对象朝向的朝向标识;朝向标识对第一终端设备可见。
为了考虑到游戏公平性,在第一终端设备显示目标对象的对象朝向的朝向标识,第一终端设备对应的玩家可以根据目标对象的对象朝向,调整副受控对象的对象显示位置。
进一步的,响应于第二终端设备触发的朝向调整指令,控制调整目标对象的对象朝向。第二终端设备的玩家可以看到第一终端设备调整副受控对象的显示位置的过程中,因此,第二终端设备也可以随时调整目标对象的对象朝向。
在副受控对象现身之前,副受控对象的位置调整过程可以被目标对象对应的第二终端设备显示,目标对象的对象朝向的变化也可以被副受控对应对应的第一终端设备显示,如此双方进行博弈,一个确保通过副受控对象现身对目标对象造成负面减益影响,一个力通过调整朝向争避免负面减益影响,该方式提高了游戏对局的博弈空间。
通过操作技能控件,可以解除前述第二技能,即副受控对象停止‘附身’至目标对象,此时,副受控对象在第一终端设备的控制下移动,且副受控对象的视角与目标对象无关。
一种具体的实现方式中,在第二技能被触发后的指定时长,基于目标对象的对象位置,在游戏场景中生成传送道具;其中,传送道具用于:当第一终端设备的控制对象为主受控对象时,传送道具被触发后,控制主受控对象传送至传送道具所在场景位置。
该指定时长可以预先设置,例如1秒,或10秒。当第二技能被触发后,可以在目标对象对应的第一终端设备上显示提示信息,或者,玩家也可以通过视野范围的变化,察觉到第二技能被触发,即目标对象被副受控对象‘附身’了。
此时,玩家可以控制目标对象移动至相对偏僻的场景位置,在该场景位置生成传送道具,通过该传送道具可能将主受控对象传送到该场景位置,由于该场景位置相对偏僻,可以减低主受控对象找到目标对象并对目标对象进行攻击的概率,保证游戏公平性。
进一步的,在第一终端设备的控制对象为主受控对象时,在第一终端设备中显示传送道具对应的道具指示标识,用于提示传送道具在游戏场景中相对于主受控对象的场景位置。
当第一终端设备的控制对象为主受控对象时,场景画面中可以显示主受控对象的指定朝向范围内,未被遮挡的场景模型。该指定朝向范围可以以主受控对象的朝向为基准,左右扩展指定角度,例如,60度,此时指定朝向范围为120度。当前述传送道具位于该指定朝向范围,但被场景模型遮挡,在正常情况下,传送道具没有位于主受控对象的视野范围内,场景画面不显示该传送道具。
但在本实施例中,在第一终端设备中显示传送道具对应的道具指示标识,从而指示传送道具相对于主受控对象的场景位置。该方式可以理解为,传送道具可以被主受控对象全图查看到。
图10的示例中,场景画面中显示可三个传送道具,分别是传送道具A、传送道具B和传送道具C,需要说明的是,传送道具的显示位置,可能并不是传送道具在游戏场景中的真实位置,仅可以指示传送道具与主受控对象的相对方向。
响应第一终端设备通过道具指示标识触发的传送指令,控制主受控对象传送至传送道具所在的场景位置。该传送指令可以是作用于传送道具的道具指示标识的触发操作生成,例如,点击、双击等操作;也可以是作用于传送控件的触发操作后生成。然后,主受控对象的位置传送至被选中的传送道具的场景位置。
传送道具的生成数量与副受控对象对目标对象施放第二技能的次数正相关。
例如,副受控对象施放一次第二技能,则在游戏场景中生成一个传送道具;或者,副受控对象施放一次第二技能,则在游戏场景中生成两个传送道具,或者,副受控对象施放两次第二技能,则在游戏场景中生成一个传送道具等。副受控对象施放多次第二技能时,可以是针对同一目标对象施放,也可以是针对不同的目标对象施放。
当所述游戏场景中存在多个传送道具时,在第一终端设备中显示与各传送道具对应的多个道具指示标识,并在各道具指示标识处呈现对应的传送道具的可使用或者不可使用状态。
在实际实现时,可以每个传送道具对应一个道具指示标识,该道具指示标识具体可以是图形标识,或者传送道具的轮廓形状的标识。可以通过道具指示标识的显示格式指示传送道具的可使用状态或者不可使用状态;该显示格式可以是显示颜色、是否高亮等。还可以通过文字指示传送道具的可使用状态或者不可使用状态。
传送道具的可使用状态可以理解为,该传送道具或道具指示标识被触发后,主受控对象可以被传送至该传送道具所在的场景位置;不可使用状态可以理解为,该传送道具或道具指示标识被触发后,主受控对象不可被传送至该传送道具所在的场景位置。
一个示例中,场景画面中显示多个传送道具;响应第一终端设备触发的针对传送道具的第一触发指令,基于多个传送道具与主受控对象的相对位置,从多个传送道具中确定目标道具,控制主受控对象切换至传送道具所在的场景位置。
如果场景画面中仅有一个传送道具,则传送控件被触发后,场景画面中的传送道具即目标道具。如果场景画面中包括多个传送道具。前述第一触发指令可以是点击操作后生成。传送控件被触发后,可以根据多个传送道具与主受控对象的相对位置,例如,相对距离、相对方向等,多个传送道具中确定目标道具。
具体的,可以确定主受控对象的对象朝向,再确定每个传送道具相对于主受控对象的相对方向,该相对方向与对象朝向夹角最小的传送道具,确定为目标道具。
另一个示例中,响应第一终端设备触发的针对传送道具的第二触发指令,以及针对传送道具的选中指令,将选中指令选中的传送道具确定为目标道具,控制主受控对象切换至传送道具所在的场景位置。
该第二触发指令可以是双击或者长按操作后生成。第二触发操作被执行后,场景画面中的传送道具可以进入待选择状态,在该状态下,如果传送道具中存在处于冷却时间内的传送道具,可以显示该传送道具的具体冷却时间。
在待选择状态下,玩家可以通过点击传送道具,实现上述选中操作发出选中指令,被选中的传送道具确定为目标道具。
上述方式中,通过目标对象的位置确定传送道具的位置,增加了游戏的随机性以及敌对双方的竞技博弈空间。
进一步的,响应第二终端设备针对传送道具的破坏指令,设置传送道具为不可触发的状态。
传送道具可以被目标对象破坏,从而阻止主受控对象被传送到该传送道具的位置。例如,传送道具上可以显示破坏控件,目标对象触发该破坏控件后,并持续移动时长后,该传送道具确定被破坏,被破坏后的传送道具为不可触发的状态。对于主受控对象而言,不可触发状态的传送道具不能被选中。
上述传送道具配置为可被目标对象破坏,上述不可使用状态包括:传送道具处于损坏状态,和/或传送道具处于冷却状态。
当传送道具被目标对象破坏,则该传送道具无法将主受控对象传送至该传送道具所在位置;另外,传送道具传送主受控对象后,会进行冷却状态,该冷却状态通常会持续一定的时长,例如,60秒,在该时长内,传送道具无法再次被触发。
该方式可以维护对战双方的游戏公平性,提高游戏竞技性。
另外,在传送道具处于未损坏状态时,根据传送道具的道具位置,在游戏场景中设置第一参数影响区域;响应于目标对象位于第一参数影响区域中,控制增加目标对象的第一角色参数。
例如,以道具位置为中心,生成指定半径的圆形的第一参数影响区域;该第一参数影响区域还可以是矩形或者其他形状。当目标对象移动至第一参数影响区域后,目标对象的第一角色参数可以按照一定的速度不断增加,例如,参数值每秒增加10%,当第一角色参数达到预设参数阈值,控制目标对象随机移动或者朝向主受控对象移动。当目标对象离开上述第一参数影响区域时,第一角色参数保持不变或者持续下降,例如,每秒下降10%。
在游戏场景中,还可以以主受控对象和/或副受控对象所在位置为基准,确定第二参数影响区域,当目标对象位于该第二参数影响区域,第一角色参数保持不变;当目标对象离开第二参数影响区域,且不位于前述第一参数影响区域,第一角色参数下降。
另一种实现方式中,在传送道具处于未损坏状态时,根据传送道具的道具位置,在游戏场景中设置目标场景区域;响应于目标对象位于目标场景区域中,控制缩小第二终端设备中显示的场景画面包含的场景范围。
例如,以传送道具为中心,生成预设半径的圆形的目标场景区域;该目标场景区域还可以是矩形或者其他形状。当目标对象进入目标场景区域,缩小目标对象的视野范围,目标对象的视野范围缩小后的示例可参考图8。在第二终端设备上显示的图形用户界面中,场景画面原来是图像用户界面中全界面显示,目标对象进入目标场景区域后,界面四周区域被遮挡,场景画面被缩小,画面中显示的场景内容减少。
下述实施例描述主受控对象的功能。
响应于主受控对象在游戏场景中与目标对象完成指定交互行为,控制增加目标对象的第一角色参数。
响应于第一角色参数达到预设参数阈值且目标对象在游戏场景中的位置满足指定条件,控制目标对象自动向主受控对象的方向进行移动,以便于主受控对象对目标对象执行用于将目标对象从游戏对局中进行淘汰的游戏行为。
该指定交互行为可以为对视行为、相互靠近行为等。可以理解为,指定交互行为可以对目标对象进行减益,即增加第一角色参数,从而提高对目标对象进行攻击的成功率。
一个示例中,当触发第一技能后,当目标对象的对象位置与主受控对象较近,且目标对象的对象朝向与副受控对象的对象朝向形成面对面时,增加该目标对象的第一角色参数,如该第一角色参数的参数值增加40。
该预设参数阈值可以预先设置,例如,100,也可以设置一个阈值范围,例如,100-200。在本实施例中,当第一角色参数达到预设参数阈值后,可以对目标对象产生一定的负面效果,即,控制目标对象向主受控对象的方向移动,该移动是受到第一角色参数的影响,而不是目标对象对应的控制设备控制。
前述指定条件,可以基于目标对象与主受控对象的距离、相对位置、相对方向等进行设置,例如,指定条件包括:目标对象与主受控对象的距离小于或等于预设第一距离。
控制目标对象自动向主受控对象的方向进行移动后,当第一终端设备的控制对象切换至主受控对象时,主受控对象可以更加快速找到目标对象并进行攻击,从而淘汰该目标对象,因此,控制目标对象自动向主受控对象的方向进行移动,是对目标对象的减益。
主受控对象配置为对第二终端设备可见,即,目标对象可以查看到主受控对象在游戏场景中的位置、朝向、动作等。
主受控对象也可以释放技能。例如,通过点击或者拖动第一技能的技能控件,可以实现上述第一技能的触发操作。由于主受控对象为第一终端设备的控制对象,通过主受控对象释放该第一技能。
第一技能被触发后,从游戏场景中寻找与主受控对象满足预设状态条件的目标对象;如果目标对象A与主受控对象的场景状态满足预设状态条件,则目标对象A为目标对象;该目标对象还可以包括多个目标对象,例如,如果目标对象A和目标对象B均与主受控对象的场景状态满足预设状态条件,则目标对象A和目标对象B均为目标对象。
当场景状态包括对象位置时,则上述预设状态条件中可以包括主受控对象与目标对象的对象位置的距离小于预设距离;当场景状态包括对象朝向时,则上述预设状态条件中可以包括主受控对象与目标对象的对象朝向的夹角满足预设夹角范围;场景状态可以同时包括对象位置和对象朝向,此时,预设状态条件中可以同时包括与对象位置和对象朝向相关的条件。
第一技能被触发后,且主受控对象与目标对象的场景状态满足预设状态条件,可以增加目标对象的第一角色参数,或者基于预设的参数值减少该第一角色参数。可以理解为,通过主受控对象释放第一技能,可以对目标对象进行减益,即更新第一角色参数,从而提高对目标对象进行攻击的成功率。
一个示例中,当触发第一技能后,主受控对象的外观发生变化,当目标对象的对象位置与主受控对象较近,且目标对象的对象朝向与主受控对象的对象朝向形成面对面时,增加该目标对象的第一角色参数,如该第一角色参数的参数值增加40。
该预设参数阈值可以预先设置,例如,100,也可以设置一个阈值范围,例如,100-200。在本实施例中,当第一角色参数达到预设参数阈值后,可以对目标对象产生一定的负面效果,即,控制目标对象按照预设方式移动,该移动是受到第一角色参数的影响,而不是目标对象对应的控制设备控制。
预设方式也可以预先设置,包括移动方向、移动距离、移动时间等。例如,可以随机确定移动方向和移动距离,进而控制目标对象移动。或者,随机确定移动方向,控制目标对象沿着随机确定的移动方向移动指定的移动距离;或者,随机确定移动方向,控制目标对象沿着随机确定的移动方向,按照预设移动速度,移动指定的移动时长。
另外,还可以根据主受控对象或主受控对象的位置,确定移动方向,控制目标对象朝向主受控对象或主受控对象的位置,移动预设的距离或时长。
一种具体的实现方式中,响应于主受控对象在游戏场景中释放第三技能,控制主受控对象显示指定对象外观;响应于显示指定对象外观的主受控对象与目标对象之间的场景状态满足预设状态条件,确定主受控对象在游戏场景中与目标对象完成指定交互行为。
可以理解为,主受控对象释放的第三技能,该第三技能的技能作用,与前述副受控对象释放的第一技能的技能功能相同。
例如,该指定对象外观可以为指定的面部表情、面具等。第一技能被触发时,且主受控对象与目标对象的场景状态满足预设状态条件,可以理解为,目标对象‘看到’了该指定对象外观,此时,更新目标对象的第一角色参数,从而对目标对象减益。第一技能未被触发时,主受控对象不显示该指定对象外观,即使主受控对象与目标对象的场景状态满足预设状态条件,也不更新目标对象的第一角色参数。
另一种方式中,根据主受控对象的对象位置和/或所述副受控对象的对象位置,在游戏场景中设置第二参数影响区域;响应于目标对象位于第二参数影响区域中,控制维持目标对象的第一角色参数。
例如,以主受控对象的对象位置为中心,生成指定半径的圆形的第二参数影响区域;该第二参数影响区域还可以是矩形或者其他形状。当目标对象移动至第二参数影响区域后,目标对象的第一角色参数可以保持不变。
当主受控对象和副受控对象同时在游戏场景中时,分别以主受控对象的对象位置和副受控对象的对象位置为中心,生成指定半径的圆形的第二参数影响区域,此时游戏场景中包括多个第二参数影响区域;该第二参数影响区域还可以是矩形或者其他形状。当目标对象移动至第二参数影响区域后,目标对象的第一角色参数可以保持不变。
响应于目标对象离开第一参数影响区域,且目标对象不位于第二参数影响区域,控制降低目标对象的第一角色参数;响应于目标对象离开第二参数影响区域,且目标对象不位于第一参数影响区域,控制降低目标对象的第一角色参数;其中,第一参数影响区域为根据传送道具的道具位置设置的区域;第二参数影响区域为根据主受控对象的对象位置和/或副受控对象的对象位置设置的区域。
可以理解为,当目标对象不位于前述第一参数影响区域,且不位于第二参数影响区域时,第一角色参数可以按照预设速度持续降低,例如,每秒下降10%。当目标对象位于第一参数影响区域,第一角色参数增加,当目标对象位于第二参数影响区域,第一角色参数维持不变。
另外,还可以根据主受控对象的对象位置和/或副受控对象的对象位置,在游戏场景中设置目标场景区域,响应于目标对象进入目标场景区域,控制缩小第二终端设备中显示的场景画面包含的场景范围。可参考图8,在第二终端设备上显示的图形用户界面中,场景画面原来是图像用户界面中全界面显示,目标对象进入目标场景区域后,界面四周区域被遮挡,场景画面被缩小,画面中显示的场景内容减少。
对应于上述方法实施例,参见图11所示的一种游戏对象的操控装置的结构示意图,通过终端设备提供图形用户界面;图形用户界面显示游戏场景的场景画面;该装置包括:
场景提供模块110,被配置为响应于游戏对局开始指令,提供目标游戏对应的游戏场景,游戏场景中包括归属于不同的游戏阵营的主受控对象和目标对象,其中,主受控对象通过第一终端设备控制,目标对象通过第二终端设备控制;
第一移动控制模块112,被配置为响应于第一终端设备触发的移动控制指令,控制主受控对象在游戏场景中移动;
权限配置模块114,被配置为响应于第一终端设备触发的对象增加指令,基于主受控对象生成副受控对象,并将副受控对象的控制权限配置至第一终端设备,以使副受控对象能够通过第一终端设备进行控制,其中,副受控对象的特定对象属性优于主受控对象;
参数增加模块116,被配置为响应于副受控对象在游戏场景中与目标对象完成指定交互行为,控制增加目标对象的第一角色参数;
第二移动控制模块118,被配置为响应于第一角色参数达到预设参数阈值且目标对象在游戏场景中的位置满足指定条件,控制目标对象自动向主受控对象的方向进行移动,以便于主受控对象对目标对象执行用于将目标对象从游戏对局中进行淘汰的游戏行为。
上述游戏对象的操控装置,响应于游戏对局开始指令,提供目标游戏对应的游戏场景,游戏场景中包括归属于不同的游戏阵营的主受控对象和目标对象,其中,主受控对象通过第一终端设备控制,目标对象通过第二终端设备控制;响应于第一终端设备触发的移动控制指令,控制主受控对象在游戏场景中移动;响应于第一终端设备触发的对象增加指令,基于主受控对象生成副受控对象,并将副受控对象的控制权限配置至第一终端设备,以使副受控对象能够通过第一终端设备进行控制,其中,副受控对象的特定对象属性优于主受控对象;响应于副受控对象在游戏场景中与目标对象完成指定交互行为,控制增加目标对象的第一角色参数;响应于第一角色参数达到预设参数阈值且目标对象在游戏场景中的位置满足指定条件,控制目标对象自动向主受控对象的方向进行移动,以便于主受控对象对目标对象执行用于将目标对象从游戏对局中进行淘汰的游戏行为。
该方式中,通过主受控对象生成副受控对象,第一终端设备的控制对象可以在主受控对象和副受控对象之间来回切换,副受控对象可以与目标对象完成指定交互行为,从而影响目标对象的角色参数,进而控制目标对象的移动,最终通过主控制对象对目标对象进行攻击。敌对双方的行为更加丰富,提高了对局效率,节约了游戏资源。
上述副受控对象的特定对象属性包括移动速度,副受控对象在游戏场景中的移动速度快于主受控对象的移动速度;和/或,副受控对象的特定对象属性包括对象模型碰撞属性,副受控对象的对象模型与游戏场景中的场景模型不具有碰撞属性;主受控对象的对象模型与场景模型具有碰撞属性;和/或,副受控对象的特定对象属性包括视野范围,副受控对象在游戏场景中的视野范围大于主受控对象的视野范围。
上述副受控对象被配置为无法对目标对象执行用于将目标对象从游戏对局中进行淘汰的游戏行为。
上述权限配置模块,被配置为:响应于第一终端设备触发的对象增加指令,在相对于主受控对象的指定位置生成副受控对象。
上述装置还包括对象切换模块,被配置为:响应于第一终端设备触发的控制对象切换指令,控制将第一终端设备的控制对象从当前控制对象切换为目标控制对象,并控制第一终端设备对应的虚拟相机跟随目标控制对象移动而移动,以在第一终端设备中呈现基于目标控制对象确定的游戏场景画面;其中,当当前控制对象为主受控对象时,目标控制对象为副受控对象,当当前控制对象为副受控对象时,目标控制对象为主受控对象。
上述副受控对象为隐身状态,隐身状态用于指示:副受控对象对第二终端设备不可见;上述参数增加模块,被配置为:响应于副受控对象在游戏场景中施放第一技能,控制副受控对象从隐身状态切换为现身状态;其中,现身状态用于指示:副受控对象对第二终端设备可见;响应于处于现身状态的副受控对象与目标对象之间的场景状态满足预设状态条件,确定副受控对象在游戏场景中与目标对象完成指定交互行为。
上述处于现身状态的副受控对象与目标对象之间的场景状态满足预设状态条件,包括下述中的至少一种:目标对象与处于现身状态的副受控对象之间的距离小于预设距离阈值;目标对象位于处于现身状态的副受控对象的视野范围内;其中,处于现身状态的副受控对象的视野范围基于副受控对象的对象朝向确定;目标对象与处于现身状态的副受控对象之间的连线,不被游戏场景中的场景模型遮挡;目标对象的对象朝向与处于现身状态的副受控对象的对象朝向之间的方向夹角,满足预设夹角阈值。
上述装置还包括随机移动控制模块,被配置为:响应于第一角色参数达到预设参数阈值,且目标对象在游戏场景中的位置不满足指定条件,控制目标对象在游戏场中进行随机移动。
上述指定条件,包括:目标对象与主受控对象的距离小于或等于预设第一距离。
上述装置还包括对象删除模块,被配置为:响应于第一终端设备触发的对象删除指令,在游戏场景中删除副受控对象,并将主受控对象配置为第一终端设备的控制对象。
上述装置还包括动画播放模块,被配置为:响应于副受控对象在游戏场景中对目标对象施放第二技能,控制将第一终端设备对应的虚拟相机配置为跟随目标对象移动而移动,以在第一终端设备中呈现基于目标对象而确定的游戏场景画面。
上述装置还包括附身技能模块,被配置为:响应于副受控对象在游戏场景中对目标对象施放第二技能,从游戏场景中移除副受控对象,并控制在第一终端设备中播放用于提示副受控对象附身于目标对象的游戏动画。
上述装置还包括视角切换模块,被配置为:响应于通过第一终端设备触发的视角切换指令,根据视角切换指令以目标对象为锚点控制调整虚拟相机的相机朝向,以在第一终端设备呈现跟随相机朝向的变化而进行更新的游戏场景画面。
上述装置还包括信息显示模块,被配置为:在第一终端设备显示目标对象的指定对象信息;其中,指定对象信息包括:队友对象的对象位置,和/或,目标对象与队友对象的通讯信息;其中,队友对象为与目标对象属于同一游戏阵营的游戏对象。
上述装置还包括朝向标识显示模块,被配置为:在游戏场景中显示用于提示目标对象的对象朝向的第一朝向标识;其中,第一朝向标识对第一终端设备可见;在游戏场景中显示用于提示第一终端设备对应的虚拟相机的相机朝向的第二朝向标识;其中,第二朝向标识对第二终端设备可见。
上述装置还包括范围控制模块,被配置为:在第二技能被触发后,缩小第二终端设备中显示的场景画面包含的场景范围。
上述装置还包括对象标识显示模块,被配置为:在目标对象处显示指定对象标识;其中,指定对象标识用于指示:副受控对象附身于目标对象。
上述装置还包括标识全景显示模块,被配置为:在第二技能触发的情况下,响应于第一终端设备的控制对象切换为主受控对象,控制在第一终端设备中显示指定对象标识,其中,指定对象标识用于提示目标对象与主受控对象之间的相对方位。
上述全景显示模块,被配置为:响应于目标对象位于主受控对象的指定朝向范围之外,和/或目标对象在主受控对象的指定朝向上被场景模型所遮挡,在场景画面中显示指定对象标识。
上述装置还包括对象显示控制模块,被配置为:在第二技能触发后,响应于副受控对象在游戏场景中对目标对象施放第一技能,在游戏场景中生成副受控对象并显示;其中,副受控对象对第二终端设备可见。
上述对象显示控制模块,被配置为:响应于第一终端设备触发的第一技能的第一释放指令,根据第一释放指令在目标对象周侧确定一目标位置,并控制在目标位置处生成副受控对象。
上述对象显示控制模块,被配置为:根据第一释放指令在目标对象周侧提供一位置标识,其中,位置标识用于指示用于生成副受控对象的场景位置,其中,位置标识对第二终端设备可见;响应于第一终端设备触发的位置调整指令,根据位置调整指令实时调整位置标识在游戏场景中显示位置;响应于第一终端设备触发的位置确定指令,将位置标识的当前显示位置对应的场景位置确定为目标位置。
上述装置还包括道具生成模块,被配置为:在第二技能被触发后的指定时长,基于目标对象的对象位置,在游戏场景中生成传送道具;其中,传送道具用于:当第一终端设备的控制对象为主受控对象时,传送道具被触发后,控制主受控对象传送至传送道具所在场景位置。
上述装置还包括道具显示模块,被配置为:在第一终端设备的控制对象为主受控对象时,在第一终端设备中显示传送道具对应的道具指示标识,用于提示传送道具在游戏场景中相对于主受控对象的场景位置。
上述装置还包括传送控制模块,被配置为:响应第一终端设备通过道具指示标识触发的传送指令,控制主受控对象传送至传送道具所在的场景位置。
传送道具的生成数量与副受控对象对目标对象施放第二技能的次数正相关。
当游戏场景中存在多个传送道具时,在第一终端设备中显示与各传送道具对应的多个道具指示标识,并在各道具指示标识处呈现对应的传送道具的可使用状态或者不可使用状态。
传送道具配置为可被目标对象破坏,不可使用状态包括:传送道具处于损坏状态,和/或传送道具处于冷却状态。
上述装置还包括区域设置模块,被配置为:在传送道具处于未损坏状态时,根据传送道具的道具位置,在游戏场景中设置第一参数影响区域;响应于目标对象位于第一参数影响区域中,控制增加目标对象的第一角色参数。
上述区域设置模块,被配置为:在传送道具处于未损坏状态时,根据传送道具的道具位置,在游戏场景中设置目标场景区域;响应于目标对象位于目标场景区域中,控制缩小第二终端设备中显示的场景画面包含的场景范围。
上述装置还包括主受控对象控制模块,被配置为:响应于主受控对象在游戏场景中与目标对象完成指定交互行为,控制增加目标对象的第一角色参数。
上述主受控对象配置为对第二终端设备可见;主受控对象控制模块,被配置为:响应于主受控对象在游戏场景中释放第三技能,控制主受控对象显示指定对象外观;响应于显示指定对象外观的主受控对象与目标对象之间的场景状态满足预设状态条件,确定主受控对象在游戏场景中与目标对象完成指定交互行为。
上述装置还包括参数维持模块,被配置为:根据主受控对象的对象位置和/或副受控对象的对象位置,在游戏场景中设置第二参数影响区域;响应于目标对象位于第二参数影响区域中,控制维持目标对象的第一角色参数。
上述装置还包括参数降低模块,被配置为:响应于目标对象离开第一参数影响区域,且目标对象不位于第二参数影响区域,控制降低目标对象的第一角色参数;响应于目标对象离开第二参数影响区域,且目标对象不位于第一参数影响区域,控制降低目标对象的第一角色参数;其中,第一参数影响区域为根据传送道具的道具位置设置的区域;第二参数影响区域为根据主受控对象的对象位置和/或副受控对象的对象位置设置的区域。
上述装置还包括视野控制模块,被配置为至少下述之一:根据主受控对象的对象位置和/或副受控对象的对象位置,在游戏场景中设置目标场景区域;响应于目标对象进入目标场景区域,控制缩小第二终端设备中显示的场景画面包含的场景范围。
本实施例还提供一种电子设备,包括处理器和存储器,存储器存储有能够被处理器执行的计算机可执行指令,处理器执行计算机可执行指令以实现上述游戏对象的操控方法。该电子设备可以是服务器,也可以是终端设备。
参见图12所示,该电子设备包括处理器100和存储器101,该存储器101存储有能够被处理器100执行的计算机可执行指令,该处理器100执行计算机可执行指令以实现上述游戏对象的操控方法。
进一步地,图12所示的电子设备还包括总线102和通信接口103,处理器100、通信接口103和存储器101通过总线102连接。
其中,存储器101可能包含高速随机存取存储器(RAM,Random Access Memory),也可能还包括非不稳定的存储器(non-volatile memory),例如至少一个磁盘存储器。通过至少一个通信接口103(可以是有线或者无线)实现该系统网元与至少一个其他网元之间的通信连接,可以使用互联网,广域网,本地网,城域网等。总线102可以是ISA总线、PCI总线或EISA总线等。所述总线可以分为地址总线、数据总线、控制总线等。为便于表示,图12中仅用一个双向箭头表示,但并不表示仅有一根总线或一种类型的总线。
处理器100可能是一种集成电路芯片,具有信号的处理能力。在实现过程中,上述方法的各步骤可以通过处理器100中的硬件的集成逻辑电路或者软件形式的指令完成。上述的处理器100可以是通用处理器,包括中央处理器(Central Processing Unit,简称CPU)、网络处理器(Network Processor,简称NP)等;还可以是数字信号处理器(Digital Signal Processor,简称DSP)、专用集成电路(Application Specific Integrated Circuit,简称ASIC)、现场可编程门阵列(Field-Programmable Gate Array,简称FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件。可以实现或者执行本公开实施例中的公开的各方法、步骤及逻辑框图。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等。结合本公开实施例所公开的方法的步骤可以直接体现为硬件译码处理器执行完成,或者用译码处理器中的硬件及软件模块组合执行完成。软件模块可以位于随机存储器,闪存、只读存储器,可编程只读存储器或者电可擦写可编程存储器、寄存器等本领域成熟的存储介质中。该存储介质位于存储器101,处理器100读取存储器101中的信息,结合其硬件完成前述实施例的方法的步骤。
上述电子设备中的处理器,通过执行计算机可执行指令,可以实现上述游戏对象的操控方法中的下述操作:
响应于游戏对局开始指令,提供目标游戏对应的游戏场景,游戏场景中包括归属于不同的游戏阵营的主受控对象和目标对象,其中,主受控对象通过第一终端设备控制,目标对象通过第二终端设备控制;响应于第一终端设备触发的移动控制指令,控制主受控对象在游戏场景中移动;响应于第一终端设备触发的对象增加指令,基于主受控对象生成副受控对象,并将副受控对象的控制权限配置至第一终端设备,以使副受控对象能够通过第一终端设备进行控制,其中,副受控对象的特定对象属性优于主受控对象;响应于副受控对象在游戏场景中与目标对象完成指定交互行为,控制增加目标对象的第一角色参数;响应于第一角色参数达到预设参数阈值且目标对象在游戏场景中的位置满足指定条件,控制目标对象自动向主受控对象的方向进行移动,以便于主受控对象对目标对象执行用于将目标对象从游戏对局中进行淘汰的游戏行为。
副受控对象的特定对象属性包括移动速度,副受控对象在游戏场景中的移动速度快于主受控对象的移动速度;和/或,副受控对象的特定对象属性包括对象模型碰撞属性,副受控对象的对象模型与游戏场景中的场景模型不具有碰撞属性;主受控对象的对象模型与场景模型具有碰撞属性;和/或,副受控对象的特定对象属性包括视野范围,副受控对象在游戏场景中的视野范围大于主受控对象的视野范围。
副受控对象被配置为无法对目标对象执行用于将目标对象从游戏对局中进行淘汰的游戏行为。
响应于第一终端设备触发的对象增加指令,在相对于主受控对象的指定位置生成副受控对象。
响应于第一终端设备触发的控制对象切换指令,控制将第一终端设备的控制对象从当前控制对象切换为目标控制对象,并控制第一终端设备对应的虚拟相机跟随目标控制对象移动而移动,以在第一终端设备中呈现基于目标控制对象确定的游戏场景画面;其中,当当前控制对象为主受控对象时,目标控制对象为副受控对象,当当前控制对象为副受控对象时,目标控制对象为主受控对象。
副受控对象为隐身状态,隐身状态用于指示:副受控对象对第二终端设备不可见;响应于副受控对象在游戏场景中施放第一技能,控制副受控对象从隐身状态切换为现身状态;其中,现身状态用于指示:副受控对象对第二终端设备可见;响应于处于现身状态的副受控对象与目标对象之间的场景状态满足预设状态条件,确定副受控对象在游戏场景中与目标对象完成指定交互行为。
处于现身状态的副受控对象与目标对象之间的场景状态满足预设状态条件,包括下述中的至少一种:目标对象与处于现身状态的副受控对象之间的距离小于预设距离阈值;目标对象位于处于现身状态的副受控对象的视野范围内;其中,处于现身状态的副受控对象的视野范围基于副受控对象的对象朝向确定;目标对象与处于现身状态的副受控对象之间的连线,不被游戏场景中的场景模型遮挡;目标对象的对象朝向与处于现身状态的副受控对象的对象朝向之间的方向夹角,满足预设夹角阈值。
响应于第一角色参数达到预设参数阈值,且目标对象在游戏场景中的位置不满足指定条件,控制目标对象在游戏场中进行随机移动。
指定条件,包括:目标对象与主受控对象的距离小于或等于预设第一距离。
响应于第一终端设备触发的对象删除指令,在游戏场景中删除副受控对象,并将主受控对象配置为第一终端设备的控制对象。
响应于副受控对象在游戏场景中对目标对象施放第二技能,控制将第一终端设备对应的虚拟相机配置为跟随目标对象移动而移动,以在第一终端设备中呈现基于目标对象而确定的游戏场景画面。
响应于副受控对象在游戏场景中对目标对象施放第二技能,从游戏场景中移除副受控对象,并控制在第一终端设备中播放用于提示副受控对象附身于目标对象的游戏动画。
响应于通过第一终端设备触发的视角切换指令,根据视角切换指令以目标对象为锚点控制调整虚拟相机的相机朝向,以在第一终端设备呈现跟随相机朝向的变化而进行更新的游戏场景画面。
在第一终端设备显示目标对象的指定对象信息;其中,指定对象信息包括:队友对象的对象位置,和/或,目标对象与队友对象的通讯信息;其中,队友对象为与目标对象属于同一游戏阵营的游戏对象。
在游戏场景中显示用于提示目标对象的对象朝向的第一朝向标识;其中,第一朝向标识对第一终端设备可见;在游戏场景中显示用于提示第一终端设备对应的虚拟相机的相机朝向的第二朝向标识;其中,第二朝向标识对第二终端设备可见。
在第二技能被触发后,缩小第二终端设备中显示的场景画面包含的场景范围。
在目标对象处显示指定对象标识;其中,指定对象标识用于指示:副受控对象附身于目标对象。
在第二技能触发的情况下,响应于第一终端设备的控制对象切换为主受控对象,控制在第一终端设备中显示指定对象标识,其中,指定对象标识用于提示目标对象与主受控对象之间的相对方位。
响应于目标对象位于主受控对象的指定朝向范围之外,和/或目标对象在主受控对象的指定朝向上被场景模型所遮挡,在场景画面中显示指定对象标识。
在第二技能触发后,响应于副受控对象在游戏场景中对目标对象施放第一技能,在游戏场景中生成副受控对象并显示;其中,副受控对象对第二终端设备可见。
响应于第一终端设备触发的第一技能的第一释放指令,根据第一释放指令在目标对象周侧确定一目标位置,并控制在目标位置处生成副受控对象。
根据第一释放指令在目标对象周侧提供一位置标识,其中,位置标识用于指示用于生成副受控对象的场景位置,其中,位置标识对第二终端设备可见;响应于第一终端设备触发的位置调整指令,根据位置调整指令实时调整位置标识在游戏场景中显示位置;响应于第一终端设备触发的位置确定指令,将位置标识的当前显示位置对应的场景位置确定为目标位置。
在第二技能被触发后的指定时长,基于目标对象的对象位置,在游戏场景中生成传送道具;其中,传送道具用于:当第一终端设备的控制对象为主受控对象时,传送道具被触发后,控制主受控对象传送至传送道具所在场景位置。
在第一终端设备的控制对象为主受控对象时,在第一终端设备中显示传送道具对应的道具指示标识,用于提示传送道具在游戏场景中相对于主受控对象的场景位置。
响应第一终端设备通过道具指示标识触发的传送指令,控制主受控对象传送至传送道具所在的场景位置。
传送道具的生成数量与副受控对象对目标对象施放第二技能的次数正相关。
当游戏场景中存在多个传送道具时,在第一终端设备中显示与各传送道具对应的多个道具指示标识,并在各道具指示标识处呈现对应的传送道具的可使用状态或者不可使用状态。
传送道具配置为可被目标对象破坏,不可使用状态包括:传送道具处于损坏状态,和/或传送道具处于冷却状态。
在传送道具处于未损坏状态时,根据传送道具的道具位置,在游戏场景中设置第一参数影响区域;响应于目标对象位于第一参数影响区域中,控制增加目标对象的第一角色参数。
在传送道具处于未损坏状态时,根据传送道具的道具位置,在游戏场景中设置目标场景区域;响应于目标对象位于目标场景区域中,控制缩小第二终端设备中显示的场景画面包含的场景范围。
响应于主受控对象在游戏场景中与目标对象完成指定交互行为,控制增加目标对象的第一角色参数。
响应于主受控对象在游戏场景中释放第三技能,控制主受控对象显示指定对象外观;响应于显示指定对象外观的主受控对象与目标对象之间的场景状态满足预设状态条件,确定主受控对象在游戏场景中与目标对象完成指定交互行为。
根据主受控对象的对象位置和/或副受控对象的对象位置,在游戏场景中设置第二参数影响区域;响应于目标对象位于第二参数影响区域中,控制维持目标对象的第一角色参数。
响应于目标对象离开第一参数影响区域,且目标对象不位于第二参数影响区域,控制降低目标对象的第一角色参数;响应于目标对象离开第二参数影响区域,且目标对象不位于第一参数影响区域,控制降低目标对象的第一角色参数;其中,第一参数影响区域为根据传送道具的道具位置设置的区域;第二参数影响区域为根据主受控对象的对象位置和/或副受控对象的对象位置设置的区域。
根据主受控对象的对象位置和/或副受控对象的对象位置,在游戏场景中设置目标场景区域;响应于目标对象进入目标场景区域,控制缩小第二终端设备中显示的场景画面包含的场景范围。
该方式中,通过主受控对象生成副受控对象,第一终端设备的控制对象可以在主受控对象和副受控对象之间来回切换,副受控对象可以与目标对象完成指定交互行为,从而影响目标对象的角色参数,进而控制目标对象的移动,最终通过主控制对象对目标对象进行攻击。敌对双方的行为更加丰富,提高了对局效率,节约了游戏资源。
本实施例还提供一种计算机可读存储介质,计算机可读存储介质存储有计算机可执行指令,计算机可执行指令在被处理器调用和执行时,计算机可执行指令促使处理器实现上述游戏对象的操控方法。
上述计算机可读存储介质存储中的计算机可执行指令,通过执行该计算机可执行指令,可以实现上述游戏对象的操控方法中的下述操作:
响应于游戏对局开始指令,提供目标游戏对应的游戏场景,游戏场景中包括归属于不同的游戏阵营的主受控对象和目标对象,其中,主受控对象通过第一终端设备控制,目标对象通过第二终端设备控制;响应于第一终端设备触发的移动控制指令,控制主受控对象在游戏场景中移动;响应于第一终端设备触发的对象增加指令,基于主受控对象生成副受控对象,并将副受控对象的控制权限配置至第一终端设备,以使副受控对象能够通过第一终端设备进行控制,其中,副受控对象的特定对象属性优于主受控对象;响应于副受控对象在游戏场景中与目标对象完成指定交互行为,控制增加目标对象的第一角色参数;响应于第一角色参数达到预设参数阈值且目标对象在游戏场景中的位置满足指定条件,控制目标对象自动向主受控对象的方向进行移动,以便于主受控对象对目标对象执行用于将目标对象从游戏对局中进行淘汰的游戏行为。
副受控对象的特定对象属性包括移动速度,副受控对象在游戏场景中的移动速度快于主受控对象的移动速度;和/或,副受控对象的特定对象属性包括对象模型碰撞属性,副受控对象的对象模型与游戏场景中的场景模型不具有碰撞属性;主受控对象的对象模型与场景模型具有碰撞属性;和/或,副受控对象的特定对象属性包括视野范围,副受控对象在游戏场景中的视野范围大于主受控对象的视野范围。
副受控对象被配置为无法对目标对象执行用于将目标对象从游戏对局中进行淘汰的游戏行为。
响应于第一终端设备触发的对象增加指令,在相对于主受控对象的指定位置生成副受控对象。
响应于第一终端设备触发的控制对象切换指令,控制将第一终端设备的控制对象从当前控制对象切换为目标控制对象,并控制第一终端设备对应的虚拟相机跟随目标控制对象移动而移动,以在第一终端设备中呈现基于目标控制对象确定的游戏场景画面;其中,当当前控制对象为主受控对象时,目标控制对象为副受控对象,当当前控制对象为副受控对象时,目标控制对象为主受控对象。
副受控对象为隐身状态,隐身状态用于指示:副受控对象对第二终端设备不可见;响应于副受控对象在游戏场景中施放第一技能,控制副受控对象从隐身状态切换为现身状态;其中,现身状态用于指示:副受控对象对第二终端设备可见;响应于处于现身状态的副受控对象与目标对象之间的场景状态满足预设状态条件,确定副受控对象在游戏场景中与目标对象完成指定交互行为。
处于现身状态的副受控对象与目标对象之间的场景状态满足预设状态条件,包括下述中的至少一种:目标对象与处于现身状态的副受控对象之间的距离小于预设距离阈值;目标对象位于处于现身状态的副受控对象的视野范围内;其中,处于现身状态的副受控对象的视野范围基于副受控对象的对象朝向确定;目标对象与处于现身状态的副受控对象之间的连线,不被游戏场景中的场景模型遮挡;目标对象的对象朝向与处于现身状态的副受控对象的对象朝向之间的方向夹角,满足预设夹角阈值。
响应于第一角色参数达到预设参数阈值,且目标对象在游戏场景中的位置不满足指定条件,控制目标对象在游戏场中进行随机移动。
指定条件,包括:目标对象与主受控对象的距离小于或等于预设第一距离。
响应于第一终端设备触发的对象删除指令,在游戏场景中删除副受控对象,并将主受控对象配置为第一终端设备的控制对象。
响应于副受控对象在游戏场景中对目标对象施放第二技能,控制将第一终端设备对应的虚拟相机配置为跟随目标对象移动而移动,以在第一终端设备中呈现基于目标对象而确定的游戏场景画面。
响应于副受控对象在游戏场景中对目标对象施放第二技能,从游戏场景中移除副受控对象,并控制在第一终端设备中播放用于提示副受控对象附身于目标对象的游戏动画。
响应于通过第一终端设备触发的视角切换指令,根据视角切换指令以目标对象为锚点控制调整虚拟相机的相机朝向,以在第一终端设备呈现跟随相机朝向的变化而进行更新的游戏场景画面。
在第一终端设备显示目标对象的指定对象信息;其中,指定对象信息包括:队友对象的对象位置,和/或,目标对象与队友对象的通讯信息;其中,队友对象为与目标对象属于同一游戏阵营的游戏对象。
在游戏场景中显示用于提示目标对象的对象朝向的第一朝向标识;其中,第一朝向标识对第一终端设备可见;在游戏场景中显示用于提示第一终端设备对应的虚拟相机的相机朝向的第二朝向标识;其中,第二朝向标识对第二终端设备可见。
在第二技能被触发后,缩小第二终端设备中显示的场景画面包含的场景范围。
在目标对象处显示指定对象标识;其中,指定对象标识用于指示:副受控对象附身于目标对象。
在第二技能触发的情况下,响应于第一终端设备的控制对象切换为主受控对象,控制在第一终端设备中显示指定对象标识,其中,指定对象标识用于提示目标对象与主受控对象之间的相对方位。
响应于目标对象位于主受控对象的指定朝向范围之外,和/或目标对象在主受控对象的指定朝向上被场景模型所遮挡,在场景画面中显示指定对象标识。
在第二技能触发后,响应于副受控对象在游戏场景中对目标对象施放第一技能,在游戏场景中生成副受控对象并显示;其中,副受控对象对第二终端设备可见。
响应于第一终端设备触发的第一技能的第一释放指令,根据第一释放指令在目标对象周侧确定一目标位置,并控制在目标位置处生成副受控对象。
根据第一释放指令在目标对象周侧提供一位置标识,其中,位置标识用于指示用于生成副受控对象的场景位置,其中,位置标识对第二终端设备可见;响应于第一终端设备触发的位置调整指令,根据位置调整指令实时调整位置标识在游戏场景中显示位置;响应于第一终端设备触发的位置确定指令,将位置标识的当前显示位置对应的场景位置确定为目标位置。
在第二技能被触发后的指定时长,基于目标对象的对象位置,在游戏场景中生成传送道具;其中,传送道具用于:当第一终端设备的控制对象为主受控对象时,传送道具被触发后,控制主受控对象传送至传送道具所在场景位置。
在第一终端设备的控制对象为主受控对象时,在第一终端设备中显示传送道具对应的道具指示标识,用于提示传送道具在游戏场景中相对于主受控对象的场景位置。
响应第一终端设备通过道具指示标识触发的传送指令,控制主受控对象传送至传送道具所在的场景位置。
传送道具的生成数量与副受控对象对目标对象施放第二技能的次数正相关。
当游戏场景中存在多个传送道具时,在第一终端设备中显示与各传送道具对应的多个道具指示标识,并在各道具指示标识处呈现对应的传送道具的可使用状态或者不可使用状态。
传送道具配置为可被目标对象破坏,不可使用状态包括:传送道具处于损坏状态,和/或传送道具处于冷却状态。
在传送道具处于未损坏状态时,根据传送道具的道具位置,在游戏场景中设置第一参数影响区域;响应于目标对象位于第一参数影响区域中,控制增加目标对象的第一角色参数。
在传送道具处于未损坏状态时,根据传送道具的道具位置,在游戏场景中设置目标场景区域;响应于目标对象位于目标场景区域中,控制缩小第二终端设备中显示的场景画面包含的场景范围。
响应于主受控对象在游戏场景中与目标对象完成指定交互行为,控制增加目标对象的第一角色参数。
响应于主受控对象在游戏场景中释放第三技能,控制主受控对象显示指定对象外观;响应于显示指定对象外观的主受控对象与目标对象之间的场景状态满足预设状态条件,确定主受控对象在游戏场景中与目标对象完成指定交互行为。
根据主受控对象的对象位置和/或副受控对象的对象位置,在游戏场景中设置第二参数影响区域;响应于目标对象位于第二参数影响区域中,控制维持目标对象的第一角色参数。
响应于目标对象离开第一参数影响区域,且目标对象不位于第二参数影响区域,控制降低目标对象的第一角色参数;响应于目标对象离开第二参数影响区域,且目标对象不位于第一参数影响区域,控制降低目标对象的第一角色参数;其中,第一参数影响区域为根据传送道具的道具位置设置的区域;第二参数影响区域为根据主受控对象的对象位置和/或副受控对象的对象位置设置的区域。
根据主受控对象的对象位置和/或副受控对象的对象位置,在游戏场景中设置目标场景区域;响应于目标对象进入目标场景区域,控制缩小第二终端设备中显示的场景画面包含的场景范围。
该方式中,通过主受控对象生成副受控对象,第一终端设备的控制对象可以在主受控对象和副受控对象之间来回切换,副受控对象可以与目标对象完成指定交互行为,从而影响目标对象的角色参数,进而控制目标对象的移动,最终通过主控制对象对目标对象进行攻击。敌对双方的行为更加丰富,提高了对局效率,节约了游戏资源。
本公开实施例所提供的游戏对象的操控方法、装置和电子设备的计算机程序产品,包括存储了程序代码的计算机可读存储介质,所述程序代码包括的指令可用于执行前面方法实施例中所述的方法,具体实现可参见方法实施例,在此不再赘述。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统和装置的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
另外,在本公开实施例的描述中,除非另有明确的规定和限定,术语“安装”、“相连”、“连接”应做广义理解,例如,可以是固定连接,也可以是可拆卸连接,或一体地连接;可以是机械连接,也可以是电连接;可以是直接相连,也可以通过中间媒介间接相连,可以是两个元件内部的连通。对于本领域技术人员而言,可以具体情况理解上述术语在本公开中的具体含义。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读存储介质中。基于这样的理解,本公开的技术方案本质上或者说对相关技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。
在本公开的描述中,需要说明的是,术语“中心”、“上”、“下”、“左”、“右”、“竖直”、“水平”、“内”、“外”等指示的方位或位置关系为基于附图所示的方位或位置关系,仅是为了便于描述本公开和简化描述,而不是指示或暗示所指的装置或元件必须具有特定的方位、以特定的方位构造和操作,因此不能理解为对本公开的限制。此外,术语“第一”、“第二”、“第三”仅用于描述目的,而不能理解为指示或暗示相对重要性。
最后应说明的是:以上实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应以权利要求的保护范围为准。

Claims (38)

  1. 一种游戏对象的操控方法,所述方法包括:
    响应于游戏对局开始指令,提供目标游戏对应的游戏场景,所述游戏场景中包括归属于不同的游戏阵营的主受控对象和目标对象,其中,所述主受控对象通过第一终端设备控制,所述目标对象通过第二终端设备控制;
    响应于所述第一终端设备触发的移动控制指令,控制所述主受控对象在所述游戏场景中移动;
    响应于所述第一终端设备触发的对象增加指令,基于所述主受控对象生成副受控对象,并将所述副受控对象的控制权限配置至所述第一终端设备,以使所述副受控对象能够通过所述第一终端设备进行控制,其中,所述副受控对象的特定对象属性优于所述主受控对象;
    响应于所述副受控对象在所述游戏场景中与所述目标对象完成指定交互行为,控制增加所述目标对象的第一角色参数;
    响应于所述第一角色参数达到预设参数阈值且所述目标对象在所述游戏场景中的位置满足指定条件,控制所述目标对象自动向所述主受控对象的方向进行移动,以便于所述主受控对象对所述目标对象执行用于将所述目标对象从所述游戏对局中进行淘汰的游戏行为。
  2. 根据权利要求1所述的方法,其中,所述副受控对象的特定对象属性包括移动速度,所述副受控对象在所述游戏场景中的移动速度快于所述主受控对象的移动速度;
    和/或,所述副受控对象的特定对象属性包括对象模型碰撞属性,所述副受控对象的对象模型与所述游戏场景中的场景模型不具有碰撞属性;所述主受控对象的对象模型与所述场景模型具有碰撞属性;
    和/或,所述副受控对象的特定对象属性包括视野范围,所述副受控对象在所述游戏场景中的视野范围大于所述主受控对象的视野范围。
  3. 根据权利要求2所述的方法,其中,所述副受控对象被配置为无法对所述目标对象执行用于将所述目标对象从所述游戏对局中进行淘汰的游戏行为。
  4. 根据权利要求1所述的方法,其中,响应于所述第一终端设备触发的对象增加指令,基于所述主受控对象生成副受控对象的步骤,包括:
    响应于所述第一终端设备触发的对象增加指令,在相对于所述主受控对象的指定位置生成副受控对象。
  5. 根据权利要求4所述的方法,其中,在相对于所述主受控对象的指定位置生成副受控对象的步骤之后,所述方法还包括:
    响应于所述第一终端设备触发的控制对象切换指令,控制将所述第一终端设备的控制对象从当前控制对象切换为目标控制对象,并控制所述第一终端设备对应的虚拟相机跟随所述目标控制对象移动而移动,以在所述第一终端设备中呈现基于所述目标控制对象确定的游戏场景画面;
    其中,当所述当前控制对象为所述主受控对象时,所述目标控制对象为所述副受控对象,当所述当前控制对象为所述副受控对象时,所述目标控制对象为所述主受控对象。
  6. 根据权利要求1所述的方法,其中,所述副受控对象为隐身状态,所述隐身状态用于指示:所述副受控对象对所述第二终端设备不可见;
    所述响应于所述副受控对象在所述游戏场景中与所述目标对象完成指定交互行为,控制增加所述目标对象的第一角色参数的步骤,包括:
    响应于所述副受控对象在所述游戏场景中施放第一技能,控制所述副受控对象从所述隐身状态切换为现身状态;其中,所述现身状态用于指示:所述副受控对象对所述第二终端设备可见;
    响应于处于现身状态的所述副受控对象与所述目标对象之间的场景状态满足预设状态条件,确定所述副受控对象在所述游戏场景中与所述目标对象完成指定交互行为。
  7. 根据权利要求6所述的方法,其中,处于现身状态的所述副受控对象与所述目标对象之间的场景状态满足预设状态条件,包括下述中的至少一种:
    所述目标对象与处于现身状态的所述副受控对象之间的距离小于预设距离阈值;
    所述目标对象位于处于现身状态的所述副受控对象的视野范围内;其中,处于现身状态的所述副受控对象的视野范围基于所述副受控对象的对象朝向确定;
    所述目标对象与处于现身状态的所述副受控对象之间的连线,不被所述游戏场景中的场景模型遮挡;
    所述目标对象的对象朝向与处于现身状态的所述副受控对象的对象朝向之间的方向夹角,满足预设夹角阈值。
  8. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应于所述第一角色参数达到预设参数阈值,且所述目标对象在所述游戏场景中的位置不满足指定条件,控制所述目标对象在所述游戏场中进行随机移动。
  9. 根据权利要求1或8所述的方法,其中,所述指定条件,包括:所述目标对象与所述主受控对象的距离小于或等于预设第一距离。
  10. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应于所述第一终端设备触发的对象删除指令,在所述游戏场景中删除所述副受控对象,并将所述主受控对象配置为所述第一终端设备的控制对象。
  11. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应于所述副受控对象在所述游戏场景中对所述目标对象施放第二技能,控制将所述第一终端设备对应的虚拟相机配置为跟随所述目标对象移动而移动,以在所述第一终端设备中呈现基于所述目标对象而确定的游戏场景画面。
  12. 根据权利要求11所述的方法,其中,所述方法还包括:
    响应于所述副受控对象在所述游戏场景中对所述目标对象施放第二技能,从所述游戏场景中移除所述副受控对象,并控制在所述第一终端设备中播放用于提示所述副受控对象附身于所述目标对象的游戏动画。
  13. 根据权利要求11所述的方法,其中,在所述控制将所述第一终端设备对应的虚拟相机配置为跟随所述目标对象移动而移动的步骤之后,所述方法还包括:
    响应于通过所述第一终端设备触发的视角切换指令,根据所述视角切换指令以所述目标对象为锚点控制调整所述虚拟相机的相机朝向,以在所述第一终端设备呈现跟随所述相机朝向的变化而进行更新的游戏场景画面。
  14. 根据权利要求11所述的方法,其中,所述方法还包括:
    在所述第一终端设备显示所述目标对象的指定对象信息;其中,所述指定对象信息包括:队友对象的对象位置,和/或,所述目标对象与队友对象的通讯信息;其中,所述队友对象为与所述目标对象属于同一游戏阵营的游戏对象。
  15. 根据权利要求13所述的方法,其中,所述方法还包括:
    在所述游戏场景中显示用于提示所述目标对象的对象朝向的第一朝向标识;其中,所述第一朝向标识对所述第一终端设备可见;
    在所述游戏场景中显示用于提示所述第一终端设备对应的虚拟相机的相机朝向的第二朝向标识;其中,所述第二朝向标识对所述第二终端设备可见。
  16. 根据权利要求11所述的方法,其中,所述方法还包括:
    在所述第二技能被触发后,缩小所述第二终端设备中显示的场景画面包含的场景范围。
  17. 根据权利要求11所述的方法,其中,所述方法还包括:
    在所述目标对象处显示指定对象标识;其中,所述指定对象标识用于指示:所述副受控对象附身于所述目标对象。
  18. 根据权利要求17所述的方法,其中,所述方法还包括:
    在所述第二技能触发的情况下,响应于所述第一终端设备的控制对象切换为所述主受控对象,控制在所述第一终端设备中显示所述指定对象标识,其中,所述指定对象标识用于提示所述目标对象与所述主受控对象之间的相对方位。
  19. 根据权利要求18所述的方法,其中,所述控制在所述第一终端设备中显示所述指定对象标识的步骤,包括:
    响应于所述目标对象位于所述主受控对象的指定朝向范围之外,和/或所述目标对象在所述主受控对象的指定朝向上被场景模型所遮挡,在所述场景画面中显示所述指定对象标识。
  20. 根据权利要求15所述的方法,其中,所述方法还包括:
    在所述第二技能触发后,响应于所述副受控对象在所述游戏场景中对所述目标对象施放第一技能,在所述游戏场景中生成所述副受控对象并显示;其中,所述副受控对象对所述第二终端设备可见。
  21. 根据权利要求20所述的方法,其中,响应于所述副受控对象在所述游戏场景中对所述目标对象释放所述第一技能,在所述游戏场景中生成所述副受控对象的步骤,包括:
    响应于所述第一终端设备触发的所述第一技能的第一释放指令,根据所述第一释放指令在所述目标对象周侧确定一目标位置,并控制在所述目标位置处生成所述副受控对象。
  22. 根据权利要求21所述的方法,其中,根据所述第一释放指令在所述目标对象周侧确定一目标位置的步骤,所述方法还包括:
    根据所述第一释放指令在所述目标对象周侧提供一位置标识,其中,所述位置标识用于指示用于生成所述副受控对象的场景位置,其中,所述位置标识对所述第二终端设备可见;
    响应于所述第一终端设备触发的位置调整指令,根据所述位置调整指令实时调整所述位置标识在所述游戏场景中显示位置;
    响应于所述第一终端设备触发的位置确定指令,将所述位置标识的当前显示位置对应的场景位置确定为所述目标位置。
  23. 根据权利要求11所述的方法,其中,所述方法还包括:
    在所述第二技能被触发后的指定时长,基于所述目标对象的对象位置,在所述游戏场景中生成传送道具;其中,所述传送道具用于:当所述第一终端设备的控制对象为所述主受控对象时,所述传送道具被触发后,控制所述主受控对象传送至所述传送道具所在场景位置。
  24. 根据权利要求23所述的方法,其中,所述方法还包括:
    在所述第一终端设备的控制对象为所述主受控对象时,在所述第一终端设备中显示所述传送道具对应的道具指示标识,用于提示所述传送道具在所述游戏场景中相对于所述主受控对象的场景位置。
  25. 根据权利要求24所述的方法,其中,所述方法还包括:
    响应所述第一终端设备通过所述道具指示标识触发的传送指令,控制所述主受控对象传送至所述传送道具所在的场景位置。
  26. 根据权利要求23所述的方法,其中,所述传送道具的生成数量与所述副受控对象对所述目标对象施放所述第二技能的次数正相关。
  27. 根据权利要求26所述的方法,其中,当所述游戏场景中存在多个所述传送道具时,在所述第一终端设备中显示与各所述传送道具对应的多个道具指示标识,并在各道具指示标识处呈现对应的传送道具的可使用状态或者不可使用状态。
  28. 根据权利要求27所述的方法,其中,所述传送道具配置为可被所述目标对象破坏,所述不可使用状态包括:
    所述传送道具处于损坏状态,和/或所述传送道具处于冷却状态。
  29. 根据权利要求28所述的方法,其中,所述方法还包括:
    在所述传送道具处于未损坏状态时,根据所述传送道具的道具位置,在所述游戏场景中设置第一参数影响区域;
    响应于所述目标对象位于所述第一参数影响区域中,控制增加所述目标对象的第一角色参数。
  30. 根据权利要求28所述的方法,其中,所述方法还包括:
    在所述传送道具处于未损坏状态时,根据所述传送道具的道具位置,在所述游戏场景中设置目标场景区域;
    响应于所述目标对象位于所述目标场景区域中,控制缩小所述第二终端设备中显示的场景画面包含的场景范围。
  31. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应于所述主受控对象在所述游戏场景中与所述目标对象完成指定交互行为,控制增加所述目标对象的第一角色参数。
  32. 根据权利要求31所述的方法,其中,所述主受控对象配置为对所述第二终端设备可见,所述响应于所述主受控对象在所述游戏场景中与所述目标对象完成指定交互行为,控制增加所述目标对象的第一角色参数的步骤,包括:
    响应于所述主受控对象在所述游戏场景中释放第三技能,控制所述主受控对象显示指定对象外观;
    响应于显示所述指定对象外观的所述主受控对象与所述目标对象之间的场景状态满足预设状态条件,确定所述主受控对象在所述游戏场景中与所述目标对象完成指定交互行为。
  33. 根据权利要求1所述的方法,其中,所述方法还包括:
    根据所述主受控对象的对象位置和/或所述副受控对象的对象位置,在所述游戏场景中设置第二参数影响区域;
    响应于所述目标对象位于所述第二参数影响区域中,控制维持所述目标对象的第一角色参数。
  34. 根据权利要求29或33所述的方法,其中,所述方法还包括:
    响应于所述目标对象离开第一参数影响区域,且所述目标对象不位于第二参数影响区域,控制降低所述目标对象的第一角色参数;
    响应于所述目标对象离开第二参数影响区域,且所述目标对象不位于第一参数影响区域,控制降低所述目标对象的第一角色参数;
    其中,所述第一参数影响区域为根据传送道具的道具位置设置的区域;所述第二参数影响区域为根据所述主受控对象的对象位置和/或所述副受控对象的对象位置设置的区域。
  35. 根据权利要求1所述的方法,其中,所述方法还包括:
    根据所述主受控对象的对象位置和/或所述副受控对象的对象位置,在所述游戏场景中设置目标场景区域;
    响应于所述目标对象进入所述目标场景区域,控制缩小所述第二终端设备中显示的场景画面包含的场景范围。
  36. 一种游戏对象的操控装置,所述装置包括:
    场景提供模块,被配置为响应于游戏对局开始指令,提供目标游戏对应的游戏场景,所述游戏场景中包括归属于不同的游戏阵营的主受控对象和目标对象,其中,所述主受控对象通过第一终端设备控制,所述目标对象通过第二终端设备控制;
    第一移动控制模块,被配置为响应于所述第一终端设备触发的移动控制指令,控制所述主受控对象在所述游戏场景中移动;
    权限配置模块,被配置为响应于所述第一终端设备触发的对象增加指令,基于所述主受控对象生成副受控对象,并将所述副受控对象的控制权限配置至所述第一终端设备,以使所述副受控对象能够通过所述第一终端设备进行控制,其中,所述副受控对象的特定对象属性优于所述主受控对象;
    参数增加模块,被配置为响应于所述副受控对象在所述游戏场景中与所述目标对象完成指定交互行为,控制增加所述目标对象的第一角色参数;
    第二移动控制模块,被配置为响应于所述第一角色参数达到预设参数阈值且所述目标对象在所述游戏场景中的位置满足指定条件,控制所述目标对象自动向所述主受控对象的方向进行移动,以便于所述主受控对象对所述目标对象执行用于将所述目标对象从所述游戏对局中进行淘汰的游戏行为。
  37. 一种电子设备,包括处理器和存储器,所述存储器存储有能够被所述处理器执行的计算机可执行指令,所述处理器执行所述计算机可执行指令以实现权利要求1-35任一项所述的游戏对象的操控方法。
  38. 一种计算机可读存储介质,所述计算机可读存储介质存储有计算机可执行指令,所述计算机可执行指令在被处理器调用和执行时,所述计算机可执行指令促使所述处理器实现权利要求1-35任一项所述的游戏对象的操控方法。
PCT/CN2025/077001 2024-03-11 2025-02-12 游戏对象的操控方法、装置和电子设备 Pending WO2025190020A1 (zh)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202410275754.1 2024-03-11
CN202410275754.1A CN118384502A (zh) 2024-03-11 2024-03-11 游戏对象的操控方法、装置和电子设备

Publications (1)

Publication Number Publication Date
WO2025190020A1 true WO2025190020A1 (zh) 2025-09-18

Family

ID=91996778

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2025/077001 Pending WO2025190020A1 (zh) 2024-03-11 2025-02-12 游戏对象的操控方法、装置和电子设备

Country Status (2)

Country Link
CN (1) CN118384502A (zh)
WO (1) WO2025190020A1 (zh)

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN118384502A (zh) * 2024-03-11 2024-07-26 网易(杭州)网络有限公司 游戏对象的操控方法、装置和电子设备
CN119733239B (zh) * 2024-11-13 2025-12-05 网易(杭州)网络有限公司 游戏的交互控制方法、装置和电子设备

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2020039404A (ja) * 2018-09-06 2020-03-19 株式会社バンダイナムコエンターテインメント プログラム及びゲーム装置
CN116099192A (zh) * 2022-12-08 2023-05-12 网易(杭州)网络有限公司 游戏的操作控制方法、装置和电子设备
CN116271833A (zh) * 2023-02-14 2023-06-23 网易(杭州)网络有限公司 虚拟角色的分身控制方法、装置、设备及存储介质
CN116531756A (zh) * 2023-05-17 2023-08-04 广州博冠信息科技有限公司 游戏技能交互方法、装置、存储介质和电子设备
CN118384502A (zh) * 2024-03-11 2024-07-26 网易(杭州)网络有限公司 游戏对象的操控方法、装置和电子设备

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2020039404A (ja) * 2018-09-06 2020-03-19 株式会社バンダイナムコエンターテインメント プログラム及びゲーム装置
CN116099192A (zh) * 2022-12-08 2023-05-12 网易(杭州)网络有限公司 游戏的操作控制方法、装置和电子设备
CN116271833A (zh) * 2023-02-14 2023-06-23 网易(杭州)网络有限公司 虚拟角色的分身控制方法、装置、设备及存储介质
CN116531756A (zh) * 2023-05-17 2023-08-04 广州博冠信息科技有限公司 游戏技能交互方法、装置、存储介质和电子设备
CN118384502A (zh) * 2024-03-11 2024-07-26 网易(杭州)网络有限公司 游戏对象的操控方法、装置和电子设备

Also Published As

Publication number Publication date
CN118384502A (zh) 2024-07-26

Similar Documents

Publication Publication Date Title
KR20210151855A (ko) 가상 객체 제어 방법 및 장치, 단말, 및 저장 매체
CN113069767B (zh) 虚拟互动方法、装置、终端和存储介质
CN118593988A (zh) 信息处理方法、装置和终端设备
KR20210144786A (ko) 가상 환경 픽처를 디스플레이하기 위한 방법 및 장치, 디바이스, 및 저장 매체
CN114225416B (zh) 游戏控制方法及装置
TWI793838B (zh) 虛擬對象互動模式的選擇方法、裝置、設備、媒體及產品
CN113457147A (zh) 一种游戏中的信息提示方法、装置、电子设备及存储介质
CN107596691A (zh) 游戏战略交互方法及装置
US20190262714A1 (en) Game system and method for controlling game system
US12083426B2 (en) Video game with automated screen shots
CN118384502A (zh) 游戏对象的操控方法、装置和电子设备
CN116099195B (zh) 一种游戏的显示控制方法、装置、电子设备及存储介质
CN116531757B (zh) 游戏的操作控制方法、装置和电子设备
CN115185412B (zh) 一种信息处理方法、装置、电子设备及可读存储介质
WO2025139495A1 (zh) 游戏中的信息处理方法、装置、电子设备及可读存储介质
KR20230054486A (ko) 화면 밖의 객체 존재에 대한 선택적 표시
CN118416480A (zh) 游戏道具的操控方法、装置和电子设备
CN113750533A (zh) 游戏中的信息显示方法、装置和电子设备
CN121754882A (zh) 游戏的交互控制方法、装置和电子设备
CN118491094A (zh) 游戏对象的操控方法、装置和电子设备
WO2025077542A1 (zh) 虚拟对象的控制方法、装置、电子设备及存储介质
WO2025214004A1 (zh) 游戏道具的操控方法、装置和电子设备
WO2024255407A1 (zh) 提示信息的显示方法、装置、设备及存储介质
CN121446115A (zh) 信息处理方法、装置、电子设备和存储介质
CN120900216A (zh) 游戏的交互控制方法、装置和电子设备

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: 25769194

Country of ref document: EP

Kind code of ref document: A1