[go: up one dir, main page]

CN114712850B - Virtual object control method, device, terminal and storage medium - Google Patents

Virtual object control method, device, terminal and storage medium Download PDF

Info

Publication number
CN114712850B
CN114712850B CN202111616784.7A CN202111616784A CN114712850B CN 114712850 B CN114712850 B CN 114712850B CN 202111616784 A CN202111616784 A CN 202111616784A CN 114712850 B CN114712850 B CN 114712850B
Authority
CN
China
Prior art keywords
virtual object
game
virtual
control
user account
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.)
Active
Application number
CN202111616784.7A
Other languages
Chinese (zh)
Other versions
CN114712850A (en
Inventor
杨珂
王笑
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.)
Tencent Technology Shenzhen Co Ltd
Original Assignee
Tencent Technology Shenzhen 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 Tencent Technology Shenzhen Co Ltd filed Critical Tencent Technology Shenzhen Co Ltd
Publication of CN114712850A publication Critical patent/CN114712850A/en
Application granted granted Critical
Publication of CN114712850B publication Critical patent/CN114712850B/en
Active 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
    • A63F13/45Controlling the progress of the video game

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The embodiment of the application discloses a virtual object control method, a virtual object control device, a virtual object control terminal and a virtual object storage medium, and belongs to the technical fields of computers and Internet. The method comprises the steps of displaying a game play interface of a game play, wherein the game play comprises a plurality of artificial control camps and at least one system control camping participation, a first virtual object which belongs to the first artificial control camping and is controlled by a first user account is included in the game play interface, a second virtual object which is distributed to the first user account and is controlled by the first user account is displayed in the game play interface under the condition that the first virtual object is eliminated, the second virtual object belongs to the system control camping, and corresponding operation is executed in the game play by the second virtual object in response to control operation aiming at the second virtual object. According to the embodiment of the application, the server is not required to be matched with the new game play again for the user under the condition that the virtual object is eliminated, and compared with the situation that the new game play is required to be created, the method and the device are beneficial to saving the load and the processing overhead of the server side.

Description

Virtual object control method, device, terminal and storage medium
The present application claims priority from chinese patent application No. 202110003688.9 entitled "virtual object control method, apparatus, terminal, and storage medium" filed on year 2021, month 01, and 04, the entire contents of which are incorporated herein by reference.
Technical Field
The embodiment of the application relates to the technical fields of computers and the Internet, in particular to a virtual object control method, a device, a terminal and a storage medium.
Background
BR (Battle Royale, combat competition) games are games in which virtual objects are placed in a virtual environment, a series of escape rules are provided, and after a player formulates an escape strategy according to the escape rules, the virtual objects in the games are controlled to realize escape.
Generally, the game result of the BR game is determined according to the escape result of the virtual object, that is, the game result is winning when the escape of the virtual object is successful. In the related art, a user can fight against virtual objects controlled by other users in the process of escaping from the virtual environment by controlling the virtual objects until all users of other teams are eliminated, and finally, the escaping of the users in the teams which are not eliminated is successful.
However, in the above related art, if the virtual object is eliminated, the server needs to re-match a new game play for the user, thereby making the server load larger.
Disclosure of Invention
The embodiment of the application provides a virtual object control method, a device, a terminal and a storage medium, which are beneficial to saving the load and processing overhead of a server side. The technical proposal is as follows:
in one aspect, an embodiment of the present application provides a virtual object control method, where the method includes:
Displaying a game play interface of a game play, wherein the game play comprises a plurality of manual control camps and at least one system control camping participation; the interoffice interface comprises a first virtual object controlled by a first user account and belonging to a first manual control camp;
Displaying a second virtual object allocated to the first user account control in the game interface under the condition that the first virtual object is eliminated, wherein the second virtual object belongs to the system control matrix, and the control authority of the second virtual object is allocated to the first user account;
And controlling the second virtual object to execute corresponding operation in the game in response to the control operation for the second virtual object.
In another aspect, an embodiment of the present application provides a virtual object control apparatus, including:
the interface display module is used for displaying a game interface, wherein the game interface comprises a plurality of artificial control camps and at least one system control camping participation;
The object display module is used for displaying a second virtual object allocated to the first user account control in the game interface under the condition that the first virtual object is eliminated, the second virtual object belongs to the system control array, and the control authority of the second virtual object is allocated to the first user account;
and the object control module is used for responding to the control operation of the second virtual object and controlling the second virtual object to execute corresponding operation in the game.
In another aspect, an embodiment of the present application provides a terminal, where the terminal includes a processor and a memory, where the memory stores at least one instruction, at least one section of program, a code set, or an instruction set, and the at least one instruction, the at least one section of program, the code set, or the instruction set is loaded and executed by the processor to implement the virtual object control method according to the above aspect.
In yet another aspect, embodiments of the present application provide a computer readable storage medium having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, the at least one instruction, the at least one program, the set of codes, or the set of instructions being loaded and executed by a processor to implement a virtual object control method as described in the above aspects.
In yet another aspect, embodiments of the present application provide a computer program product or computer program comprising computer instructions stored in a computer-readable storage medium. The processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions so that the terminal performs the above-described virtual object control method.
The technical scheme provided by the embodiment of the application can bring the following beneficial effects:
By distributing a virtual object for controlling the camping by a system for the user account under the condition that the virtual object for controlling the camping manually is eliminated, the embodiment of the application does not need to match a new game pair to the user again under the condition that the virtual object is eliminated, but instead, distributes a virtual object to the user in the current game pair again, thereby being beneficial to saving the load and processing cost of the server side compared with the situation that the new game pair needs to be created.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for the description of the embodiments will be briefly described below, and it is apparent that the drawings in the following description are only some embodiments of the present application, and other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a block diagram of a computer system according to one embodiment of the present application;
FIG. 2 is a flow chart of a virtual object control method provided by one embodiment of the present application;
FIG. 3 is a schematic diagram of a second virtual object provided by one embodiment of the application;
FIG. 4 is a schematic diagram of a second virtual object in a moving state according to an embodiment of the present application;
FIG. 5 is a schematic diagram of a second virtual object in an attack state according to an embodiment of the present application;
FIG. 6 is a flow chart of a virtual object control method according to another embodiment of the present application;
FIG. 7 is a flow chart of a virtual object control method according to another embodiment of the present application;
FIG. 8 is a schematic diagram of win indication information provided by an embodiment of the present application;
FIG. 9 is a flow chart of a virtual object control method according to another embodiment of the present application;
FIG. 10 is a block diagram of a virtual object control apparatus provided by one embodiment of the present application;
Fig. 11 is a block diagram of a terminal according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the present application more apparent, the embodiments of the present application will be described in further detail with reference to the accompanying drawings.
First, the terms involved in the embodiments of the present application will be briefly described:
1. Virtual object
Virtual objects refer to game characters that a user account controls in a game application. Virtual objects may also be referred to as virtual roles. The virtual object may be in the form of a character, an animal, a cartoon, or other forms, and embodiments of the present application are not limited in this regard. The virtual object may be displayed in a three-dimensional form or may be displayed in a two-dimensional form, which is not limited by the embodiment of the present application.
The operations that the user account can perform to control the virtual object may also vary among different game applications. For example, in a shooting-type application, the user account may control the virtual object to perform shooting, running, jumping, etc., and in a MOBA (Multiplayer Online Battle Arena, multiplayer online tactical athletic) type game application, the user account may control the virtual object to perform movements, release skills, hit enemy objects, destroy enemy defenses towers, etc.
2. Virtual article
A virtual object refers to an object to which a virtual object is assembled. Virtual articles include, but are not limited to, at least one of virtual apparel, virtual apparel fabrication materials, game gear, character skin, virtual pets. The virtual clothes can comprise clothes ornaments such as jackets, trousers, shoes, hats, ornaments and the like which are assembled on different parts of the virtual object, and the manufacturing materials of the virtual clothes can comprise materials such as silk, beast skin, thick cloth strips, branches, plant rhizomes, nylon cloth, fiber cloth, plastics and the like. The game pieces may be different types of pieces of equipment such as bows, knives, swords, hatches, and the like. Character skin refers to the appearance form displayed by a game character (e.g., virtual object). The virtual pet is a pet owned by a game character (such as a virtual object), such as a cat, a dog, a rabbit and other animals or a virtual creature in a cartoon form. The types, kinds and styles of virtual articles may vary among different game applications, and the embodiments of the present application are not limited thereto.
3. Virtual environment
The virtual environment is a virtual environment that the game application displays (or provides) while running on the terminal. The virtual environment may be a simulated world of a real world, a semi-simulated and semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment is further used for virtual environment combat between at least two virtual roles, in which virtual environment there are virtual resources available for use by the at least two virtual roles. Optionally, the virtual environment includes a symmetric lower left corner area and upper right corner area, and the virtual roles belonging to two hostile camps occupy one of the areas respectively, and take target buildings/points/bases/crystals deep in the opposite area as victory targets.
4. BR game
The BR game is a game in which virtual characters are placed in a virtual environment, a series of escape rules are provided, and after an escape strategy is formulated according to the escape rules by a user, the virtual characters in the game are controlled to realize escape.
The terminal in the present application may be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an electronic book reader, an MP3 (Moving Picture Experts Group Audio Layer III, dynamic video expert compression standard audio plane 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, dynamic video expert compression standard audio plane 4) player, or the like. The terminal has installed and running therein an application supporting a virtual environment, such as an application supporting a three-dimensional virtual environment. The application may be any of a competitive game, a virtual reality application, a three-dimensional map program, a multiplayer online competitive game (Multiplayer Online Battle Arena, MOBA). Alternatively, the application may be a stand-alone application, such as a stand-alone 3D game, or a network-on-line application.
FIG. 1 illustrates a block diagram of a computer system provided in accordance with an exemplary embodiment of the present application. The computer system 100 includes a first terminal 110, a server cluster 120, and a second terminal 130.
The first terminal 110 is installed and operated with a client 111 supporting a virtual environment, and the client 111 may be a multi-person online fight program. When the first terminal runs the client 111, a user interface of the client 111 is displayed on a screen of the first terminal 110. The client may be any one of MOBA games, tactical games, SLG (strategy Game) games. In this embodiment, the client is MOBA game. The first terminal 110 is a terminal used by the first user 101, the first user 101 uses the first terminal 110 to control a first virtual object located in a virtual environment to perform activities, the first virtual object may be called a master virtual role of the first user 101, a game account of the first user may be called a first user account, and the first virtual object is a virtual object controlled by the first user account. The activities of the first virtual object include, but are not limited to, adjusting at least one of body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing. Illustratively, the first virtual object is a first virtual character, such as an emulated persona or a cartoon persona.
The second terminal 130 is installed and operated with a client 131 supporting a virtual environment, and the client 131 may be a multi-person online fight program. When the second terminal 130 runs the client 131, a user interface of the client 131 is displayed on a screen of the second terminal 130. The client may be any of MOBA game, tactical game play, SLG game play, in this embodiment, MOBA game play is exemplified. The second terminal 130 is a terminal used by the second user 102, the second user 102 uses the second terminal 130 to control a second virtual object located in the virtual environment to perform activities, the second virtual object may be referred to as a master virtual role of the second user 102, the game account of the second user may be referred to as a second user account, and the second virtual object is a virtual object controlled by the second user account. Illustratively, the second virtual object is a second virtual character, such as an emulated persona or a cartoon persona.
Optionally, the first avatar and the second avatar are in the same virtual environment. Alternatively, the first avatar and the second avatar may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication rights. Alternatively, the first avatar and the second avatar may belong to different camps, different teams, different organizations, or have hostile relationships.
Alternatively, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (android or IOS). The first terminal 110 may refer broadly to one of the plurality of terminals and the second terminal 130 may refer broadly to another of the plurality of terminals, the present embodiment being illustrated with only the first terminal 110 and the second terminal 130. The device types of the first terminal 110 and the second terminal 130 are the same or different, and include at least one of a smart phone, a tablet computer, an electronic book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.
Only two terminals are shown in fig. 1, but in different embodiments there are a plurality of other terminals 140 that can access the server cluster 120. In some embodiments, there is also at least one terminal 140 that is a terminal corresponding to a developer, a development and editing platform of a client of a virtual environment is installed on the terminal 140, the developer can edit and update the client on the terminal 140, and transmit an updated client installation package to the server cluster 120 through a wired or wireless network, and the first terminal 110 and the second terminal 130 can download the client installation package from the server cluster 120 to implement updating of the client.
The first terminal 110, the second terminal 130, and the other terminals 140 are connected to the server cluster 120 through a wireless network or a wired network.
The server cluster 120 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server cluster 120 is used to provide background services for clients supporting a three-dimensional virtual environment. Optionally, the server cluster 120 performs primary computing, the terminal performs secondary computing, or the server cluster 120 performs secondary computing, the terminal performs primary computing, or a distributed computing architecture is used between the server cluster 120 and the terminals (the first terminal 110 and the second terminal 130).
Optionally, the terminal and the server are both computer devices.
In one illustrative example, server cluster 120 includes server 121 and server 126, and server 121 includes processor 122, user account database 123, combat service module 124, and user-oriented Input/Output Interface (I/O Interface) 125. The processor 122 is configured to load instructions stored in the server 121 and process data in the user account database 123 and the combat service module 124, the user account database 123 is configured to store data of user accounts used by the first terminal 110, the second terminal 130, and other terminals 140, such as an avatar of the user account, a nickname of the user account, a combat index of the user account, a service area where the user account is located, the combat service module 124 is configured to provide a plurality of combat rooms for users to combat, and the user-oriented I/O interface 125 is configured to establish communication exchange data with the first terminal 110 and/or the second terminal 130 through a wireless network or a wired network.
Referring to fig. 2, a flowchart of a virtual object control method according to an embodiment of the present application is shown, where the method may be applied to the first terminal shown in fig. 1 or other terminals in the computer system, and the method may include the following steps:
step 201, displaying a game play interface of a game play, wherein the game play comprises a plurality of human control camps and at least one system control camping participation.
The game interface comprises a first virtual object controlled by a first user account and belonging to a first manual control array.
The game playing is to control different virtual objects to play under the control of different user accounts. Illustratively, a game is a game that robs a limited number of fleeing qualifications in a virtual environment where the secure area is becoming smaller. A round of game play requires at least two virtual objects to play. The at least two virtual objects include a first virtual object controlled by the first user account and other virtual objects controlled by other user accounts (and/or AI (ARTIFICIAL INTELLIGENCE, artificial intelligence)). The first user account and the other user accounts may be matched by the server from a plurality of online user accounts.
The game play may include a preparation phase and a play phase, the play phase being entered after the preparation phase has ended. In the preparation stage, the virtual objects participating in the game can not attack each other, and in the fight stage, the virtual objects participating in the game can attack each other.
The interface for the game is an interface of an application program displayed on the terminal, and the interface for the game is an interface after the game is started. Illustratively, the user controls the virtual object to fight under the contrast interface, competing for escape qualification.
The first virtual object may be any one of the virtual objects. The virtual object is an object having activity, such as a cartoon figure, a soldier, an animal, etc. In the embodiment of the application, the first virtual object is a virtual object controlled by a first user account, the first user account is a user account currently logged in by the terminal, and the first user account can be any one account.
The human control camping refers to camping composed of virtual objects controlled by user accounts, the system control camping refers to camping composed of virtual objects controlled by non-user accounts, for example, the system control camping refers to camping composed of virtual objects controlled by AI.
In a possible implementation, the virtual objects in the human control camp have the same basic identity, the identity attributes of which include the identity attributes necessary to complete the game for the game. The identity attribute of the basic identity comprises at least one of basic skills, basic props, basic rewards, basic tasks and basic winning conditions. Illustratively, the basic skill is a skill common to all virtual objects, the basic prop is a virtual prop which can be obtained by all virtual objects, the basic reward is a reward which can be obtained by all virtual objects after the obtaining conditions are met, the basic task is a task which can be accepted by all virtual objects, and the basic winning conditions are obtaining escape qualification. The manner of the game of virtual objects with basic identities is the same.
The system controls the virtual objects in the camping to have identities in a different manner of interoffice than the base identities. The difference of the office modes is represented by the identity attribute of the exclusivity of the virtual object in the system control camp. The exclusive identity attributes may include exclusive skills, exclusive props, exclusive rewards, exclusive tasks, exclusive winning conditions. The exclusive skill refers to a function which is only possessed by a virtual object in a system control camp and is not possessed by a virtual object in a human control camp, the exclusive prop refers to a prop which is only possessed by a virtual object in a system control camp and is not possessed by a virtual object in a human control camp, the exclusive reward refers to a reward which is only acquired by a virtual object in a system control camp and is not acquired by a virtual object in a human control camp, the exclusive task refers to a task which is only accepted by a virtual object in a system control camp and is not accepted by a virtual object in a human control camp, and the exclusive winning condition refers to a winning condition which is only possessed by a virtual object in a system control camp and is not possessed by a virtual object in a human control camp, for example, the winning condition of a virtual object in a system control camp may be all virtual objects in a obsolete human control camp.
In yet another example, the first artificial control matrix may include other virtual objects controlled by other user accounts, in addition to the first virtual object controlled by the first user account, where the other user accounts may include one user account or multiple user accounts, for example, including 2 user accounts, 3 user accounts, or even more user accounts, which is not limited by the embodiment of the present application. The number of user accounts included in the first manual control matrix may be determined by a matching mode, for example, when the matching mode is a single team forming mode, the first manual control matrix includes only a first virtual object controlled by the first user account, when the matching mode is a double team forming mode, the first manual control matrix includes other virtual objects controlled by the second user account in addition to the first virtual object controlled by the first user account, and when the matching mode is a three-person team forming mode, the first manual control matrix includes other virtual objects controlled by the second user account and other virtual objects controlled by the third user account in addition to the first virtual object controlled by the first user account. The number of other virtual objects may match the number of other user accounts, e.g., when one user account may control only one virtual object, the number of other virtual objects corresponds to the number of other user accounts, and when one user account may control multiple virtual objects, the number of other virtual objects is greater than the number of other user accounts.
Step 202, displaying a second virtual object allocated to the first user account control in the office interface in case the first virtual object is eliminated, the second virtual object belonging to the system control camp.
In a possible implementation manner, when the life value of the first virtual object is lower than the preset value, it is determined that the first virtual object is eliminated. For example, there are events that cause the life value of the first virtual object to be lower than the preset value, so that the first virtual object is eliminated, where the first virtual object is in a dangerous area (the dangerous area refers to a map area in the BR game where the virtual object is damaged by the environment and the dangerous area is gradually increased), and the first virtual object is killed by other virtual objects (the other virtual objects may be virtual objects in other personnel control camps or virtual objects in system control camps, which is not limited by the embodiment of the present application), and of course, in other possible implementations, there may be other events that cause the first virtual object to be eliminated, which is not limited by the embodiment of the present application. Illustratively, the first virtual object being eliminated may also be understood as the first virtual object being in a dead state.
In the embodiment of the application, the control authority of the second virtual object is allocated to the first user account. In one example, the second virtual object assigned to the first user account control may be a second virtual object that has been previously created, in which case the control authority of the second virtual object is transferred from the system to the first user account, and in another example, the second virtual object assigned to the first user account control may be a newly generated or created second virtual object in which case the first virtual object is eliminated, in which case the control authority of the second virtual object may be directly assigned to the first user account.
In a possible implementation, the second virtual object includes an NPC (Non-PLAYER CHARACTER, non-game player). In a possible implementation, the virtual objects in the system control camping are NPCs. NPC is itself an AI-controlled monster, with relatively single behavioral logic, which is a resource and challenge in game play. Under the condition that the first virtual object is eliminated, the NPC is revived into a second virtual object through a certain rule, so that the NPC is operated by the user, and other users in the eliminated state can have the opportunity to participate in and influence the game play.
In a possible implementation, the terminal randomly selects the NPC as the second virtual object assigned to the first user account control. The terminal pre-generates at least one NPC to be selected, and randomly selects one NPC from the at least one NPC to be selected as a second virtual object. Illustratively, as shown in fig. 3, which illustrates a schematic diagram of a second virtual object provided by an embodiment of the present application, the second virtual object 300 shown in fig. 3 may also be called a nanoman, and part (a) in fig. 3 is a schematic diagram of an original state of the second virtual object 300 when skills are not used, and part (b) in fig. 3 is a schematic diagram of the second virtual object 300 after skills are used. In a possible implementation, the nanoman is a "elite monster" in the game play, which can control the small monster at hand to participate in the game play.
For a description of how the terminal displays the second virtual object assigned to the first user account control in the office interface, see the following embodiments, which will not be described in detail.
In step 203, in response to the control operation for the second virtual object, the second virtual object is controlled to perform a corresponding operation in the game play.
In a possible implementation, the second virtual object participates in the game play at the new 3C. The 3C includes control (control mode), character, camera (view angle).
In a possible implementation manner, when the terminal receives a movement control operation for the second virtual object, the terminal controls the second virtual object to move in a corresponding area according to the movement control operation, where the movement control operation may be triggered by a user through a touch operation of a keyboard, a mouse, a finger, a voice, a gesture, and the like, and is used for controlling the movement of the second virtual object. Illustratively, as shown in fig. 4, which is a schematic diagram of a second virtual object in a moving state according to an embodiment of the present application, the first user account may control the second virtual object 400 to move in the direction of the arrow.
In a possible implementation manner, when the terminal receives an attack control operation for the second virtual object, the terminal controls the second virtual object to attack other virtual objects according to the attack control operation, where the attack control operation may be triggered by a user through touch operation of a keyboard, a mouse, a finger, voice, a gesture, and the like, and is used to control the second virtual object to attack other virtual objects. Illustratively, as shown in fig. 5, which is a schematic diagram of the second virtual object in an attack state according to an embodiment of the present application, the first user account may control the second virtual object 500 to launch an attack on the other virtual object 510.
In a possible implementation, the second virtual object controlled by the first user account may launch an attack on the virtual object in the first artificial control camp. When the second virtual object is revived, the first user account does not belong to the first artificial control camp but belongs to the system control camp, at this time, the first user account can control the second virtual object to attack the virtual object in the first artificial camp, and of course, the first user account can also control the second virtual object to attack the virtual object in other artificial control camps.
In summary, in the technical solution provided in the embodiment of the present application, by allocating a virtual object for controlling camping systematically to the user account under the condition that the virtual object for controlling camping artificially is eliminated, the embodiment of the present application does not need the server to re-match a new game pair to the user under the condition that the virtual object is eliminated, but instead, reallocates a virtual object to the user in the current game pair, which is helpful for saving the load and processing overhead on the server side compared with the case that the new game pair needs to be created.
Referring to fig. 6, a flowchart of a virtual object control method according to another embodiment of the present application is shown, where the method may be applied to the first terminal shown in fig. 1 or other terminals in the computer system, and the method may include the following steps:
Step 601, displaying a game play interface of a game play, wherein the game play comprises a plurality of human control camps and at least one system control camping participation.
The game interface comprises a first virtual object controlled by a first user account and belonging to a first manual control array.
The description of step 601 is referred to the above embodiments, and will not be repeated here.
In step 602, a second virtual object assigned to the first user account control is determined, in the event that the first virtual object is eliminated.
In a possible implementation manner, the terminal determines the second virtual object by:
In one example, in response to receiving a selection instruction for a target virtual object in a first set of virtual objects, the target virtual object is determined to be a second virtual object, the first set of virtual objects including at least one virtual object for selection.
The selection instruction refers to an instruction for selecting the second virtual object. Illustratively, the selection instruction may be triggered by a keyboard, a mouse, a user touch, voice, gesture, and the like, which is not limited by the embodiment of the present application.
In a possible implementation manner, the terminal displays a virtual object selection list in the game interface, wherein the virtual object selection list comprises a first virtual object set, and when a selection instruction of a target virtual object in the virtual object selection list is received, the target virtual object is determined to be a second virtual object. The user selects the second virtual object by himself, so that the flexibility is high.
In another example, the second virtual object is determined based on performance information of the first virtual object in the game play, the performance information of the first virtual object in the game play including at least one of an amount of elimination of the first virtual object in the game play, a completion of a task of the first virtual object in the game play, and an acquisition of a virtual prop of the first virtual object in the game play.
The elimination amount refers to the number of other virtual objects eliminated in the game play by the first virtual object controlled by the first user account.
The task completion condition refers to the condition that the first virtual object controlled by the first user account completes the task in the game. The tasks can be tasks pre-allocated by the system, or tasks triggered by the virtual object in real time in the game play. By way of example, tasks may include, but are not limited to, virtual object movement to a location, virtual object elimination of a designated monster, and so forth.
The virtual prop obtaining condition refers to the number of virtual props obtained by a first virtual object controlled by a first user account in a game pair.
In a possible implementation manner, the terminal may comprehensively determine the performance parameters of the first virtual object in the game play pair based on the elimination amount, the task completion condition and the virtual prop obtaining request, so as to determine the second virtual object based on the performance parameters, and exemplarily, the correspondence between the performance parameters and the second virtual object is stored in the terminal, and the terminal may select the second virtual object corresponding to the performance parameters of the first virtual object from the correspondence.
In yet another example, the second virtual object is randomly determined from a second set of virtual objects, the second set of virtual objects including at least one virtual object for selection.
The second virtual object set may be the same as the first virtual object set, or may be different from the first virtual object set, that is, the second virtual object set may have a part of the same virtual object as the first virtual object set, may have the same virtual object, may have a completely different virtual object, or may have a completely different virtual object.
Step 603, determining a refresh location of the second virtual object in the virtual environment of the game play.
The virtual environment is at least one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, and the embodiment of the present application exemplifies that the virtual environment is a three-dimensional virtual environment.
The refresh location refers to a location where the second virtual object appears in the virtual environment of the game play.
In a possible implementation, a refreshing position of the second virtual object in the virtual environment of the game pair is determined based on the candidate position set and position determination information, wherein the position determination information comprises at least one of a time of elimination of the first virtual object in the game pair, a position of elimination of the first virtual object in the game pair, and positions of other virtual objects belonging to a human control camp in the virtual environment at the time of elimination.
The candidate position set comprises at least one candidate position, and the candidate position can be preset or can be determined in real time based on the real-time condition of game play.
The time of the first virtual object's elimination in the game play is used to indicate the time when the first virtual object was eliminated, i.e., the time when the first virtual object was in a dead state.
The obsolete position of the first virtual object in the game play is used to indicate the position where the first virtual object is obsolete, i.e. the position where the first virtual object is in a dead state.
In a possible implementation, the other virtual objects belonging to the human controlled camp include at least one of other virtual objects belonging to the first human controlled camp, and virtual objects not belonging to the first human controlled camp.
In one example, in response to the phase-out time matching a first progress of the game play, a candidate location in the set of candidate locations that meets a first rule is determined to be a refresh location, the first rule including at least one of the candidate location being closest to the phase-out location, the candidate location being located at an edge of a map corresponding to the virtual environment, there being no other virtual object on a perimeter of the candidate location.
The nearest candidate position to the obsolete position means that the straight line distance between the candidate position and the obsolete position is nearest.
The candidate position being located at the edge of the map corresponding to the virtual environment means that the candidate position is located outside the map corresponding to the virtual environment.
The absence of other virtual objects on the circumferential side of the candidate position means that no other virtual objects exist within a range of k (k is a positive number) meters from the candidate position.
The progress of the game play is used to indicate the implementation of the game play, and in a possible implementation manner, the progress of the game play can be determined based on the game duration, the number of eliminated camps, the number of remaining camps, the number of eliminated virtual objects, the number of remaining virtual objects, and the like. The game duration may be determined based on a refresh duration of a security zone (a security zone refers to a region that does not affect the life value of the virtual object) or a refresh duration of a dangerous zone (a dangerous zone refers to a region that affects the life value of the virtual object). After the virtual environment is created, the security area may be updated according to a preset time rule, for example, the security area may be updated sequentially according to a fixed or non-fixed time interval, and each time the security area is updated, a new security area may be determined in the security area updated last time, so as to reduce the activity range of each virtual object in the virtual environment.
In a possible implementation manner, the first progress of the game pair is within a first refresh duration of the secure area, and when the elimination time is within the first refresh duration of the secure area, the elimination time is determined to match the first progress of the game pair.
In a possible implementation, the first progress of the game pair is that the number of eliminated camps in the game pair is n, where n is a positive integer. And when the number of the eliminated camps in the game counter at the elimination time is less than or equal to n, determining that the elimination time is matched with the first progress of the game counter.
For example, the first progress of the game play may be referred to as the early stage of the game play, and when the elimination time is at the early stage of the game play, the refresh position is at the edge of the map and the refresh position is not a monster point very close to other virtual objects (monster point refers to a place where monsters appear more densely and the refresh rate is fast), and the refresh position is closest to the elimination position.
In another example, responsive to the phase-out time matching a second progress of the game play, a candidate location in the set of candidate locations that meets a second rule is determined to be a refresh location, the second rule including at least one of the candidate locations being closest to the phase-out location, the candidate locations being located on a periphery of a birth point on a map corresponding to the virtual environment, there being no other virtual object on a periphery of the candidate locations.
The second progress of the game play is a different progress than the first progress of the game play, the second progress of the game play being subsequent to the first progress of the game play.
In a possible implementation manner, the second progress of the game is within a second refresh duration of the security zone, and the duration of the second refresh duration is longer than the duration of the first refresh duration. And when the elimination time is within the second refreshing time of the safety zone, determining that the elimination time is matched with the second progress of the game.
In a possible implementation manner, the second progress of the game pair is that the number of eliminated camps in the game pair is m, and m is a positive integer greater than or equal to n. And when the number of the eliminated camps in the game counter at the elimination time is more than or equal to m, determining that the elimination time is matched with the second progress of the game counter.
In a possible implementation, the birth point may also be referred to as an initial position, which refers to the starting position of the virtual object in the virtual environment at the beginning of the game play. The user selects the initial position in an initial position selection phase, which refers to a period of time for each user participating in the game pair to select the initial position. For example, the duration of the initial position selection stage may be 30 seconds, 40 seconds, 1 minute, or the like, which is not limited in the embodiment of the present application. In a possible implementation, a limited number of initial positions are provided for selection by the user during the initial position selection phase. The number of initial positions may be the same or different in each game pair.
For example, the second progress of the game play may be referred to as the middle and late stages of the game play, and when the elimination time is located at the middle and late stages of the game play, the refresh position is located at the periphery of the birth point, and the refresh position is not a monster point very close to other virtual objects, and the refresh position is closest to the elimination position.
Step 604, a second virtual object is displayed at the refresh location.
After the terminal determines the second virtual object and the refresh position, the terminal may display the second virtual object at the refresh position.
Step 605, in response to the control operation for the second virtual object, controls the second virtual object to perform a corresponding operation in the game play.
The description of step 605 is referred to the above embodiments, and will not be repeated here.
Referring to fig. 7, a flowchart of a virtual object control method according to another embodiment of the present application is shown, where the method may be applied to the first terminal shown in fig. 1 or other terminals in the computer system, and the method may include the following steps:
step 701, displaying a game play interface of a game play, wherein the game play comprises a plurality of human control camps and at least one system control camping participation.
The game interface comprises a first virtual object controlled by a first user account and belonging to a first manual control array.
The description of step 701 is referred to the above embodiments, and will not be repeated here.
Step 702, obtaining the elimination time of the first virtual object in the game play.
The elimination time refers to the time when the first virtual object is eliminated, that is, the time when the first virtual object is in a dead state.
In a possible implementation, the terminal is provided with a timer, and the terminal determines the time on the timer when the first virtual object is eliminated as the elimination time of the first virtual object in the game play.
Step 703 determines if the time of the first virtual object's elimination in the game pair matches the third progress of the game pair. Step 704 is performed in response to the time of the first virtual object's elimination in the game pair not matching the third progress of the game pair, and step 705 is performed beginning in response to the time of the first virtual object's elimination in the game pair matching the third progress of the game pair.
In a possible implementation manner, the third progress of the game pair is within the third refresh duration of the safe area, and when the elimination time is within the third refresh duration of the safe area, the elimination time is determined to be matched with the third progress of the game pair. The third refresh duration is the same as the second refresh duration, and the duration of the third refresh duration may be longer than the duration of the second refresh duration.
In a possible implementation, the third progress of the game pair is that the number of eliminated camps in the game pair is p, and p is a positive integer. And when the number of the eliminated camps in the game counter at the elimination time is smaller than p, determining that the elimination time is matched with the third progress of the game counter.
Illustratively, the third progress of the game pair may be referred to as the progress before a resolution circle, which refers to the third last or fourth safe zone, or the safe zone when the game pair progresses until the number of remaining virtual objects is less than a preset number.
Step 704, triggering the first virtual object to leave the game play in the eliminated state.
And triggering the first virtual object to leave the game play in the eliminated state in response to the elimination time of the first virtual object in the game play not matching with the third progress of the game play. In a possible implementation, the first virtual object is triggered to leave the game play in the eliminated state in response to the elimination time of the first virtual object in the game play matching the resolution circle.
Step 705, displaying indication information for indicating whether to continue to participate in the game play.
Responsive to the time of the elimination of the first virtual object in the game play matches a third progress of the game play, indicating information is displayed. In a possible implementation, the indication is displayed in response to the time of the first virtual object's elimination in the game's game pair not matching the resolution circle.
Step 706, determining whether a confirmation instruction for the indication information is received. Execution starts in step 707 in response to receiving an acknowledgement of the indication information, and in response to not receiving an acknowledgement of the indication information, execution starts in step 704.
When the terminal receives the confirmation instruction of the indication information, the user is instructed to control the second virtual object to continue to participate in the game, and when the terminal does not receive the confirmation instruction of the indication information, the user is instructed not to control the second virtual object to continue to participate in the game.
The confirmation instruction is an instruction to confirm that the game is in play. In a possible implementation, the confirmation instruction may be triggered by means of a keyboard, a mouse, a user touch, voice, gestures, etc.
Step 707, displaying a second virtual object allocated to the first user account control in the office interface, where the second virtual object belongs to the system control camp.
Step 708, in response to the control operation for the second virtual object, controls the second virtual object to perform a corresponding operation in the game play.
The description of steps 707 to 708 can be found in the above embodiments, and will not be repeated here.
In a possible implementation, in the case that the system control matrix eliminates the human control matrix in the game pair, the win-win indication information is displayed, and the win-win indication information is used for indicating the system control matrix to win the win of the game pair.
Illustratively, the win indication information is displayed in the event that the system controls the camp to eliminate all virtual objects in the artificially controlled camp in the game pair. As shown in fig. 8, a schematic diagram of win indication information provided by an embodiment of the present application is shown. Illustratively, the system control camp is referred to as a Nano camp, and when the Nano camp eliminates the human control camp in the game pair, the win indication information 800 is displayed, which may be "Nano camp win". Of course, in other possible implementations, the win indication information may also have other representations, which are not limited by the embodiments of the present application.
In a possible implementation, the rewards acquired by the first user account are determined based on performance information of the first virtual object and/or the second virtual object in the game pair, wherein the performance information comprises at least one of elimination amount in the game pair, task completion condition in the game pair and virtual prop acquisition condition in the game pair.
The elimination amount refers to the number of virtual objects controlled by the first user account to eliminate other virtual objects. Illustratively, the decommissioning amount may include any of a decommissioning amount of the first virtual object in the game play, a decommissioning amount of the second virtual object in the game play, and a decommissioning amount of the first and second virtual objects in the game play.
The task completion condition refers to the condition that the virtual object controlled by the first user account completes the task in the game. By way of example, the task completion status may include any of a task completion status of the first virtual object in the game play, a task completion status of the second virtual object in the game play, and a task completion status of the first virtual object and the second virtual object in the game play.
The virtual prop obtaining condition refers to the number of virtual props obtained by the virtual object controlled by the first user account in the game pair. The virtual prop obtaining situation comprises any one of a virtual prop obtaining situation of a first virtual object in a game counter, a virtual prop obtaining situation of a second virtual object in the game counter and a virtual prop obtaining situation of the first virtual object and the second virtual object in the game counter.
In a possible implementation manner, if the reward acquiring condition corresponding to the first virtual object is the same as the reward acquiring condition corresponding to the second virtual object, the terminal may determine the reward acquired by the first user account based on the overall performance information of the first virtual object and the second virtual object.
In a possible implementation manner, the reward acquiring conditions corresponding to the first virtual object and the reward acquiring conditions corresponding to the second virtual object are different, the terminal determines the reward corresponding to the first virtual object based on the performance information of the first virtual object and the reward acquiring conditions corresponding to the first virtual object, determines the reward corresponding to the second virtual object based on the performance information of the second virtual object and the reward acquiring conditions corresponding to the second virtual object, and determines the sum of the reward corresponding to the first virtual object and the reward corresponding to the second virtual object as the reward acquired by the first user account.
In step 709, in the case where the second virtual object is eliminated, the refresh number of the second virtual object is obtained.
In a possible implementation manner, the second virtual object may be eliminated by the virtual object of the human control camp, at this time, the second virtual object is eliminated, and the terminal acquires the refresh times of the second virtual object. The number of refreshes of the second virtual object may also be referred to as the number of revival of the second virtual object.
In a possible implementation manner, a counter is arranged in the terminal, and the counter is used for determining the refresh times of the second virtual object.
Step 710 determines if the number of refreshes of the second virtual object reaches a threshold. In response to the number of refreshes of the second virtual object not reaching the threshold, the execution starts again from step 707, and in response to the number of refreshes of the second virtual object reaching the threshold, step 711 is executed.
In a possible implementation manner, the threshold may be a default threshold, or may be a value determined based on a map size corresponding to the virtual environment, for example, if the map corresponding to the virtual environment is smaller, the threshold may be set to 1 time, and if the map corresponding to the virtual environment is larger, the threshold may be set to multiple times, for example, may be set to 2 times, 3 times or more times, which is not limited by the embodiment of the present application.
In response to the number of refreshes of the second virtual object not reaching the threshold, the terminal may display the second virtual object assigned to the first user account control in the office interface. The second virtual objects corresponding to different refresh times and allocated to the first user account control may be the same or different, which is not limited in the embodiment of the present application.
Step 711, triggering the second virtual object to leave the game play in the eliminated state.
And triggering the second virtual object to leave the game play in the eliminated state in response to the refresh times of the second virtual object reaching a threshold value.
Fig. 9 is a flowchart of a virtual object control method according to another embodiment of the application. Fig. 9 is an explanatory diagram of an example of the NPC as the second virtual object.
In step 901, a first virtual object joins a game play.
At step 902, a first virtual object is eliminated in a game play.
Step 903, it is determined whether the phase-out time is at a resolution loop. Step 904 is performed in response to the phase out time being in the resolution loop, and step 905 is performed in response to the phase out time not being in the resolution loop.
Step 904, triggering the first virtual object to leave the game play in the eliminated state.
The first virtual object is directly eliminated, and the user enters into sightseeing.
Step 905, a refresh location is determined based on the phase out time and the location of other virtual objects.
At step 906, an NPC is randomly determined.
In step 907, the npc eliminates all human control of virtual objects in the camp.
Step 908, a win indication message is displayed.
In step 909, the NPC is eliminated.
Step 910 determines whether the number of refreshes of the NPC reaches a threshold. Step 905 is performed beginning in response to the number of refreshes of the NPC not reaching the threshold, and step 911 is performed in response to the number of refreshes of the NPC reaching the threshold.
In step 911, the NPC is triggered to leave the game play in the eliminated state.
It should be noted that the foregoing embodiments are merely described by using application in BR games as an example, and in other possible implementations, embodiments of the present application may also be applied in other types of games, for example, TPS games, RPS games, MOBA games, etc., which are not limited thereto.
The following are examples of the apparatus of the present application that may be used to perform the method embodiments of the present application. For details not disclosed in the embodiments of the apparatus of the present application, please refer to the embodiments of the method of the present application.
Referring to fig. 10, a block diagram of a virtual object control apparatus according to an embodiment of the application is shown. The device has the function of realizing the method example, and the function can be realized by hardware or can be realized by executing corresponding software by hardware. The device can be a terminal or can be arranged in the terminal. The apparatus 1000 may include:
The interface display module 1010 is used for displaying a game play interface of a game play, wherein the game play interface comprises a plurality of artificial control camps and at least one system control camping participation;
An object display module 1020, configured to display, in the case where the first virtual object is eliminated, a second virtual object allocated to the first user account control in the game interface, where the second virtual object belongs to the system control matrix, and where a control authority of the second virtual object is allocated to the first user account;
And an object control module 1030, configured to control the second virtual object to perform a corresponding operation in the game play in response to a control operation for the second virtual object.
In summary, in the technical solution provided in the embodiment of the present application, by allocating a virtual object for controlling camping systematically to the user account under the condition that the virtual object for controlling camping artificially is eliminated, the embodiment of the present application does not need the server to re-match a new game pair to the user under the condition that the virtual object is eliminated, but instead, reallocates a virtual object to the user in the current game pair, which is helpful for saving the load and processing overhead on the server side compared with the case that the new game pair needs to be created.
In the exemplary embodiment, the object display module 1020 includes an object determining unit, a position determining unit, and an object display unit (not shown).
An object determining unit configured to determine a second virtual object allocated to the first user account control;
a position determining unit, configured to determine a refresh position of the second virtual object in a virtual environment of the game play;
and the object display unit is used for displaying the second virtual object at the refreshing position.
In an exemplary embodiment, the position determining unit is configured to:
Determining a refresh location of the second virtual object in a virtual environment of the game play based on the candidate location set and the location determination information;
the position determining information comprises at least one of the elimination time of the first virtual object in the game counter, the elimination position of the first virtual object in the game counter and the positions of other virtual objects belonging to the human control camp in the virtual environment at the elimination time.
In an exemplary embodiment, the position determining unit is configured to:
Determining a candidate position conforming to a first rule in the candidate position set as the refreshing position in response to the elimination time being matched with a first progress of the game play, wherein the first rule comprises at least one of the candidate position being nearest to the elimination position, the candidate position being positioned at the edge of a map corresponding to the virtual environment, and the candidate position being not provided with the other virtual objects on the periphery side;
And determining a candidate position conforming to a second rule in the candidate position set as the refreshing position in response to the elimination time being matched with a second progress of the game, wherein the second rule comprises at least one of the candidate position being nearest to the elimination position, the candidate position being located at the periphery of a birth point on a map corresponding to the virtual environment, and the other virtual objects not being present at the periphery of the candidate position.
In an exemplary embodiment, the object determination unit is configured to:
in response to receiving a selection instruction of a target virtual object in a first virtual object set, determining the target virtual object as the second virtual object, wherein at least one virtual object for selection is included in the first virtual object set;
Or alternatively
Determining the second virtual object based on the performance information of the first virtual object in the game play, wherein the performance information of the first virtual object in the game play comprises at least one of the elimination amount of the first virtual object in the game play, the task completion condition of the first virtual object in the game play and the virtual prop acquisition condition of the first virtual object in the game play;
Or alternatively
The second virtual object is randomly determined from a second set of virtual objects, including at least one virtual object for selection.
In an exemplary embodiment, the apparatus further comprises a time acquisition module and an information display module (not shown in the figure).
The time acquisition module is used for acquiring the elimination time of the first virtual object in the game play;
the information display module is used for responding to the fact that the eliminating time of the first virtual object in the game counter is matched with the third progress of the game counter, and displaying indication information which is used for indicating whether to continue to participate in the game counter or not;
And the object display module is also used for responding to the received confirmation instruction of the indication information and executing the step of displaying a second virtual object distributed to the first user account control in the game interface.
In an exemplary embodiment, the apparatus further comprises:
an object disengagement module (not shown in the figure) is configured to trigger the first virtual object to disengage from the game play in the state of being eliminated, in response to the elimination time of the first virtual object in the game play not matching the third progress of the game play.
In an exemplary embodiment, the apparatus further comprises:
And the information display module (not shown in the figure) is used for displaying win indication information when the system control matrix eliminates the manual control matrix in the game, wherein the win indication information is used for indicating the system control matrix to win the win of the game.
In an exemplary embodiment, the apparatus further comprises:
A number acquisition module (not shown in the figure) for acquiring the refresh number of the second virtual object in the case that the second virtual object is eliminated;
the object display module is further used for responding to that the refreshing times of the second virtual object do not reach a threshold value, and the second virtual object distributed to the first user account control is displayed in the game interface again;
An object disengagement module (not shown in the figure) is configured to trigger the second virtual object to disengage from the game play in the eliminated state in response to the number of refreshes of the second virtual object reaching the threshold.
In an exemplary embodiment, the apparatus further comprises:
a reward acquisition module (not shown in the figure) for determining the reward acquired by the first user account based on performance information of the first virtual object and/or the second virtual object in the game play, wherein the performance information comprises at least one of elimination amount in the game play, task completion condition in the game play and virtual prop acquisition condition in the game play.
It should be noted that, in the apparatus provided in the foregoing embodiment, when implementing the functions thereof, only the division of the foregoing functional modules is used as an example, in practical application, the foregoing functional allocation may be implemented by different functional modules, that is, the content structure of the device is divided into different functional modules, so as to implement all or part of the functions described above. In addition, the apparatus and the method embodiments provided in the foregoing embodiments belong to the same concept, and specific implementation processes of the apparatus and the method embodiments are detailed in the method embodiments and are not repeated herein.
Referring to fig. 11, a block diagram of a terminal 1100 according to an embodiment of the present application is shown. The terminal 1100 may be a mobile phone, tablet computer, smart television, multimedia playing device, PC, etc.
In general, terminal 1100 includes a processor 1101 and a memory 1102.
The processor 1101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1101 may be implemented in at least one hardware form of DSP (DIGITAL SIGNAL Processing), FPGA (Field Programmable GATE ARRAY ), PLA (Programmable Logic Array, programmable logic array). The processor 1101 may also include a main processor, which is a processor for processing data in a wake-up state, also referred to as a CPU (Central Processing Unit ), and a coprocessor, which is a low-power processor for processing data in a standby state. In some embodiments, the processor 1101 may integrate a GPU (Graphics Processing Unit, image processor) for rendering and drawing of content required to be displayed by the display screen. In some embodiments, the processor 1101 may also include an AI (ARTIFICIAL INTELLIGENCE ) processor for processing computing operations related to machine learning.
Memory 1102 may include one or more computer-readable storage media, which may be non-transitory. Memory 1102 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices.
In some embodiments, terminal 1100 can optionally further comprise a peripheral interface 1103 and at least one peripheral. The processor 1101, memory 1102, and peripheral interface 1103 may be connected by a bus or signal lines. The individual peripheral devices may be connected to the peripheral device interface 1103 by buses, signal lines or circuit boards. In particular, the peripheral devices may include at least one of a display 1104, audio circuitry 1105, a communication interface 1106, and a power supply 1107.
Those skilled in the art will appreciate that the structure shown in fig. 11 is not limiting and that terminal 1100 may include more or fewer components than shown, or may combine certain components, or may employ a different arrangement of components.
In an exemplary embodiment, a terminal is also provided that includes a processor and a memory having at least one instruction, at least one program, set of codes, or set of instructions stored therein. The at least one instruction, at least one program, set of codes, or set of instructions are configured to be executed by one or more processors to implement the virtual object control method described above.
In an exemplary embodiment, a computer readable storage medium is also provided, in which at least one instruction, at least one program, a set of codes or a set of instructions is stored, which when executed by a processor of a terminal, implements the above virtual object control method.
Alternatively, the above-mentioned computer-readable storage medium may be a ROM (Read-Only Memory), a RAM (Random Access Memory ), a CD-ROM (Compact Disc Read-Only Memory), a magnetic tape, a floppy disk, an optical data storage device, or the like.
In an exemplary embodiment, a computer program product or a computer program is also provided, the computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions so that the terminal performs the above-described virtual object control method.
It should be understood that references herein to "a plurality" are to two or more. "and/or" describes an association relationship of an association object, and indicates that there may be three relationships, for example, a and/or B, and may indicate that there are three cases of a alone, a and B together, and B alone. The character "/" generally indicates that the context-dependent object is an "or" relationship. In addition, the step numbers described herein are merely exemplary of one possible execution sequence among steps, and in some other embodiments, the steps may be executed out of the order of numbers, such as two differently numbered steps being executed simultaneously, or two differently numbered steps being executed in an order opposite to that shown, which is not limiting.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program for instructing relevant hardware, where the program may be stored in a computer readable storage medium, and the storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The foregoing description of the exemplary embodiments of the application is not intended to limit the application to the particular embodiments disclosed, but on the contrary, the intention is to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the application.

Claims (13)

1.一种虚拟对象控制方法,其特征在于,所述方法包括:1. A virtual object control method, characterized in that the method comprises: 显示游戏对局的对局界面,所述游戏对局包括多个人为控制阵营和至少一个系统控制阵营参与;其中,所述对局界面中包括第一用户帐号控制的属于第一人为控制阵营的第一虚拟对象;Displaying a game interface of a game, wherein the game includes multiple human-controlled camps and at least one system-controlled camp; wherein the game interface includes a first virtual object belonging to a first human-controlled camp and controlled by a first user account; 在所述第一虚拟对象被淘汰的情况下,确定分配给所述第一用户帐号控制的第二虚拟对象,在所述对局界面中显示分配给所述第一用户帐号控制的第二虚拟对象,所述第二虚拟对象属于所述系统控制阵营,且所述第二虚拟对象的控制权限被分配给所述第一用户帐号;In the case where the first virtual object is eliminated, determining a second virtual object assigned to the first user account for control, displaying the second virtual object assigned to the first user account for control in the game interface, the second virtual object belonging to the system control camp, and the control authority of the second virtual object being assigned to the first user account; 响应于针对所述第二虚拟对象的控制操作,控制所述第二虚拟对象在所述游戏对局中执行相应的操作;In response to a control operation on the second virtual object, controlling the second virtual object to perform a corresponding operation in the game; 其中,所述确定分配给所述第一用户帐号控制的第二虚拟对象,包括:The step of determining the second virtual object assigned to the first user account for control includes: 响应于接收到对第一虚拟对象集合中的目标虚拟对象的选择指令,将所述目标虚拟对象确定为所述第二虚拟对象,所述第一虚拟对象集合中包括供选择的至少一个虚拟对象;或者,In response to receiving a selection instruction for a target virtual object in a first virtual object set, determining the target virtual object as the second virtual object, wherein the first virtual object set includes at least one virtual object for selection; or 基于所述第一虚拟对象在所述游戏对局中的表现信息,确定所述第二虚拟对象,所述第一虚拟对象在所述游戏对局中的表现信息包括以下至少一项:所述第一虚拟对象在所述游戏对局中的淘汰量、所述第一虚拟对象在所述游戏对局中的任务完成情况、所述第一虚拟对象在所述游戏对局中的虚拟道具获取情况;或者,determining the second virtual object based on performance information of the first virtual object in the game match, wherein the performance information of the first virtual object in the game match includes at least one of the following: the number of eliminations of the first virtual object in the game match, the task completion status of the first virtual object in the game match, and the virtual prop acquisition status of the first virtual object in the game match; or 从第二虚拟对象集合中随机确定所述第二虚拟对象,所述第二虚拟对象集合中包括供选择的至少一个虚拟对象。The second virtual object is randomly determined from a second virtual object set, where the second virtual object set includes at least one virtual object for selection. 2.根据权利要求1所述的方法,其特征在于,所述在所述对局界面中显示分配给所述第一用户帐号控制的第二虚拟对象,包括:2. The method according to claim 1, wherein displaying the second virtual object assigned to the first user account in the game interface comprises: 确定所述第二虚拟对象在所述游戏对局的虚拟环境中的刷新位置;Determining a refresh position of the second virtual object in the virtual environment of the game game; 在所述刷新位置处显示所述第二虚拟对象。The second virtual object is displayed at the refresh position. 3.根据权利要求2所述的方法,其特征在于,所述确定所述第二虚拟对象在所述游戏对局的虚拟环境中的刷新位置,包括:3. The method according to claim 2, wherein determining a refresh position of the second virtual object in the virtual environment of the game game comprises: 基于候选位置集合和位置确定信息,确定所述第二虚拟对象在所述游戏对局的虚拟环境中的刷新位置;Determine a refresh position of the second virtual object in the virtual environment of the game game based on the candidate position set and the position determination information; 其中,所述位置确定信息包括以下至少一项:所述第一虚拟对象在所述游戏对局中的淘汰时间、所述第一虚拟对象在所述游戏对局中的淘汰位置、在所述淘汰时间属于所述人为控制阵营的其它虚拟对象在所述虚拟环境中的位置。Among them, the position determination information includes at least one of the following: the elimination time of the first virtual object in the game game, the elimination position of the first virtual object in the game game, and the position of other virtual objects belonging to the human-controlled camp in the virtual environment at the elimination time. 4.根据权利要求3所述的方法,其特征在于,所述基于候选位置集合和位置确定信息,确定所述第二虚拟对象在所述游戏对局的虚拟环境中的刷新位置,包括:4. The method according to claim 3, characterized in that the step of determining the refresh position of the second virtual object in the virtual environment of the game based on the candidate position set and the position determination information comprises: 响应于所述淘汰时间与所述游戏对局的第一进度匹配,将所述候选位置集合中符合第一规则的候选位置确定为所述刷新位置,所述第一规则包括以下至少一项:所述候选位置距离所述淘汰位置最近、所述候选位置位于所述虚拟环境对应的地图的边缘、所述候选位置的周侧不存在所述其它虚拟对象;In response to the elimination time matching the first progress of the game match, determining a candidate position in the candidate position set that meets a first rule as the refresh position, wherein the first rule includes at least one of the following: the candidate position is closest to the elimination position, the candidate position is located at an edge of a map corresponding to the virtual environment, and no other virtual objects exist around the candidate position; 响应于所述淘汰时间与所述游戏对局的第二进度匹配,将所述候选位置集合中符合第二规则的候选位置确定为所述刷新位置,所述第二规则包括以下至少一项:所述候选位置距离所述淘汰位置最近、所述候选位置位于所述虚拟环境对应的地图上的出生点的外围、所述候选位置的周侧不存在所述其它虚拟对象。In response to the elimination time matching the second progress of the game match, a candidate position in the candidate position set that meets a second rule is determined as the refresh position, and the second rule includes at least one of the following: the candidate position is closest to the elimination position, the candidate position is located outside the birth point on the map corresponding to the virtual environment, and there are no other virtual objects around the candidate position. 5.根据权利要求1所述的方法,其特征在于,所述显示游戏对局的对局界面之后,还包括:5. The method according to claim 1, characterized in that after displaying the game interface, the method further comprises: 获取所述第一虚拟对象在所述游戏对局中的淘汰时间;Obtaining the elimination time of the first virtual object in the game; 响应于所述第一虚拟对象在所述游戏对局中的淘汰时间与所述游戏对局的第三进度匹配,显示指示信息,所述指示信息用于指示是否继续参加所述游戏对局;In response to the elimination time of the first virtual object in the game match matching the third progress of the game, displaying indication information, the indication information being used to indicate whether to continue to participate in the game; 响应于接收到对所述指示信息的确认指令,执行所述在所述对局界面中显示分配给所述第一用户帐号控制的第二虚拟对象的步骤。In response to receiving a confirmation instruction for the indication information, the step of displaying the second virtual object assigned to the first user account for control in the game interface is performed. 6.根据权利要求5所述的方法,其特征在于,所述获取所述第一虚拟对象在所述游戏对局中的淘汰时间之后,还包括:6. The method according to claim 5, characterized in that the step of obtaining the first virtual object after the elimination time in the game match further comprises: 响应于所述第一虚拟对象在所述游戏对局中的淘汰时间与所述游戏对局的第三进度不匹配,触发所述第一虚拟对象在被淘汰的状态下脱离所述游戏对局。In response to the elimination time of the first virtual object in the game game not matching the third progress of the game game, the first virtual object is triggered to leave the game game in an eliminated state. 7.根据权利要求1所述的方法,其特征在于,所述控制所述第二虚拟对象在所述游戏对局中执行相应的操作之后,还包括:7. The method according to claim 1, characterized in that after controlling the second virtual object to perform a corresponding operation in the game, it also includes: 在所述系统控制阵营淘汰掉所述游戏对局中的人为控制阵营的情况下,显示胜利指示信息,所述胜利指示信息用于指示所述系统控制阵营赢得所述游戏对局的胜利。When the system control camp eliminates the human control camp in the game, victory indication information is displayed, where the victory indication information is used to indicate that the system control camp has won the game. 8.根据权利要求1所述的方法,其特征在于,所述控制所述第二虚拟对象在所述游戏对局中执行相应的操作之后,还包括:8. The method according to claim 1, characterized in that after controlling the second virtual object to perform a corresponding operation in the game, the method further comprises: 在所述第二虚拟对象被淘汰的情况下,获取所述第二虚拟对象的刷新次数;When the second virtual object is eliminated, obtaining a refresh count of the second virtual object; 响应于所述第二虚拟对象的刷新次数未达到阈值,再次从所述在所述对局界面中显示分配给所述第一用户帐号控制的第二虚拟对象的步骤开始执行;In response to the refresh number of the second virtual object not reaching a threshold, executing again from the step of displaying the second virtual object assigned to the first user account in the game interface; 响应于所述第二虚拟对象的刷新次数达到所述阈值,触发所述第二虚拟对象在被淘汰的状态下脱离所述游戏对局。In response to the refresh number of the second virtual object reaching the threshold, the second virtual object is triggered to leave the game in an eliminated state. 9.根据权利要求1至8任一项所述的方法,其特征在于,所述控制所述第二虚拟对象在所述游戏对局中执行相应的操作之后,还包括:9. The method according to any one of claims 1 to 8, characterized in that after controlling the second virtual object to perform a corresponding operation in the game, it further comprises: 基于所述第一虚拟对象和/或所述第二虚拟对象在所述游戏对局中的表现信息,确定所述第一用户帐号获取的奖励,所述表现信息包括以下至少一项:在所述游戏对局中的淘汰量、在所述游戏对局中的任务完成情况、在所述游戏对局中的虚拟道具获取情况。Based on the performance information of the first virtual object and/or the second virtual object in the game game, the reward obtained by the first user account is determined, and the performance information includes at least one of the following: the number of eliminations in the game game, the task completion status in the game game, and the virtual props acquisition status in the game game. 10.一种虚拟对象控制装置,其特征在于,所述装置包括:10. A virtual object control device, characterized in that the device comprises: 界面显示模块,用于显示游戏对局的对局界面,所述游戏对局包括多个人为控制阵营和至少一个系统控制阵营参与;其中,所述对局界面中包括第一用户帐号控制的属于第一人为控制阵营的第一虚拟对象;An interface display module, used to display a game interface of a game, wherein the game includes multiple human-controlled camps and at least one system-controlled camp; wherein the game interface includes a first virtual object belonging to a first human-controlled camp and controlled by a first user account; 对象显示模块,用于在所述第一虚拟对象被淘汰的情况下,确定分配给所述第一用户帐号控制的第二虚拟对象,在所述对局界面中显示分配给所述第一用户帐号控制的第二虚拟对象,所述第二虚拟对象属于所述系统控制阵营,且所述第二虚拟对象的控制权限被分配给所述第一用户帐号;an object display module, configured to, when the first virtual object is eliminated, determine a second virtual object assigned to the first user account for control, and display the second virtual object assigned to the first user account for control in the game interface, wherein the second virtual object belongs to the system control camp, and the control authority of the second virtual object is assigned to the first user account; 对象控制模块,用于响应于针对所述第二虚拟对象的控制操作,控制所述第二虚拟对象在所述游戏对局中执行相应的操作;an object control module, configured to control the second virtual object to perform a corresponding operation in the game in response to a control operation on the second virtual object; 其中,所述对象显示模块,具体用于:Wherein, the object display module is specifically used for: 响应于接收到对第一虚拟对象集合中的目标虚拟对象的选择指令,将所述目标虚拟对象确定为所述第二虚拟对象,所述第一虚拟对象集合中包括供选择的至少一个虚拟对象;或者,In response to receiving a selection instruction for a target virtual object in a first virtual object set, determining the target virtual object as the second virtual object, wherein the first virtual object set includes at least one virtual object for selection; or 基于所述第一虚拟对象在所述游戏对局中的表现信息,确定所述第二虚拟对象,所述第一虚拟对象在所述游戏对局中的表现信息包括以下至少一项:所述第一虚拟对象在所述游戏对局中的淘汰量、所述第一虚拟对象在所述游戏对局中的任务完成情况、所述第一虚拟对象在所述游戏对局中的虚拟道具获取情况;或者,determining the second virtual object based on performance information of the first virtual object in the game match, wherein the performance information of the first virtual object in the game match includes at least one of the following: the number of eliminations of the first virtual object in the game match, the task completion status of the first virtual object in the game match, and the virtual prop acquisition status of the first virtual object in the game match; or 从第二虚拟对象集合中随机确定所述第二虚拟对象,所述第二虚拟对象集合中包括供选择的至少一个虚拟对象。The second virtual object is randomly determined from a second virtual object set, where the second virtual object set includes at least one virtual object for selection. 11.一种终端,其特征在于,所述终端包括处理器和存储器,所述存储器中存储有至少一段程序,所述至少一段程序由所述处理器加载并执行以实现如权利要求1至10任一项所述的虚拟对象控制方法。11. A terminal, characterized in that the terminal comprises a processor and a memory, wherein at least one program is stored in the memory, and the at least one program is loaded and executed by the processor to implement the virtual object control method according to any one of claims 1 to 10. 12.一种计算机可读存储介质,其特征在于,所述存储介质中存储有至少一段程序,所述至少一段程序由处理器加载并执行以实现如权利要求1至10任一项所述的虚拟对象控制方法。12. A computer-readable storage medium, characterized in that at least one program is stored in the storage medium, and the at least one program is loaded and executed by a processor to implement the virtual object control method according to any one of claims 1 to 10. 13.一种计算机程序产品,其特征在于,所述计算机程序产品包括计算机指令,所述计算机指令存储在计算机可读存储介质中,处理器从所述计算机可读存储介质读取并执行所述计算机指令,以实现如权利要求1至10任一项所述的虚拟对象控制方法。13. A computer program product, characterized in that the computer program product comprises computer instructions, the computer instructions are stored in a computer-readable storage medium, and a processor reads and executes the computer instructions from the computer-readable storage medium to implement the virtual object control method according to any one of claims 1 to 10.
CN202111616784.7A 2021-01-04 2021-12-27 Virtual object control method, device, terminal and storage medium Active CN114712850B (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202110003688 2021-01-04
CN2021100036889 2021-01-04

Publications (2)

Publication Number Publication Date
CN114712850A CN114712850A (en) 2022-07-08
CN114712850B true CN114712850B (en) 2025-05-30

Family

ID=82236450

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202111616784.7A Active CN114712850B (en) 2021-01-04 2021-12-27 Virtual object control method, device, terminal and storage medium

Country Status (1)

Country Link
CN (1) CN114712850B (en)

Families Citing this family (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN115645918A (en) * 2022-11-04 2023-01-31 不鸣科技(杭州)有限公司 Method, device, equipment, medium and product for aggregation in virtual scene
CN115845400B (en) * 2022-12-09 2025-08-15 网易(杭州)网络有限公司 Information processing method, device, electronic equipment and storage medium
CN118217628A (en) * 2024-03-20 2024-06-21 网易(杭州)网络有限公司 Game interaction method, device, electronic device and storage medium

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN105431211A (en) * 2013-02-28 2016-03-23 咖姆波雷特游戏公司 Parallel AI hybrid game
CN111760282A (en) * 2020-08-06 2020-10-13 腾讯科技(深圳)有限公司 Interface display method, device, terminal and storage medium

Family Cites Families (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2004113451A (en) * 2002-09-26 2004-04-15 Namco Ltd Server, server control program, and recording medium recorded with the program
CN111888761A (en) * 2020-08-12 2020-11-06 腾讯科技(深圳)有限公司 Control method and device of virtual role, storage medium and electronic device
CN112076469A (en) * 2020-09-18 2020-12-15 腾讯科技(深圳)有限公司 Virtual object control method and device, storage medium and computer equipment

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN105431211A (en) * 2013-02-28 2016-03-23 咖姆波雷特游戏公司 Parallel AI hybrid game
CN111760282A (en) * 2020-08-06 2020-10-13 腾讯科技(深圳)有限公司 Interface display method, device, terminal and storage medium

Also Published As

Publication number Publication date
CN114712850A (en) 2022-07-08

Similar Documents

Publication Publication Date Title
TWI850601B (en) Method, device, electronic apparatus, computer readable storage medium, and computer program product for virtual reward resource allocation
KR102677420B1 (en) Virtual object control method and device, terminal, and storage medium
CN114712850B (en) Virtual object control method, device, terminal and storage medium
US11957980B2 (en) Respawn systems and methods in video games
US12121822B2 (en) Method, apparatus, and terminal for transmitting message in multiplayer online battle program, and medium
CN112691384B (en) Virtual article information sending method, virtual article information display device and terminal
JP7314311B2 (en) Screen display method, apparatus, equipment and computer program for virtual environment
KR102736582B1 (en) Method and device for allocating virtual compensation resources, electronic device, computer-readable storage medium and computer program product
US20230065576A1 (en) Battle settlement interface display method, apparatus, device, and storage medium
WO2022166475A1 (en) Method and apparatus for controlling virtual object, and terminal, storage medium and computer program product
CN113262488A (en) Control method, device and equipment for virtual object in virtual scene and storage medium
CN114288670B (en) Virtual object interaction method, device, equipment and storage medium
CN114307150B (en) Method, device, equipment, medium and program product for interaction between virtual objects
CN113144617A (en) Virtual object control method, device, equipment and computer readable storage medium
JP7714623B2 (en) Virtual item information transmission method, display method, device, and terminal
WO2024234811A1 (en) Non-player character control method and apparatus, and device, medium and program product
HK40042620A (en) Sending method, display method, device and terminal for virtual item information
HK40083155A (en) Method, device, terminal and storage medium for controlling virtual object to release skill
CN119587965A (en) Virtual object control method, device, equipment and storage medium
HK40048710B (en) Method and apparatus for controlling virtual object, device and computer-readable storage medium
Tóth Sorcerer's Struggle
HK40048710A (en) Method and apparatus for controlling virtual object, device and computer-readable storage medium
HK40028522B (en) Method and apparatus for controlling virtual object to release skill, terminal and storage medium
HK40028522A (en) Method and apparatus for controlling virtual object to release skill, terminal and storage medium
HK40042620B (en) Sending method, display method, device and terminal for virtual item information

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant