WO2022166475A1 - 虚拟对象的控制方法、装置、终端、存储介质及计算机程序产品 - Google Patents

虚拟对象的控制方法、装置、终端、存储介质及计算机程序产品 Download PDF

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Publication number
WO2022166475A1
WO2022166475A1 PCT/CN2021/142176 CN2021142176W WO2022166475A1 WO 2022166475 A1 WO2022166475 A1 WO 2022166475A1 CN 2021142176 W CN2021142176 W CN 2021142176W WO 2022166475 A1 WO2022166475 A1 WO 2022166475A1
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Prior art keywords
virtual
virtual object
camp
control
response
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PCT/CN2021/142176
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English (en)
French (fr)
Inventor
刘智洪
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腾讯科技(深圳)有限公司
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Publication of WO2022166475A1 publication Critical patent/WO2022166475A1/zh
Priority to US18/352,702 priority Critical patent/US20230356086A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02PCLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
    • Y02P90/00Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
    • Y02P90/02Total factory control, e.g. smart factories, flexible manufacturing systems [FMS] or integrated manufacturing systems [IMS]

Definitions

  • the present application relates to the field of computer technology, and in particular, to a method, device, terminal, storage medium and computer program product for controlling a virtual object.
  • the battle game is a game in which multiple user accounts compete in the same scene.
  • Players can control virtual objects in the virtual environment to perform actions such as walking, running, climbing, and shooting, and multiple players can team up online in the same virtual environment. Collaborate to complete a task.
  • players can control virtual objects to attack the virtual objects of the opposing camp. When all virtual objects in one camp are defeated, the game ends, and the other camp wins the game.
  • the game method in the related art is only to defeat the virtual objects of the enemy faction as the competitive goal when the faction is known, so that some players can check the positions of the virtual objects of each faction, take evasion, and rely on the same faction.
  • the strategy of other players to defeat the virtual objects of the hostile faction is passive, and the human-computer interaction efficiency is low, which leads to the delay of the game time, increases the burden on the server to process a single game, and makes the utilization rate of hardware resources low.
  • the embodiments of the present application provide a method, device, terminal and storage medium for controlling a virtual object, which can shorten the duration of a match and improve the efficiency of human-computer interaction and the utilization rate of hardware resources.
  • An embodiment of the present application provides a method for controlling a virtual object, and the method includes:
  • controlling the first virtual object In response to a control operation in the object control interface, controlling the first virtual object to perform at least one of the faction tasks corresponding to the faction to which it belongs;
  • the first camp tasks of the first camp include: maintaining virtual devices in the virtual environment and defeating virtual objects belonging to the second camp
  • the second camp tasks of the second camp include: destroying virtual equipment in the virtual environment virtual devices and defeat virtual objects belonging to said first camp
  • the game result is displayed through the game ending interface.
  • the embodiment of the present application also provides a control device for a virtual object, and the device includes:
  • a first display module configured to display an object control interface based on a camp to which the first virtual object belongs, and the camp includes a first camp and a second camp;
  • a first control module configured to control the first virtual object to perform at least one of the camp tasks corresponding to the camp to which it belongs, in response to a control operation in the object control interface;
  • the first camp tasks of the first camp include: maintaining virtual devices in the virtual environment and defeating virtual objects belonging to the second camp
  • the second camp tasks of the second camp include: destroying virtual equipment in the virtual environment. virtual equipment and defeating virtual objects belonging to said first camp
  • the second display module is configured to display the game result through the game end interface in response to the execution of the faction task satisfying the game ending condition.
  • An embodiment of the present application further provides a terminal, where the terminal includes a processor and a memory; the memory stores at least one instruction, at least one segment of program, code set or instruction set, the at least one instruction, the at least one segment of The program, the code set or the instruction set are loaded and executed by the processor to implement the virtual object control method provided by the embodiments of the present application.
  • Embodiments of the present application further provide a computer-readable storage medium, where at least one computer program is stored in the computer-readable storage medium, and the computer program is loaded and executed by a processor to implement the virtual object provided by the embodiments of the present application control method.
  • Embodiments of the present application also provide a computer program product or computer program, where the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the terminal reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the terminal implements the virtual object control method provided by the embodiment of the present application.
  • the first camp task of the first camp includes: maintaining virtual devices in the virtual environment and defeating virtual objects belonging to the second camp
  • the second camp task of the second camp includes destroying virtual devices in the virtual environment equipment and defeating the virtual objects belonging to the first camp, that is, for the first camp and the second camp, there are two corresponding camp tasks.
  • the virtual objects can perform two tasks according to their own camp.
  • At least one of the camp tasks is sufficient, so that the competitive goal is not just to defeat the enemy virtual object, so as to prompt the user to control the virtual object to move in the virtual environment and select the camp task to be executed according to the actual situation, so as to solve the situation of negative battles , it is impossible to complete the game by defeating virtual objects, improve the participation in the game and the efficiency of human-computer interaction, effectively control the duration of a single game and the data processing volume of the server, and improve the utilization of hardware resources.
  • FIG. 1 is a schematic diagram of an implementation environment provided by an embodiment of the present application.
  • FIG. 2 is a schematic flowchart of a method for controlling a virtual object provided by an embodiment of the present application
  • FIG. 3 is a schematic flowchart of a method for controlling a virtual object provided by an embodiment of the present application
  • FIG. 4 is a schematic diagram of an object control interface provided by an embodiment of the present application.
  • FIG. 5 is a schematic diagram of a maintenance target virtual device provided by an embodiment of the present application.
  • FIG. 6 is a schematic diagram of determining a distance between a virtual device and a first virtual object provided by an embodiment of the present application
  • FIG. 7 is a schematic flowchart of a method for controlling a virtual object provided by an embodiment of the present application.
  • FIG. 8 is a schematic diagram of a destruction target virtual device provided by an embodiment of the present application.
  • FIG. 9 is a schematic diagram of a destruction target virtual device provided by an embodiment of the present application.
  • FIG. 10 is a schematic flowchart of a method for controlling a virtual object provided by an embodiment of the present application.
  • FIG. 11 is a schematic diagram of a game end interface and a game details interface provided by an embodiment of the present application.
  • FIG. 12 is a schematic flowchart of a method for controlling a virtual object provided by an embodiment of the present application.
  • FIG. 13 is a schematic diagram of a check interface provided by an embodiment of the present application.
  • FIG. 14 is a schematic flowchart of a method for controlling a virtual object provided by an embodiment of the present application.
  • FIG. 15 is a schematic diagram of a virtual object list provided by an embodiment of the present application.
  • 16 is a schematic flowchart of a method for controlling a virtual object provided by an embodiment of the present application.
  • 17 is a structural block diagram of a control device for a virtual object provided by an embodiment of the present application.
  • FIG. 18 is a structural block diagram of a terminal provided by an embodiment of the present application.
  • plural refers to two or more.
  • “And/or”, which describes the association relationship of the associated objects, means that there can be three kinds of relationships, for example, A and/or B, which can mean that A exists alone, A and B exist at the same time, and B exists alone.
  • the character “/” generally indicates that the associated objects are an "or" relationship.
  • the virtual environment may be a simulated environment for the real world, a semi-simulated and semi-fictional three-dimensional environment, or a purely fictional three-dimensional environment.
  • 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.
  • the following embodiments illustrate that the virtual environment is a three-dimensional virtual environment, but this is not limited.
  • the virtual environment is also used for virtual environment battles between at least two virtual characters, and the virtual environment has virtual resources available for the at least two virtual characters.
  • Virtual objects refer to movable objects in a virtual scene.
  • the movable object may be at least one of virtual characters, virtual animals, and cartoon characters.
  • the virtual object when the virtual scene is a three-dimensional virtual scene, the virtual object may be a three-dimensional solid model. Each virtual object has its own shape and volume in the three-dimensional virtual scene, and occupies a part of the space in the three-dimensional virtual scene.
  • the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character wears different skins to achieve different appearances.
  • the virtual character may also be implemented by using a 2.5-dimensional or 2-dimensional model, which is not limited in this embodiment of the present application.
  • Virtual props refer to props that virtual objects can use in a virtual environment.
  • virtual props are virtual interactive props that are used for virtual objects to interact with other virtual objects in a virtual environment.
  • Virtual props that damage other virtual objects in some embodiments, the virtual props can also be supply props used to provide supplies for the interactive props.
  • the virtual props as the supplying props can be the shooting props.
  • Virtual bullets of props; in some embodiments, virtual props can also be defensive props used by virtual objects to defend against attacks by other virtual objects, or virtual beams, virtual shock waves, etc., which are displayed by hands when virtual objects release skills props, and parts of the body torso of virtual objects, such as hands and legs.
  • Virtual equipment refers to the instruments and equipment in the virtual environment, including computer equipment, communication equipment, water towers, generators, etc.
  • the virtual device can be destroyed and destroyed by the virtual object of the second camp, and the virtual device in the destroyed state can be maintained by the virtual object of the first camp.
  • UI controls respond to user actions.
  • FIG. 1 shows a schematic diagram of an implementation environment provided by an embodiment of the present application.
  • the implementation environment may include: a first terminal 110 , a server 120 and a second terminal 130 .
  • the first terminal 110 is installed and runs with an application program 111 supporting the virtual world, and the application program 111 may be a multiplayer online battle program.
  • the application program 111 may be a multiplayer online battle program.
  • the application 111 may be a multiplayer online battle arena (Multiplayer Online Battle Arena, MOBA) game, a simulation strategy game (Simulation Game, SLG) and the like.
  • the application 111 is an MOBA game as an example.
  • the first terminal 110 is a terminal used by the first user 112.
  • the first user 112 uses the first terminal 110 to control the first virtual object located in the virtual world to perform activities.
  • the first virtual object may be referred to as the master virtual object of the first user 112. object.
  • the activities of the first virtual object include, but are not limited to, at least one of adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, interacting with objects, throwing, and releasing skills.
  • the first virtual object is a first virtual character, such as a simulated character or an anime character.
  • the first virtual object belongs to the first camp or the second camp.
  • the camp of the virtual object in the second camp The information is not visible, the first user 112 controls the first virtual object to defeat the virtual object of the second camp and maintains the virtual equipment in the virtual environment to win; when the first virtual object belongs to the second camp, the displayed information on the first terminal 110 In the object control interface, the camp information of the virtual objects in the first camp can be seen, and the first user 112 controls the first virtual object to defeat the virtual objects of the first camp and destroy the virtual devices in the virtual environment to win.
  • the second terminal 130 is installed and runs with an application program 131 supporting the virtual world, and the application program 131 may be a multiplayer online battle program.
  • the application program 131 may be a multiplayer online battle program.
  • the client can be a MOBA game, an SLG game, etc.
  • the application 131 is a MOBA game.
  • the second terminal 130 is a terminal used by the second user 132.
  • the second user 132 uses the second terminal 130 to control a second virtual object located in the virtual world to perform activities.
  • the second virtual object may be referred to as the master virtual object of the second user 132. Role.
  • the second virtual object is a second virtual character, such as a simulated character or an anime character.
  • the second virtual object belongs to the first camp or the second camp, when the second virtual object belongs to the first camp, in the object control interface displayed on the second terminal 130, the camp of the virtual object in the second camp The information is not visible, the second user 132 controls the second virtual object to defeat the virtual object of the second camp and maintains the virtual equipment in the virtual environment to win; when the second virtual object belongs to the second camp, the displayed information on the second terminal 130 In the object control interface, the camp information of the virtual objects in the first camp is visible, and the second user 132 controls the second virtual object to defeat the virtual objects of the first camp and destroy the virtual devices in the virtual environment to win.
  • the first virtual object and the second virtual object are in the same virtual world, and the first virtual object and the second virtual object may belong to the same faction, the same team, the same organization, have a friend relationship, or have a temporary sexual communication rights. In some embodiments, the first virtual object and the second virtual object may belong to different factions, different teams, different organizations, or have an adversarial relationship.
  • the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on the two terminals are the same type of applications on different operating system platforms (Android or IOS).
  • the first terminal 110 may generally refer to one of the multiple terminals, and the second terminal 130 may generally refer to another one of the multiple terminals. In this embodiment, only the first terminal 110 and the second terminal 130 are used as examples for illustration.
  • the device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include: smart phones, tablet computers, e-book readers, MP3 players, MP4 players, laptop computers, and desktop computers. at least one.
  • terminals there are multiple other terminals that can access the server 120 in different embodiments.
  • the first terminal 110, the second terminal 130 and other terminals are connected to the server 120 through a wireless network or a wired network.
  • the server 120 includes at least one of a server, a server cluster composed of multiple servers, a cloud computing platform and a virtualization center.
  • the server 120 is used to provide background services for applications supporting the three-dimensional virtual world.
  • the server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, a distributed computing architecture is used between the server 120 and the terminal. collaborative computing.
  • the server 120 includes a memory 121, a processor 122, a user account database 123, a battle service module 124, and a user-oriented input/output interface (Input/Output Interface, I/O interface) 125.
  • the processor 122 is used for loading the instructions stored in the server 120, and processing the data in the user account database 123 and the battle service module 124;
  • the user account database 123 is used for storing the first terminal 110, the second terminal 130 and other terminals used by The data of the user account, such as the avatar of the user account, the nickname of the user account, the combat effectiveness index of the user account, and the service area where the user account is located;
  • the battle service module 124 is used to provide multiple battle rooms for users to battle, such as 1V1 battles, 3V3 battle, 5V5 battle, etc.;
  • the user-oriented I/O interface 125 is used to establish communication and exchange data with the first terminal 110 and/or the second terminal 130 through a wireless network or a wired network.
  • the terminal displays the faction information of both sides of the game based on the matching result before the game starts, and during the game, the virtual objects are set with faction identifiers and different camps.
  • the corresponding display effect of the virtual object is different for the user to obtain the camp information of other virtual objects within the field of view of the first virtual object in real time, and to obtain the location of the virtual objects of each camp through the map display control, so that the user can control the first virtual object. Collaborate with virtual objects of the same faction while dodging virtual objects of the opposing faction.
  • the camp information of other virtual objects except itself is not visible, and the user cannot directly obtain the camp information of each virtual object through the object control interface, so it is impossible to rely on the virtual object of the same camp.
  • the strategy of avoiding attacks, and both sides of the battle need to win the game by defeating the enemy's virtual objects and maintaining or destroying the virtual equipment. It can solve the problem that the game cannot be completed by defeating virtual objects in the case of passive battles, increase the competitiveness and strategy in the battle process, effectively control the duration of a single game, and improve the efficiency of human-computer interaction and hardware resource utilization.
  • FIG. 2 shows a flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application. This embodiment is described by taking the method being used in the first terminal 110 or the second terminal 130 in the implementation environment shown in FIG. 1 or other terminals in the implementation environment as an example.
  • the method includes:
  • Step 201 displaying an object control interface based on the camp to which the first virtual object belongs, where the camp includes a first camp and a second camp.
  • camp information of virtual objects in the first camp is visible to virtual objects in the second camp, and camp information of virtual objects in the second camp is invisible to virtual objects in the first camp.
  • a game includes two camps, and the user needs to control the first virtual object to compete with virtual objects of the opposing camp to obtain the victory of the camp where the first virtual object is located.
  • the camp information of the virtual objects in the first camp is visible to the virtual objects in the second camp, and the camp information of the virtual objects in the second camp is invisible to the virtual objects in the first camp, that is, when the first virtual object belongs to the first camp When camping, the user cannot know the camp information of other virtual objects in the virtual environment.
  • the user can obtain the virtual objects contained in the second camp through the object control interface, so as to know each virtual object. camp information.
  • the virtual objects in the game have two different roles, namely the first role (the first camp) and the second role (the second camp).
  • the first role cannot know whether other virtual objects in the virtual environment are the first role.
  • a character or a second character, and the second characters can confirm the identity of each other, so that the user corresponding to the second character can infer the first character in the virtual environment.
  • the camp information of the virtual objects in the second camp in the object control interface displayed on the terminal is not visible (that is, except for the first virtual object, the camps of other virtual objects are not visible). information is not visible), when the first virtual object belongs to the second camp, in the object control interface displayed by the terminal, the virtual objects of different camps are displayed in different ways (for example, the virtual objects carry different camp logos, or the colors of the virtual objects are different etc.), or, the object control interface displayed by the terminal includes an object list for displaying virtual objects of the second camp, or, the object control interface displayed by the terminal includes controls for triggering the display of virtual object camp information, etc. This is not limited in the application examples.
  • the number of virtual objects allocated to the first camp and the second camp is the same, or the number of virtual objects of the first camp is greater than the number of virtual objects of the second camp, or, The number of virtual objects of the first camp is smaller than the number of virtual objects of the second camp.
  • the server controls the number of virtual objects of the second camp to be one-third of the number of virtual objects of the first camp (rounded up) when performing game matching, and takes the virtual objects corresponding to the matched users in the team. The principle of assigning to the same camp as much as possible.
  • the virtual objects of the whole team When the number of virtual objects in the same team is less than or equal to the maximum number of virtual objects in the second camp, the virtual objects of the whole team will be randomly assigned to the first camp, or the virtual objects of the whole team will be backed up to the second camp. When the number of virtual objects in the same team is greater than the maximum number of virtual objects in the second camp and less than the maximum number of virtual objects in the first camp, the virtual objects in the whole team are assigned to the first camp. When the number of objects is at the maximum, each virtual object in the team is randomly assigned to the first camp or the second camp.
  • Step 202 in response to the control operation in the object control interface, control the first virtual object to perform at least one of the camp tasks corresponding to the camp to which it belongs;
  • the tasks of the first camp of the first camp include maintaining virtual devices in the virtual environment and defeating virtual objects belonging to the second camp
  • the tasks of the second camp of the second camp include destroying virtual devices in the virtual environment and defeating virtual objects belonging to the first camp Faction dummy object.
  • the server randomly determines the operable virtual devices in the virtual environment at the beginning of the game. If the first virtual object belongs to the second camp, the user can control the first virtual object to destroy the virtual device and defeat the first virtual device through a control operation. The virtual object of the camp to prevent the virtual device from being maintained. If the first virtual object belongs to the first camp, the user can control the first virtual object to maintain the virtual device through control operations, and defeat the virtual object of the first camp to prevent the virtual device from being destroyed. .
  • the users corresponding to the virtual objects of the first camp can guess their camp information by observing the behavior of other virtual objects.
  • Step 203 In response to the fact that the executed faction task satisfies the game ending condition, the game result is displayed on the game ending interface.
  • the virtual object of one camp takes the lead in making the camp mission meet the conditions for the end of the game, the game ends, and the terminal displays the game end interface.
  • the end-of-game conditions have different requirements for the missions of the first camp and the missions of the second camp. For example, for the first camp, if all virtual objects of the second camp are defeated, or the number of virtual devices successfully maintained by the first camp reaches a preset number, the game ends and the first camp wins; for the second camp , if all virtual objects of the first camp are defeated, or the number of virtual devices successfully destroyed by the second camp reaches the preset number, the game ends and the second camp wins.
  • the game result includes the winning faction, the faction information of each virtual object, and the like.
  • the virtual object of the first camp in the two opposing camps cannot obtain the camp information of other virtual objects except itself, and in addition to defeating the virtual object of the enemy camp, the virtual object can also be maintained. Or the faction task of destroying virtual equipment, the competitive goal is not just to defeat the enemy virtual object, but to complete the game by defeating the enemy virtual object and maintaining or destroying the virtual equipment, so that the user can control the virtual object to move in the virtual environment.
  • FIG. 3 shows a flowchart of a method for controlling a virtual object provided by an embodiment of the present application. This embodiment is described by taking the method used in the first terminal 110 or the second terminal 130 in the implementation environment shown in FIG. 1 or other terminals in the implementation environment as an example. The method includes the following steps:
  • Step 301 displaying an object control interface based on the camp to which the first virtual object belongs, the camp includes a first camp and a second camp, and in the object control interface, the camp information of the virtual objects in the first camp is visible to the virtual objects in the second camp , the faction information of the virtual objects in the second camp is not visible to the virtual objects in the first camp.
  • step 301 For the specific implementation of step 301, reference may be made to the foregoing step 201, and details are not described herein again in this embodiment of the present application.
  • Step 302 in response to the triggering operation on the prop using control in the object control interface, control the first virtual object to use the virtual prop on the second virtual object, the virtual prop is used to reduce the property value of the virtual object, and the second virtual object belongs to the first camp or the second camp.
  • the tasks of the first camp that it needs to complete include defeating the virtual object of the second camp. Since the virtual objects of the first camp cannot know the virtual objects contained in the first and second camps, the user may control the first virtual object to defeat the virtual objects of the first camp, or control the first virtual object to defeat the virtual objects of the second camp. virtual object. That is, for the first virtual object, any virtual object in the virtual environment can be defeated.
  • the initial virtual props possessed by each virtual object are the same, and the attribute values of the initial virtual props are relatively low, such as lower than the attribute value threshold.
  • Virtual props are scattered at random locations in the virtual environment, or the virtual environment will supply props every predetermined period of time. For example, drones in the virtual environment will drop props every predetermined period of time, and the delivery locations are random.
  • the user can control the virtual object to pick up virtual props through the terminal, and when the terminal detects that a pickable virtual prop exists within a preset distance of the first virtual object and receives a preset operation, it is determined that the first virtual object is equipped with the virtual prop.
  • the user can also control the virtual object to discard unnecessary virtual props into the virtual environment.
  • the special virtual props may be ordinary virtual props assembling auxiliary sub-props
  • the total amount of special virtual props in the virtual environment is smaller than the total amount of ordinary virtual props.
  • each virtual object has a maximum of 3 virtual props at the same time, and each virtual prop has a maximum of 1 at the same time. If the virtual object carries a virtual skill for expanding equipment, it can have a maximum of 5 virtual props at the same time.
  • a prop use control 401 is displayed in the object control interface.
  • the terminal receives a trigger operation on the prop use control 401 and the current first virtual object 402 holds a virtual prop
  • the terminal controls the first A virtual object 402 uses a virtual prop. If the virtual prop acts on the second virtual object 403, the attribute value (eg, remaining life value) of the second virtual object 403 decreases.
  • the user can also change the virtual prop held by the first virtual object by triggering the prop selection control 404 .
  • the server controls the virtual environment to perform replenishment at preset time intervals (eg, 15 seconds), Provide virtual props with high attribute values, etc., to speed up the game process.
  • preset time intervals eg, 15 seconds
  • Step 303 in response to the trigger operation of the device maintenance control in the object control interface, and the distance between the first virtual object and the target virtual device is less than the distance threshold, control the first virtual object to maintain the target virtual device, and the target virtual device is to be maintained.
  • the target virtual device is randomly determined or obtained by destroying the virtual object of the second camp.
  • the first camp task to be completed by the first virtual object further includes maintaining the target virtual device to be maintained in the virtual environment.
  • the server randomly generates virtual devices for each game, and randomly determines one or more virtual devices from the virtual devices as the target virtual device.
  • the device maintenance control 501 and the movement control 504 are displayed in the object control interface.
  • the user controls the first virtual object 503 to move in the virtual environment by triggering the movement control 504, and the target virtual device displays the objects to be maintained. prompt information.
  • the terminal controls the first virtual object 503 to maintain the target virtual device 502 .
  • the first virtual object 503 needs to maintain the target virtual device 502 for a certain period of time (for example, 3 seconds), that is, the first virtual object 503 needs to keep the distance from the target virtual device 502 less than the distance for 3 seconds after triggering the maintenance of the target virtual device 502
  • the terminal can display the maintenance progress bar 505 through the object control interface, and after the first virtual object 503 successfully maintains the target virtual device 502, display the prompt information of successful maintenance through the object control interface.
  • no device maintenance null controls are included in the object control interface.
  • the terminal determines whether the first virtual object enters a state of maintaining the target virtual device through a collision box mechanism. As shown in FIG. 6 , both virtual objects and virtual devices in the virtual environment are provided with collision detection boxes. When the collision detection box 602 of the first virtual object 601 is in contact with the collision detection box 604 of the target virtual device 603, it is determined that the first virtual Object 601 is servicing target virtual device 603 .
  • the method for controlling a virtual object further includes the following steps:
  • the target virtual device is displayed in a target display style, so that the display style of the target virtual device is different from the display styles of other virtual devices.
  • the object control interface includes a map presentation control in which the target virtual device is highlighted.
  • the object control interface includes a map display control, which displays a map image of a virtual environment within a preset range near the first virtual object, and the terminal displays the device identifiers (such as device thumbnails, device symbols, etc.) of each virtual device in the map image. , and highlight the target virtual device (for example, the device ID of the normal virtual device is different from the device ID of the target virtual device), so as to facilitate the user to observe the situation of each virtual device in the virtual environment.
  • a map display control which displays a map image of a virtual environment within a preset range near the first virtual object
  • the terminal displays the device identifiers (such as device thumbnails, device symbols, etc.) of each virtual device in the map image.
  • the target virtual device for example, the device ID of the normal virtual device is different from the device ID of the target virtual device
  • Step 304 in response to the second virtual object being defeated by the first virtual object, and the second virtual object belongs to the second camp, determine that the first camp task is completed.
  • the user defeats the second virtual object by controlling the first virtual object to use virtual props. If the second virtual object belongs to the second camp, it is determined that the first virtual object successfully completes the task of defeating the virtual object of the second camp; if the second virtual object belongs to the first camp, the first virtual object has not completed the task of the first camp.
  • Step 305 in response to the target virtual device being maintained within the countdown period, it is determined that the task of the first camp is completed.
  • the first virtual object needs to keep the distance between the first virtual object and the target virtual object smaller than the distance threshold for a preset time period to be able to successfully maintain the device, and the target virtual device needs to be successfully maintained within the countdown period to be able to complete the first A camp mission. If the target virtual device is not successfully maintained by the virtual object of the first camp within the countdown period, it is determined that the target virtual device is destroyed.
  • the terminal When the terminal detects that a certain virtual device has been transformed into a target virtual device (that is, the virtual device is destroyed), it starts to count down, and if the distance between the first virtual object and the target virtual device within the countdown time is not greater than the distance threshold, then determine the first virtual device.
  • a virtual object completes a task of maintaining a virtual device.
  • Step 306 in response to the completed first faction task or the second faction task satisfying the game ending condition, display the game result through the game ending interface.
  • step 306 For the specific implementation manner of step 306, reference may be made to the foregoing step 203, and details are not described herein again in this embodiment of the present application.
  • the first virtual object when a triggering operation on the prop using control is received, the first virtual object is controlled to use the virtual prop, and the first virtual object can defeat the virtual objects of the first camp and the second camp, while the second virtual object can defeat the virtual objects of the first and second camps. Only when it belongs to the second camp can it be determined that the first virtual object has completed the task of the first camp, and the first virtual object can only confirm the completion of the first camp task after successfully maintaining the target virtual device within the countdown period, so that the user cannot identify each virtual object.
  • the game is played by means of avoidance and delay, which can effectively control the duration of a single game and improve the efficiency of human-computer interaction and hardware resource utilization.
  • FIG. 7 shows a flowchart of a method for controlling a virtual object provided by another exemplary embodiment of the present application. This embodiment is described by taking the method being used in the first terminal 110 or the second terminal 130 in the implementation environment shown in FIG. 1 or other terminals in the implementation environment as an example. The method includes the following steps:
  • Step 701 display an object control interface based on the faction to which the first virtual object belongs, the camp includes a first camp and a second camp, and in the object control interface, the faction information of the virtual object in the first camp is visible to the virtual object in the second camp , the faction information of the virtual objects in the second camp is not visible to the virtual objects in the first camp.
  • step 701 For the specific implementation of step 701, reference may be made to the foregoing step 201, and details are not described herein again in this embodiment of the present application.
  • Step 702 in response to a triggering operation on a prop using control in the object control interface, control the first virtual object to use a virtual prop on a second virtual object, the virtual prop is used to reduce the property value of the virtual object, and the second virtual object belongs to the first camp or the second camp.
  • the task of the second camp that needs to be completed includes defeating the virtual object of the first camp.
  • any virtual object in the virtual environment can be defeated.
  • Step 703 in response to the trigger operation of the device destruction control in the object control interface, determine the virtual device with the smallest distance from the first virtual object and the distance is less than the distance threshold as the target virtual device, and control the first virtual object to destroy the target virtual device.
  • the task of the second camp that needs to be completed further includes destroying the virtual equipment in the virtual environment. Therefore, the user needs to control the first virtual object to destroy the virtual device in the virtual environment, and prevent the virtual object of the first camp from maintaining the damaged virtual device before the end of the countdown.
  • virtual objects of the second camp can remotely destroy the virtual device.
  • virtual objects of the second camp can carry virtual skills that remotely destroy virtual equipment.
  • the device destruction control is the “disruptor” skill control 801.
  • the terminal receives a trigger operation on the “disruptor” skill control 801, it will be associated with the first virtual device.
  • the distance between the objects 802 is the smallest, and the virtual device with the distance less than the distance threshold is determined as the target virtual device, and the target virtual device is destroyed, and the map display interface is displayed at the same time, and the device identifier 803 of each virtual device is displayed through the map display interface, and the device identifier 803
  • the location of the virtual device can be indicated, and the identifiers of the destroyed virtual device, the destroyed virtual device and the normal virtual device are different, so that the user can grasp the situation of each virtual device.
  • the terminal when the terminal receives the triggering operation on the device destruction control, it displays the map display interface, and the device identifier of the normal virtual device in the map display interface can be triggered.
  • the terminal controls the first virtual object to destroy the virtual device. That is, the virtual objects of the second camp can remotely destroy nearby virtual devices through the map display interface.
  • the virtual objects of the second camp can only be remotely destroyed after a preset period of time after each remote destruction, and
  • the preset duration is variable.
  • the "Disruptor" skill has a skill cooldown time.
  • the user can also control the first virtual object to destroy the virtual device at close range.
  • a device destruction control 901 and a direction control 904 are displayed in the object control interface.
  • the user makes the first virtual object 903 move in the virtual environment by triggering the direction control 904.
  • the terminal starts the countdown and displays the destruction progress bar 905.
  • the first If the preset time period (for example, 3 seconds), the first If the distance between a virtual object 903 and the target virtual device 902 is smaller than the distance threshold, it is determined that the target virtual device is destroyed, and a prompt message 906 indicating that the virtual device is successfully destroyed is displayed through the object control interface.
  • the preset time period for example, 3 seconds
  • the method for controlling a virtual object further includes the following steps:
  • the object control interface includes a map display control, which displays a map image of a virtual environment within a preset range near the first virtual object, and the terminal displays the device identifiers (such as device thumbnails, device symbols, etc.) of each virtual device in the map image. , and highlight the target virtual device (for example, the device ID of the normal virtual device is different from the device ID of the target virtual device), so as to facilitate the user to observe the situation of each virtual device in the virtual environment.
  • a map display control which displays a map image of a virtual environment within a preset range near the first virtual object
  • the terminal displays the device identifiers (such as device thumbnails, device symbols, etc.) of each virtual device in the map image.
  • the target virtual device for example, the device ID of the normal virtual device is different from the device ID of the target virtual device
  • Step 704 in response to the second virtual object being defeated by the first virtual object, and the second virtual object belongs to the first camp, determine that the second camp task is completed.
  • the user defeats the second virtual object by controlling the first virtual object to use virtual props. If the second virtual object belongs to the first camp, it is determined that the first virtual object has successfully completed a task of defeating the virtual object of the first camp; if the second virtual object belongs to the second camp, the first virtual object has not completed the task of the second camp.
  • Step 705 in response to the target virtual device not being maintained within the countdown period, determine that the second camp task is completed, wherein the target virtual equipment that has not been maintained within the countdown period is destroyed.
  • the virtual object of the first camp needs to successfully maintain the device within the countdown period to restore the target virtual device to normal. If the virtual object of the first camp fails to successfully maintain the target virtual device within the countdown period, the target virtual equipment The virtual device is confirmed to be destroyed, and the virtual object of the second camp that destroys the target virtual device completes a second camp task.
  • Step 706 in response to the completed first faction task or the second faction task satisfying the game ending condition, display the game result through the game ending interface.
  • step 706 For the specific implementation manner of step 706, reference may be made to the foregoing step 203, and details are not described herein again in this embodiment of the present application.
  • the first virtual object when a trigger operation on the prop use control is received, the first virtual object is controlled to use the virtual prop, and the first virtual object can defeat the virtual objects of the first camp and the second camp , and only when the second virtual object belongs to the first camp can it be determined that the first virtual object has completed the task of the first camp, and the first virtual object can confirm the completion of the second camp task only after the first virtual object successfully destroys the target virtual device within the countdown period.
  • the user controls the first virtual object to compete with the virtual objects of the first camp, thereby effectively controlling the duration of a single game, improving human-computer interaction efficiency and hardware resource utilization.
  • the virtual object of the second camp can obtain camp information of other virtual objects of the camp.
  • the user can trigger to enter the second camp.
  • the faction channel of the faction so as to communicate within the faction and facilitate the negotiation of the game strategy.
  • the competitive battle game is provided with a discussion mode for users participating in the game to communicate, including a text discussion area and a voice discussion.
  • a discussion mode for users participating in the game to communicate, including a text discussion area and a voice discussion.
  • the virtual objects of the first camp cannot obtain the information of other virtual objects except themselves. camp information, and virtual objects of the second camp can obtain camp information of other virtual objects in the second camp. Therefore, in order to facilitate communication between users corresponding to the virtual objects of the second camp, the object control interface displays a channel switch control.
  • the information sending method in the camp channel includes at least one of text sending and voice sending, and the content in the camp channel is invisible to the virtual object of the first camp.
  • a channel switching control 907 is displayed in the object control interface.
  • the terminal When receiving a trigger operation on the channel switching control 907, if a faction channel is currently displayed, or neither the faction channel nor the faction channel is displayed. If the global channel is selected, the terminal will display the global channel. If the global channel is currently displayed, it will switch to the faction channel.
  • the method for controlling the virtual object in this embodiment of the present application further includes the following three situations:
  • the terminal controls the first virtual object It is in a debuffed state, and a debuff prompt message is displayed on the object control interface to remind the user to be cautious in the game and prevent the user from malicious competition and cause the game to be chaotic.
  • the first virtual object When the first virtual object is in a debuff state, if the virtual object of the same camp is defeated again, the first virtual object is in a defeated state and cannot continue the game. If the virtual object of a different camp is defeated, the first virtual object can be disarmed. Debuff status.
  • At least one attribute value of the first virtual object is reduced in the debuff state, for example, the remaining life value of the first virtual object is halved, the travel speed in the virtual environment is reduced by 20%, the first virtual object has The damage value of the virtual item is halved, etc.
  • the terminal displays a defeat prompt message on the object control interface, and the operation in the object control interface is displayed on the terminal.
  • Controls (such as prop usage controls, orientation controls, device repair controls, device destruction controls, etc.) are set to a non-triggerable state.
  • the terminal controls the first virtual object to release the debuffed state, until the next virtual object of the same camp is defeated, the first virtual object enters the debuffed state again .
  • the first virtual object by setting a debuff mechanism, when the first virtual object defeats a virtual object of the same camp, the first virtual object enters a debuff state, and if the virtual object of the same camp is defeated again in the debuff state, the The first virtual object is confirmed to be defeated, which can avoid the situation that the user competes at will and adopts an aggressive way to complete the faction task.
  • FIG. 10 shows a flowchart of a method for controlling a virtual object provided by another exemplary embodiment of the present application. This embodiment is described by taking the method used in the first terminal 110 or the second terminal 130 in the implementation environment shown in FIG. 1 or other terminals in the implementation environment as an example, and the method further includes the following steps:
  • Step 203a in response to that the number of undefeated virtual objects in any camp is less than the first number threshold, or, the number of destroyed virtual devices in the virtual environment reaches the second number threshold, determine that the game ending condition is satisfied, and pass The end of the game interface displays the game result.
  • a game duration is set for each game, and when the game duration is not reached, but there are virtual objects in one faction that are not defeated in number less than the first number threshold, or virtual devices that are destroyed in the virtual environment When the number reaches the second number threshold, the terminal determines that the game is over.
  • the virtual objects in the virtual environment have two different roles, which are divided into two camps, the "first role” and the “second role”. If all the “first roles” are defeated, the game ends, and the “first role” The second character” wins; if all the “second characters” are defeated, the game ends and the “first character” wins; if there are 3 destroyed virtual devices in the virtual environment, the game ends and the “second character” win.
  • Step 203b in response to reaching the preset game duration, and the completed first camp mission or second camp mission does not meet the game ending condition, display the game result through the game ending interface, and the game result is based on the first faction and the second faction.
  • the number of undefeated virtual objects in the second camp is determined.
  • the terminal determines that the game is over, and determines the game result based on the number of undefeated virtual objects in the first camp and the second camp. For example, if the number of undefeated virtual objects in the first camp is greater than the number of undefeated virtual objects in the second camp, the first camp wins; otherwise, the second camp wins.
  • the virtual object control method provided by the embodiments of the present application further includes the following: step:
  • the remaining duration of the current match is updated to the target duration, where the target duration is less than the remaining duration of the current match.
  • the default duration of a single round is 8 minutes, and the terminal starts timing after the match starts. If the match duration reaches 2 minutes, and there is no completed second camp mission (that is, there is no defeated virtual object in the first camp, and There is no damaged virtual device), then the terminal updates the current remaining duration of 6 minutes to the target duration of 1 minute, that is, the duration of a single game is shortened from 8 minutes to 3 minutes.
  • Step 204 In response to the triggering operation on the game result, a game details interface is displayed.
  • the game details interface includes game events arranged in chronological order, and the game events include a virtual object defeat event and a virtual device destruction event.
  • a game end interface is displayed, and through the game end interface, the success or failure or the draw of the faction to which the first virtual object belongs is displayed.
  • the game details interface is displayed so that the user can replay the game.
  • the terminal displays the game result through the game end interface 1101, which also displays a control 1102 for triggering the display of the game details interface 1103.
  • the terminal displays The game details interface 1103.
  • the game details interface 1103 the game events arranged in chronological order are displayed on the left side, and the faction information of each virtual object is displayed on the right side.
  • the game duration when the game duration is not reached, if the completion of the tasks of any faction satisfies the conditions for the end of the game, it is still determined that the game is over, and the first party to complete the missions of the faction wins.
  • the number of undefeated virtual objects from both camps determines the outcome of the game, which can prompt users to control virtual objects to compete on the basis of effectively controlling the game duration not to exceed the preset game duration, thereby speeding up the game process.
  • Fig. 12 shows a flowchart of a method for controlling a virtual object provided by another exemplary embodiment of the present application. This embodiment is described by taking the method being used in the first terminal 110 or the second terminal 130 in the implementation environment shown in FIG. 1 or other terminals in the implementation environment as an example. The method further includes:
  • Step 1201 in response to the triggering operation of the check control in the object control interface, display the check interface of the third virtual object, the faction to which the third virtual object belongs is displayed in the check interface, and the third virtual object is virtualized by other virtual objects other than the first virtual object.
  • the virtual object that defeated the virtual object can confirm completion of the faction task.
  • a check control 1303 is displayed near it, and the user triggers the check control 1303 to make the terminal control the first virtual object 1302 to check the third virtual object 1302 , the checking interface 1306 is displayed, which contains the faction information “first character” of the third virtual object 1302 .
  • control method for the virtual object when the first virtual object belongs to the first camp, the control method for the virtual object provided by this embodiment of the present application further includes steps 1202 and 1203:
  • Step 1202 in response to the triggering operation on the first skill control in the object control interface, display virtual prop information in the check interface, where the virtual prop information is used to indicate the virtual prop used to defeat the third virtual object.
  • the user controls the first virtual object to release the first skill, obtains virtual prop information on the inspection interface, and learns the virtual prop used to defeat the third virtual object, so that the user can infer the defeat based on the virtual prop information.
  • the virtual object of the third virtual object and then infer the virtual object of the second camp.
  • the first skill is a skill carried by the first virtual object by default, or obtained by the first virtual object picking up a skill resource.
  • the first skill is correspondingly set with a first activation duration. After the virtual object of the first camp acquires the first skill, the terminal starts timing, and the first skill control is in a non-triggerable state. When the first activation duration (for example, 2 minutes), switch the first skill control to a triggerable state.
  • the terminal when receiving the triggering operation on the first skill control 1304 , the terminal displays the virtual prop for defeating the third virtual object 1302 through the checking interface 1306 .
  • Step 1203 in response to the triggering operation on the second skill control in the object control interface, display virtual object information in the inspection interface, the virtual object information is used to indicate the virtual object observed before the third virtual object is defeated.
  • the user controls the first virtual object to release the second skill, obtains virtual object information on the inspection interface, and learns the virtual object observed before the third virtual object is defeated, so that the user can infer based on the virtual object information. Deduce the virtual object that defeats the third virtual object, and then infer the virtual object of the second camp.
  • the second skill is a skill carried by the first virtual object by default, or obtained by the first virtual object picking up a skill resource.
  • the second skill is correspondingly set with a second activation duration. After the virtual object of the first camp acquires the second skill, the terminal starts timing, and the second skill control is in a non-triggerable state. When the second activation duration (for example, 5 minutes), switch the second skill control to a triggerable state.
  • the terminal when receiving a triggering operation on the second skill control 1305 , the terminal displays the virtual object observed before the third virtual object 1302 is defeated through the checking interface 1306 .
  • a third skill control is also displayed in the object control interface.
  • the control method for the virtual object in the embodiment of the present application further includes the following steps:
  • the first virtual object is controlled to be in a hidden state, wherein the virtual object in the hidden state cannot be observed by other virtual objects.
  • the second skill is a skill carried by the second virtual object by default, or obtained by the second virtual object picking up a skill resource. Therefore, when the virtual object of the second camp defeats other virtual objects, by using the third skill, the defeated virtual object can avoid observing the virtual object.
  • the virtual object information checked by the virtual object of the first camp using the second skill does not Must be the dummy that beats the third dummy.
  • the information viewed by the virtual object of the first camp by using the first skill and the second skill may be manipulated to determine whether to disclose or not.
  • Step 1204 Display the faction to which the third virtual object belongs in the global message area of the object control interface, wherein the content in the global message area is globally visible to each virtual object in the game.
  • the terminal after a defeated virtual object in the virtual environment is checked by other virtual objects (virtual objects of the first camp or virtual objects of the second camp), the terminal automatically displays the third virtual object through the global message area The faction they belong to, so that users can understand the current battle situation.
  • the terminal displays the corresponding message through the global message area.
  • the faction information of the third virtual object is displayed through the check interface, and is publicly disclosed, so that the user can understand the current battle situation;
  • the first virtual object belongs to the first camp you can use skills to view the virtual props that defeated the third virtual object, as well as the last observed virtual object of the third virtual object, so that the user corresponding to the virtual object of the first camp can infer the virtual objects contained in the second camp;
  • the virtual object of the third virtual object cannot check the third virtual object, which can prevent the user from taking advantage of the location to check immediately after defeating the virtual object, preventing other virtual objects from obtaining check information.
  • the method for controlling virtual objects provided by the embodiments of the present application includes a voting mechanism, that is, each user can vote for the virtual objects that may belong to the second camp, so that the virtual objects of the first camp correspond to the virtual objects of the second camp.
  • the users of the second camp can also confuse the camp information by voting for the virtual objects of the first camp.
  • FIG. 14 shows a flowchart of a method for controlling a virtual object provided by an embodiment of the present application. This embodiment is described by taking the method used in the first terminal 110 or the second terminal 130 in the implementation environment shown in FIG. 1 or other terminals in the implementation environment as an example, and the method further includes the following steps:
  • Step 1401 displaying a virtual object list, where the virtual object list includes the virtual objects that have been defeated and the virtual objects that have not been defeated.
  • a virtual object list is displayed, and the virtual object list includes virtual objects that have been defeated and virtual objects that have not been defeated.
  • the virtual object list 1501 the virtual objects that have not been defeated, the virtual objects that have been defeated and have been checked, and the virtual objects that have been defeated and have not been checked are classified and displayed, and The faction information and the checking party of each virtual object that has been checked are displayed on the right.
  • Step 1402 in response to the selection operation of an undefeated virtual object in the virtual object list, display voting information in the global message area of the object control interface, and the content in the global message area is globally visible to each virtual object in the game.
  • the virtual object control method provided by the embodiments of the present application includes a voting mechanism, that is, each user can vote on the virtual object by triggering the virtual object list, and the voting is used to indicate that the voting party believes that the voted party belongs to Second camp.
  • the voting information is displayed in the global message area of the object control interface, and the voting information in the virtual object list is updated.
  • the virtual objects that have not been defeated are correspondingly displayed with voting information, including the numbers of virtual objects that voted to confirm that the virtual object belongs to the second camp.
  • the user can vote through the virtual object list at any time; or, after detecting that the third virtual object in the virtual environment is checked, the terminal sets the virtual object list to a voting state.
  • Step 1403 Display the location identifier of the fourth virtual object in the map display control of the object control interface, where the fourth virtual object is a virtual object whose number of votes satisfies the quantitative condition.
  • the quantity condition is that the quantity threshold is exceeded, or the current number of votes is the largest.
  • the virtual object can also enter the gain state by a preset method, and the virtual object in the gain state has a higher attribute value.
  • the control method of the virtual object in this embodiment of the present application further includes the following: step:
  • Step 1 in response to the first virtual object completing the faction task, perform skill charging for the target skill of the first virtual object.
  • the first virtual object can obtain corresponding points after completing a faction task, and the amount of points corresponding to different faction tasks may be different. For example, if the first virtual object belongs to the first camp, each time the first virtual object defeats a virtual object of the second camp, it can obtain 100 points, and each time the virtual device is successfully maintained, it can obtain 200 points. In addition, the first virtual object can obtain 50 points for checking the third virtual object, and when the virtual object of the second camp is defeated for the first time globally, all the virtual objects of the first camp can obtain 100 points, etc.
  • the terminal performs skill charging based on the number of points of the first virtual object, and the amount of skill charging is positively correlated with the amount of points.
  • the target skills of the first virtual object are automatically charged according to a preset charging rate.
  • Step 2 In response to the charging state of the target skill meeting the release condition, the fourth skill control is set to a triggerable state.
  • the terminal When the charging state of the target skill satisfies the release condition, the terminal sets the control of the fourth skill to a triggerable state. In some embodiments, the terminal prompts the user to control the first virtual object to release the fourth skill by displaying prompt information or highlighting the fourth skill control.
  • Step 3 controlling the first virtual object to release the target skill in response to the triggering operation of the fourth skill control, wherein the first virtual object is in a gain state after releasing the target skill, and the camp information of the first virtual object is globally visible.
  • the terminal displays the faction information of the virtual object after releasing the fourth skill through the global message area; or, the terminal binds and displays the faction identifier for the virtual object releasing the fourth skill in the virtual environment.
  • various attribute values of the first virtual object are higher than those in the default state. For example, if the first virtual object belongs to the first camp, after the first virtual object releases the fourth skill, its running speed will be increased by 20%, the remaining health value will be increased to return to the initial health value, and the unobtained first camp's related functions will be automatically activated. If the first virtual object belongs to the second camp, after the first virtual object releases the fourth skill, it will be generated within a preset range near the first virtual object for this ratio. Other virtual objects see smoke that reduces health, increases running speed by 20%, increases remaining health to return to initial health, clears skill cooling effects, and clears the mechanism for global disclosure of location information when the number of votes is the largest.
  • the virtual objects that have been defeated and the virtual objects that have not been defeated, the inspection events during the game, and the voting information of each virtual object are displayed through the virtual object list, so that the user can obtain the current game situation in real time;
  • the voting mechanism is used to display the judgment results of each user, and the position information of the virtual objects whose votes satisfy the quantitative condition are set to be globally visible, which can provide users with clues for judging camp information, thereby speeding up the game process.
  • FIG. 16 shows a flowchart of a game game using the method for controlling virtual objects provided by the present application.
  • the virtual object has two different roles, namely the first role (the first camp) and the second role (the second camp), wherein the identity information of the first role is visible to the second role, and The faction information of the second character is not visible to the first character.
  • the first character and the second character first clarify their own identity (ie faction information).
  • the initial virtual props equipped by each virtual object are the same.
  • Both the first character and the second character can pick up and equip a certain number of virtual props, which is convenient for using virtual props in the later stage to defeat the enemy. virtual object.
  • both the first character and the second character are in an invincible state, that is, when attacked by other virtual objects, the target attribute value (such as health value) will remain unchanged, so that the user can use the start stage to collect resources.
  • the second character hides his identity and waits for an opportunity to destroy the virtual equipment in the virtual environment.
  • the virtual equipment is destroyed to complete the camp mission; the first character targets the destroyed virtual equipment in the virtual environment.
  • Maintenance while observing the behavior of other virtual objects, infers the camp information of other virtual objects.
  • the player can check the identity of the virtual object defeated by other virtual objects, obtain the faction information of the defeated virtual object, the virtual props used to defeat the virtual object, and the virtual object last observed by the defeated virtual object, so as to infer second role.
  • players of the first character camp use virtual props by controlling virtual objects to attack virtual objects suspected of belonging to the second character, accelerate the energy accumulation of ultimate skills by defeating the second character and maintaining virtual equipment, and can vote by identity. way to vote on virtual objects suspected to belong to the second character, so as to feed back clues to other first characters.
  • the second character also uses virtual props to defeat the first character and destroy the virtual equipment to accumulate the energy of the ultimate skill. At the same time, he can create chaos through the voting mechanism and hide his own camp information.
  • the ultimate skill can be activated.
  • its own attribute value such as health value, movement speed, force value of virtual props, etc.
  • its own faction information is exposed at the same time.
  • the first character and the second character attack each other based on the globally visible faction information to win the match.
  • FIG. 17 is a structural block diagram of an apparatus for controlling a virtual object provided by an embodiment of the present application, and the apparatus includes:
  • the first display module 1701 is configured to display the object control interface based on the camp to which the first virtual object belongs, the camp includes the first camp and the second camp, and in the object control interface, the virtual objects in the first camp camp information is visible to virtual objects in the second camp, and camp information of virtual objects in the second camp is invisible to virtual objects in the first camp;
  • the first control module 1702 is configured to control the first virtual object to perform a camp task in response to a control operation in the object control interface, and the first camp task of the first camp includes maintaining virtual devices in the virtual environment and defeating at least one of virtual objects belonging to the second camp, the second camp tasks of which include destroying virtual devices in the virtual environment and defeating at least one of virtual objects belonging to the first camp ;
  • the second display module 1703 is configured to display the game result through the game ending interface in response to the completed first camp mission or the second camp mission meeting the game ending condition.
  • the first virtual object belongs to the first camp, and the object control interface displays prop usage controls and equipment maintenance controls;
  • the first control module 1702 includes:
  • a first control unit configured to control the first virtual object to use a virtual prop on the second virtual object in response to a triggering operation on the prop using control in the object control interface, the virtual prop is used to lower the virtual object
  • the attribute value of , the second virtual object belongs to the first camp or the second camp;
  • a second control unit configured to control the first virtual object in response to a triggering operation on the device maintenance control in the object control interface and the distance between the first virtual object and the target virtual device is less than a distance threshold
  • the object maintains the target virtual device, the target virtual device is a virtual device to be maintained, and the target virtual device is randomly determined or obtained by destroying the virtual object of the second camp.
  • the apparatus further includes:
  • a first determining module configured to determine that the first camp task is completed in response to the second virtual object being defeated by the first virtual object and the second virtual object belongs to the second camp;
  • the second determination module is configured to, in response to the target virtual device being maintained within the countdown period, determine that the first camp task is completed.
  • the first virtual object belongs to the second camp, and the object control interface displays prop use controls and device destruction controls;
  • the first control module 1702 includes:
  • a third control unit configured to control the first virtual object to use a virtual prop on the second virtual object in response to a triggering operation on the prop using control in the object control interface, the virtual prop is used to lower the virtual object
  • the attribute value of , the second virtual object belongs to the first camp or the second camp;
  • the fourth control unit is configured to, in response to the triggering operation of the device destruction control in the object control interface, determine the virtual device with the smallest distance from the first virtual object and the distance less than the distance threshold as the target virtual device. device, and control the first virtual object to destroy the target virtual device.
  • the apparatus further comprises:
  • a third determining module configured to, in response to the second virtual object being defeated by the first virtual object and the second virtual object belonging to the first camp, determine that the second camp task is completed;
  • a fourth determining module configured to determine that the second camp task is completed in response to the target virtual device not being maintained within a countdown period, wherein the target virtual equipment that has not been maintained within the countdown period is destroyed .
  • the apparatus further comprises:
  • the third display module is configured to highlight the target virtual device in the map display control of the object control interface.
  • the second display module 1703 includes:
  • the display unit is configured to, in response to the number of undefeated virtual objects in any faction being less than the first number threshold, or the number of destroyed virtual devices in the virtual environment reaching the second number threshold, determine that the pair is satisfied.
  • the game ending condition is displayed, and the game result is displayed through the game ending interface.
  • the apparatus further comprises:
  • the fourth display module is configured to, in response to reaching the preset game duration, and the completed first camp task or the second camp task does not meet the game ending condition, display all the games through the game ending interface.
  • the game result is determined based on the number of undefeated virtual objects in the first camp and the second camp.
  • a check control is displayed in the object control interface
  • the device also includes:
  • a fifth display module configured to display an inspection interface of a third virtual object in response to a triggering operation on the inspection control in the object control interface, and the inspection interface displays the camp to which the third virtual object belongs, the third virtual object is defeated by other virtual objects than the first virtual object;
  • the sixth display module is configured to display the faction to which the third virtual object belongs in the global message area of the object control interface, wherein the content in the global message area is globally visible to each virtual object in the game.
  • the first virtual object belongs to the first camp, and the object control interface further displays a first skill control and a second skill control;
  • the device also includes:
  • a seventh display module configured to display virtual prop information in the inspection interface in response to a triggering operation on the first skill control in the object control interface, the virtual prop information being used to indicate defeating the third skill Virtual props used by virtual objects;
  • an eighth display module configured to display virtual object information in the inspection interface in response to a triggering operation on the second skill control in the object control interface, where the virtual object information is used to indicate the third virtual object The virtual object observed before the subject was defeated.
  • the first virtual object belongs to the second camp, and a third skill control is also displayed in the object control interface;
  • the device also includes:
  • the second control module is configured to control the first virtual object to be in a hidden state in response to a triggering operation on the third skill control in the object control interface, wherein the virtual object in the hidden state cannot be used by other Virtual objects are observed.
  • the apparatus further comprises:
  • a ninth display module configured to display a virtual object list, the virtual object list including the virtual objects that have been defeated and the virtual objects that have not been defeated;
  • a tenth display module configured to display voting information in a global message area of the object control interface in response to a selection operation on an undefeated virtual object in the virtual object list, and content in the global message area is correct All virtual objects in the bureau are globally visible;
  • the eleventh display module is configured to display a position identifier of a fourth virtual object in the map display control of the object control interface, where the fourth virtual object is a virtual object whose number of votes satisfies the quantitative condition.
  • the apparatus further comprises:
  • the twelfth display module is configured to, in response to the virtual object defeated by the first virtual object belong to the same camp as the first virtual object, and the first virtual object is not in a debuff state, in the object control
  • the interface displays debuff prompt information, and controls the first virtual object to be in the debuff state;
  • a thirteenth display module configured to respond that the virtual object defeated by the first virtual object belongs to the same camp as the first virtual object, and the first virtual object is in a debuff state, on the object control interface Displaying defeating prompt information, and controlling the first virtual object to be in a defeated state;
  • a fourteenth display module configured to respond that the virtual object defeated by the first virtual object and the first virtual object belong to different camps, and the first virtual object is in a debuff state, on the object control interface Displaying debuff removal prompt information, and controlling the first virtual object to remove the debuff state.
  • the object control interface further displays a fourth skill control, the fourth skill control is used to trigger the first virtual object to release the target skill, and the initial state of the fourth skill control is non-triggerable state;
  • the device also includes:
  • a first setting module configured to perform skill charging for the target skill of the first virtual object in response to the first virtual object completing the faction task
  • a second setting module configured to set the fourth skill control to a triggerable state in response to the charging state of the target skill meeting the release condition
  • a third control module configured to control the first virtual object to release the target skill in response to a triggering operation on the fourth skill control, wherein the first virtual object is in a gain state after releasing the target skill , and the camp information of the first virtual object is globally visible.
  • the first virtual object belongs to the second camp, and a channel switching control is displayed in the object control interface;
  • the device also includes:
  • a switching module configured to switch to a camp channel in response to a triggering operation on the channel switching control in the object control interface, wherein the information published in the camp channel is visible to virtual objects belonging to the second camp, and invisible to virtual objects belonging to the first camp.
  • the apparatus further comprises:
  • a fifteenth display module configured to display a game details interface in response to a triggering operation on the game result, the game details interface includes game events arranged in chronological order, and the game events include virtual Object defeat event and virtual device destroy event.
  • the apparatus further includes:
  • the updating module is configured to update the remaining duration of the current match to a target duration that is smaller than the remaining duration of the current match in response to the absence of the completed second faction task within the target duration after the start of the match.
  • FIG. 18 shows a structural block diagram of a terminal 1800 provided by an embodiment of the present application.
  • the terminal 1800 may be a portable mobile terminal, such as a smart phone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer 4 (Moving Picture Experts) Experts Group Audio Layer IV, MP4) player.
  • Terminal 1800 may also be referred to as user equipment, portable terminal, or other names.
  • the terminal 1800 includes: a processor 1801 and a memory 1802 .
  • the processor 1801 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
  • the processor 1801 can use at least one hardware form among digital signal processing (Digital Signal Processing, DSP), field programmable gate array (Field-Programmable Gate Array, FPGA), and programmable logic array (Programmable Logic Array, PLA).
  • DSP Digital Signal Processing
  • FPGA field programmable gate array
  • PROM Logic Array programmable logic array
  • the processor 1801 may also include a main processor and a co-processor.
  • the main processor is a processor used to process data in the wake-up state, also called a central processing unit (CPU);
  • the co-processor is a A low-power processor for processing data in a standby state.
  • the processor 1801 may be integrated with a graphics processor (Graphics Processing Unit, GPU), and the GPU is used for rendering and drawing the content that needs to be displayed on the display screen.
  • the processor 1801 may further include an artificial intelligence (Artificial Intelligence, AI) processor for processing computing operations related to machine learning.
  • AI Artificial Intelligence
  • Memory 1802 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1802 may also include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices, flash storage devices. In some embodiments, a non-transitory computer-readable storage medium in the memory 1802 is used to store at least one instruction, where the at least one instruction is used to be executed by the processor 1801 to implement the method provided by the embodiments of the present application.
  • the terminal 1800 may optionally further include: a peripheral device interface 1803 and at least one peripheral device.
  • the peripheral device includes: at least one of a radio frequency circuit 1804 , a touch display screen 1805 , a camera 1806 , an audio circuit 1807 , a positioning component 1808 and a power supply 1809 .
  • FIG. 18 does not constitute a limitation on the terminal 1800, and may include more or less components than the one shown, or combine some components, or adopt different component arrangements.
  • Embodiments of the present application further provide a computer-readable storage medium, where the computer-readable storage medium stores at least one instruction, and the at least one instruction is loaded and executed by a processor to implement the virtual object described in the above embodiments. Control Method.
  • Embodiments of the present application also provide a computer program product or computer program, where the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the terminal reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the terminal executes the virtual object control method provided by the embodiment of the present application.
  • Computer-readable storage media includes both computer storage media and communication media including any medium that facilitates transfer of a computer program from one place to another.
  • a storage medium can be any available medium that can be accessed by a general purpose or special purpose computer.

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Abstract

本申请实施例公开了一种虚拟对象的控制方法、装置、终端、存储介质及计算机程序产品,属于计算机技术领域。该方法包括:基于第一虚拟对象所属的阵营,显示对象控制界面;响应于对象控制界面中的控制操作,控制第一虚拟对象执行与所属阵营对应的阵营任务中的至少一项;其中,第一阵营的第一阵营任务包括:维护虚拟环境中的虚拟设备以及击败属于第二阵营的虚拟对象,第二阵营的第二阵营任务包括摧毁虚拟环境中的虚拟设备以及击败属于第一阵营的虚拟对象;响应于执行的阵营任务满足对局结束条件,通过对局结束界面显示对局结果。

Description

虚拟对象的控制方法、装置、终端、存储介质及计算机程序产品
相关申请的交叉引用
本申请基于申请号为202110164953.1、申请日为2021年02月05日的中国专利申请提出,并要求该中国专利申请的优先权,该中国专利申请的全部内容在此引入本申请作为参考。
技术领域
本申请涉及计算机技术领域,特别涉及一种虚拟对象的控制方法、装置、终端、存储介质及计算机程序产品。
背景技术
对战游戏是多个用户帐号在同一场景内进行竞技的游戏,玩家可以操控虚拟环境中的虚拟对象进行行走、奔跑、攀爬、射击等动作,并且多个玩家可以在线组队在同一个虚拟环境中协同完成某项任务。对局过程中,玩家可以控制虚拟对象对敌对阵营的虚拟对象进行攻击,当一方阵营中的虚拟对象被全部击败后对局结束,且另一方阵营获得对局胜利。
然而,相关技术中的对局方式是在已知阵营的情况下仅仅以击败敌方阵营的虚拟对象为竞技目标,使得部分玩家可以通过查看各阵营虚拟对象的位置,采取躲避,并依靠同阵营其他玩家击败敌对阵营虚拟对象的策略进行消极对战、人机交互效率低,从而导致拖延对局时长,增加服务器处理单局游戏的负担,使得硬件资源的利用率低。
发明内容
本申请实施例提供了一种虚拟对象的控制方法、装置、终端及存储介质,能够缩短对局时长,提高人机交互效率及硬件资源利用率。
本申请实施例提供了一种虚拟对象的控制方法,所述方法包括:
基于第一虚拟对象所属的阵营,显示对象控制界面,所述阵营包括第一阵营和第二阵营;
响应于所述对象控制界面中的控制操作,控制所述第一虚拟对象执行与所属阵营对应的阵营任务中的至少一项;
其中,,所述第一阵营的第一阵营任务包括:维护虚拟环境中的虚拟设备以及击败属于所述第二阵营的虚拟对象,所述第二阵营的第二阵营任务包括:摧毁虚拟环境中的虚拟设备以及击败属于所述第一阵营的虚拟对象;
响应于执行的所述阵营任务满足对局结束条件,通过对局结束界面显示对局结果。
本申请实施例还提供了一种虚拟对象的控制装置,所述装置包括:
第一显示模块,配置为基于第一虚拟对象所属的阵营,显示对象控制界面,所述阵营包括第一阵营和第二阵营;
第一控制模块,配置为响应于所述对象控制界面中的控制操作,控制所述第一虚拟对象执行与所属阵营对应的阵营任务中的至少一项;
其中,所述第一阵营的第一阵营任务包括:维护虚拟环境中的虚拟设备以及击败属于所述第二阵营的虚拟对象,所述第二阵营的第二阵营任务包括:摧毁虚拟环境中的虚拟设备以及击败属于所述第一阵营的虚拟对象;
第二显示模块,配置为响应于执行的所述阵营任务满足对局结束条件,通过对局结束界面显示 对局结果。
本申请实施例还提供了一种终端,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条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现本申请实施例提供的虚拟对象的控制方法。
本申请实施例还提供了一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一条计算机程序,所述计算机程序由处理器加载并执行以实现本申请实施例提供的虚拟对象的控制方法。
本申请实施例还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。终端的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该终端实现本申请实施例提供的虚拟对象的控制方法。
本申请实施例提供的技术方案带来的有益技术效果至少包括:
本申请实施例中,第一阵营的第一阵营任务包括:维护虚拟环境中的虚拟设备以及击败属于所述第二阵营的虚拟对象,第二阵营的第二阵营任务包括摧毁虚拟环境中的虚拟设备以及击败属于所述第一阵营的虚拟对象,也即,对于第一阵营及第二阵营,均存在相应的两项阵营任务,在对战过程中,虚拟对象可根据自身所属阵营,执行两项阵营任务中的至少之一即可,使得竞技目标并非仅仅击败敌方虚拟对象,从而能够促使用户控制虚拟对象在虚拟环境中移动并根据实际情况选择所执行的阵营任务,解决存在消极对战的情况下,无法通过击败虚拟对象完成对局的问题,提高对战的参与度及人机交互效率,有效控制单局时长以及服务器的数据处理量,提高硬件资源利用率。
附图说明
图1是本申请实施例提供的实施环境的示意图;
图2是本申请实施例提供的虚拟对象的控制方法的流程示意图;
图3是本申请实施例提供的虚拟对象的控制方法的流程示意图;
图4是本申请实施例提供的对象控制界面的示意图;
图5是本申请实施例提供的维护目标虚拟设备的示意图;
图6是本申请实施例提供的确定虚拟设备与第一虚拟对象之间距离的示意图;
图7是本申请实施例提供的虚拟对象的控制方法的流程示意图;
图8是本申请实施例提供的破坏目标虚拟设备的示意图;
图9是本申请实施例提供的破坏目标虚拟设备的示意图;
图10是本申请实施例提供的虚拟对象的控制方法的流程示意图;
图11是本申请实施例提供的对局结束界面和对局详情界面的示意图;
图12是本申请实施例提供的虚拟对象的控制方法的流程示意图;
图13是本申请实施例提供的查验界面的示意图;
图14是本申请实施例提供的虚拟对象的控制方法的流程示意图;
图15是本申请实施例提供的虚拟对象列表的示意图;
图16是本申请实施例提供的虚拟对象的控制方法的流程示意图;
图17是本申请实施例提供的虚拟对象的控制装置的结构框图;
图18是本申请实施例提供的终端的结构框图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
在本文中提及的“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。
首先,对本申请实施例中涉及的名词进行介绍:
1)虚拟环境
是指应用程序在终端上运行时显示(或提供)的虚拟环境。该虚拟环境可以是对真实世界的仿真环境环境,也可以是半仿真半虚构的三维环境,还可以是纯虚构的三维环境。虚拟环境可以是二维虚拟环境、2.5维虚拟环境和三维虚拟环境中的任意一种,下述实施例以虚拟环境是三维虚拟环境来举例说明,但对此不加以限定。在一些实施例中,该虚拟环境还用于至少两个虚拟角色之间的虚拟环境对战,该虚拟环境中具有可供至少两个虚拟角色使用的虚拟资源。
2)虚拟对象
虚拟对象是指在虚拟场景中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物中的至少一种。在一些实施例中,当虚拟场景为三维虚拟场景时,虚拟对象可以是三维立体模型。每个虚拟对象在三维虚拟场景中具有自身的形状和体积,占据三维虚拟场景中的一部分空间。在一些实施例中,虚拟角色是基于三维人体骨骼技术构建的三维角色,该虚拟角色通过穿戴不同的皮肤来实现不同的外在形象。在一些实现方式中,虚拟角色也可以采用2.5维或2维模型来实现,本申请实施例对此不加以限定。
3)虚拟道具
虚拟道具是指虚拟对象在虚拟环境中能够使用的道具,在一些实施例中,虚拟道具是用于虚拟对象在虚拟环境中与其他虚拟对象进行交互的虚拟交互道具,例如,虚拟道具是能够对其他虚拟对象发起伤害的虚拟道具;在一些实施例中,虚拟道具还可以是用于为交互道具提供补给的补给道具,例如,当交互道具是射击道具时,虚拟道具作为补给道具可以是该射击道具的虚拟子弹;在一些实施例中,虚拟道具还可以是虚拟对象用于防御其它虚拟对象攻击的防御道具,或者是虚拟光束、虚拟冲击波等用于虚拟对象释放技能时通过手部展示的虚拟道具,以及虚拟对象的部分身体躯干,比如手部、腿部。
4)虚拟设备
虚拟设备是指虚拟环境中的仪器和设备,包括计算机设备、通讯设备、水塔、发电机等。本申请实施例中,虚拟设备可以被第二阵营的虚拟对象破坏、摧毁,处于破坏状态的虚拟设备可以由第一阵营的虚拟对象进行维护。
5)用户界面(User Interface,UI)控件
是指在应用程序的用户界面上能够看见的任何可视控件或元素,比如,图片、输入框、文本框、按钮、标签等控件,其中一些UI控件响应用户的操作。
请参考图1,其示出了本申请实施例提供的实施环境的示意图。该实施环境可以包括:第一终端110、服务器120和第二终端130。
第一终端110安装和运行有支持虚拟世界的应用程序111,该应用程序111可以是多人在线对战程序。当第一终端运行应用程序111时,第一终端110的屏幕上显示应用程序111的用户界面。该应用程序111可以是多人在线战术竞技(Multiplayer Online Battle Arena,MOBA)游戏、模拟战略游戏(Simulation Game,SLG)等。在本实施例中,以该应用程序111是MOBA游戏来举例说明。第一终端110是第一用户112使用的终端,第一用户112使用第一终端110控制位于虚拟世界中的第一虚拟对象进行活动,第一虚拟对象可以称为第一用户112的主控虚拟对象。第一虚拟对象的活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、飞行、跳跃、驾驶、拾取、对象交互、投掷、释放技能中的至少一种。示意性的,第一虚拟对象是第一虚拟人物,比如仿真人物或动漫人物。在一些实施例中,第一虚拟对象属于第一阵营或者第二阵营,当第一虚拟对象属于第一阵营时,第一终端110所显示的对象控制界面中,第二阵营中虚拟对象的阵营信息不可见,第一用户112控制第一虚拟对象击败第二阵营的虚拟对象以及维护虚拟环境中的虚拟设备以赢得胜利;当第一虚拟对象属于第二阵营时,第一终端110所显示的对象控制界面中,第一阵营中虚拟对象的阵营信息可见,第一用户112控制第一虚拟对象击败第一阵营的虚拟对象以及摧毁虚拟环境中的虚拟设备以赢得胜利。
第二终端130安装和运行有支持虚拟世界的应用程序131,该应用程序131可以是多人在线对战程序。当第二终端130运行应用程序131时,第二终端130的屏幕上显示应用程序131的 用户界面。该客户端可以是MOBA游戏、SLG游戏等,在本实施例中,以该应用程序131是MOBA游戏来举例说明。第二终端130是第二用户132使用的终端,第二用户132使用第二终端130控制位于虚拟世界中的第二虚拟对象进行活动,第二虚拟对象可以称为第二用户132的主控虚拟角色。示意性的,第二虚拟对象是第二虚拟人物,比如仿真人物或动漫人物。在一些实施例中,第二虚拟对象属于第一阵营或者第二阵营,当第二虚拟对象属于第一阵营时,第二终端130所显示的对象控制界面中,第二阵营中虚拟对象的阵营信息不可见,第二用户132控制第二虚拟对象击败第二阵营的虚拟对象以及维护虚拟环境中的虚拟设备以赢得胜利;当第二虚拟对象属于第二阵营时,第二终端130所显示的对象控制界面中,第一阵营中虚拟对象的阵营信息可见,第二用户132控制第二虚拟对象击败第一阵营的虚拟对象以及摧毁虚拟环境中的虚拟设备以赢得胜利。
在一些实施例中,第一虚拟对象和第二虚拟对象处于同一虚拟世界中,第一虚拟对象和第二虚拟对象可以属于同一个阵营、同一个队伍、同一个组织、具有好友关系或具有临时性的通讯权限。在一些实施例中,第一虚拟对象和第二虚拟对象可以属于不同的阵营、不同的队伍、不同的组织或具有敌对关系。
在一些实施例中,第一终端110和第二终端130上安装的应用程序是相同的,或两个终端上安装的应用程序是不同操作***平台(安卓或IOS)上的同一类型应用程序。第一终端110可以泛指多个终端中的一个,第二终端130可以泛指多个终端中的另一个,本实施例仅以第一终端110和第二终端130来举例说明。第一终端110和第二终端130的设备类型相同或不同,该设备类型包括:智能手机、平板电脑、电子书阅读器、MP3播放器、MP4播放器、膝上型便携计算机和台式计算机中的至少一种。
图1中仅示出了两个终端,但在不同实施例中存在多个其它终端可以接入服务器120。在一些实施例中,还存在一个或多个终端是开发者对应的终端,在该终端上安装有支持虚拟世界的应用程序的开发和编辑平台,开发者可在该终端上对应用程序进行编辑和更新,并将更新后的应用程序安装包通过有线或无线网络传输至服务器120,第一终端110和第二终端130可从服务器120下载应用程序安装包实现对应用程序的更新。
第一终端110、第二终端130以及其它终端通过无线网络或有线网络与服务器120相连。
服务器120包括一台服务器、多台服务器组成的服务器集群、云计算平台和虚拟化中心中的至少一种。服务器120用于为支持三维虚拟世界的应用程序提供后台服务。在一些实施例中,服务器120承担主要计算工作,终端承担次要计算工作;或者,服务器120承担次要计算工作,终端承担主要计算工作;或者,服务器120和终端之间采用分布式计算架构进行协同计算。
在一个示意性的例子中,服务器120包括存储器121、处理器122、用户账号数据库123、对战服务模块124、面向用户的输入/输出接口(Input/Output Interface,I/O接口)125。其中,处理器122用于加载服务器120中存储的指令,处理用户账号数据库123和对战服务模块124中的数据;用户账号数据库123用于存储第一终端110、第二终端130以及其它终端所使用的用户账号的数据,比如用户账号的头像、用户账号的昵称、用户账号的战斗力指数,用户账号所在的服务区;对战服务模块124用于提供多个对战房间供用户进行对战,比如1V1对战、3V3对战、5V5对战等;面向用户的I/O接口125用于通过无线网络或有线网络和第一终端110和/或第二终端130建立通信交换数据。
相关技术中,服务器将参与对局的虚拟对象进行匹配后,终端基于匹配结果,在对局开始前显示对局双方的阵营信息,并且在对局过程中通过为虚拟对象设置阵营标识、不同阵营的虚拟对象对应的显示效果不同等方式,供用户实时获取第一虚拟对象视野范围内其它虚拟对象的阵营信息,以及通过地图展示控件获取各阵营虚拟对象所在位置等,以便用户控制第一虚拟对象与同阵营的虚拟对象协作,同时躲避敌对阵营的虚拟对象。在一些实施例中,对于第一阵营的虚拟对象,除自身以外其它虚拟对象的阵营信息均不可见,用户无法通过对象控制界面直接获取各个虚拟对象的阵营信息,从而无法采取依靠同阵营虚拟对象躲避攻击的策略,并且对战双方需要通过击败敌方虚拟对象以及维护或摧毁虚拟设备两种途径争取对局胜利,相比于相关技术中已知阵营信息且只需击败敌方虚拟对象的方式,能够解决存在消极对战的情况下,无法 通过击败虚拟对象完成对局的问题,增加对战过程中的竞技性和策略性,有效控制单局时长,提高了人机交互效率及硬件资源利用率。
图2示出了本申请示例性实施例提供的虚拟对象的控制方法的流程图。本实施例以该方法用于图1所示实施环境中的第一终端110或第二终端130或该实施环境中的其它终端为例进行说明,该方法包括:
步骤201,基于第一虚拟对象所属的阵营显示对象控制界面,阵营包括第一阵营和第二阵营。
在一些实施例中,对象控制界面中,第一阵营中虚拟对象的阵营信息对第二阵营中的虚拟对象可见,第二阵营中虚拟对象的阵营信息对第一阵营中的虚拟对象不可见。
在一些实施例中,一局对战中包含两种阵营,用户需要控制第一虚拟对象与敌对阵营的虚拟对象进行竞技,以获取第一虚拟对象所在阵营的胜利。其中,第一阵营中虚拟对象的阵营信息对第二阵营中的虚拟对象可见,第二阵营中虚拟对象的阵营信息对第一阵营中的虚拟对象不可见,即当第一虚拟对象属于第一阵营时,用户无法得知虚拟环境中其它虚拟对象的阵营信息,当第一虚拟对象属于第二阵营时,用户可以通过对象控制界面获取第二阵营所包含的虚拟对象,从而得知各个虚拟对象的阵营信息。
例如,对局中的虚拟对象具有两种不同的角色,分别为第一角色(第一阵营)和第二角色(第二阵营),第一角色无法得知虚拟环境中其它虚拟对象是否为第一角色或第二角色,而第二角色之间能够互相确认身份,从而第二角色对应的用户能够推测出虚拟环境中的第一角色。
在一些实施例中,当第一虚拟对象属于第一阵营时,终端所显示的对象控制界面中第二阵营中虚拟对象的阵营信息不可见(即除了第一虚拟对象以外,其它虚拟对象的阵营信息均不可见),当第一虚拟对象属于第二阵营时,终端所显示的对象控制界面中,不同阵营虚拟对象的显示方式不同(例如虚拟对象携带不同的阵营标识,或者虚拟对象的颜色不同等),或者,终端所显示的对象控制界面中包含用于展示第二阵营虚拟对象的对象列表,或者,终端所显示的对象控制界面中包含用于触发显示虚拟对象阵营信息的控件等,本申请实施例对此不作限定。
在一些实施例中,对局初始时,第一阵营和第二阵营所分配到的虚拟对象的数量相同,或者,第一阵营的虚拟对象的数量大于第二阵营的虚拟对象的数量,或者,第一阵营的虚拟对象的数量小于第二阵营的虚拟对象的数量。
示意性的,由于对象控制界面中,第一阵营中虚拟对象的阵营信息对第二阵营中的虚拟对象可见,第二阵营中虚拟对象的阵营信息对第一阵营中的虚拟对象不可见,因此为了竞技公平,避免第二阵营获胜的几率较大,第一阵营所分配到的虚拟对象的数量大于第二阵营所分配到的虚拟对象的数量。例如,服务器在进行对局匹配时,将第二阵营的虚拟对象的数量控制为第一阵营的虚拟对象数量的三分之一(向上取整),并且采取组队匹配的用户对应的虚拟对象尽量分配至同一阵营的原则,当同队虚拟对象数量小于等于第二阵营虚拟对象数量最大值时,全队虚拟对象被随机分配至第一阵营,或全队虚拟对象备份配至第二阵营,当同队虚拟对象数量大于第二阵营虚拟对象数量最大值且小于第一阵营虚拟对象数量最大值时,全队虚拟对象被分配至第一阵营,当同队虚拟对象的数量大于第一阵营虚拟对象数量最大值时,队伍中各个虚拟对象被随机分配至第一阵营或第二阵营。
步骤202,响应于对象控制界面中的控制操作,控制第一虚拟对象执行与所属阵营对应的阵营任务中的至少一项;
这里,第一阵营的第一阵营任务包括:维护虚拟环境中的虚拟设备以及击败属于第二阵营的虚拟对象,第二阵营的第二阵营任务包括摧毁虚拟环境中的虚拟设备以及击败属于第一阵营的虚拟对象。
用户通过控制虚拟对象执行阵营任务获得对局胜利,其中,阵营任务不仅包括击败对方阵营的虚拟对象,还包括维护或摧毁虚拟设备。在一些实施例中,对局开始时由服务器随机确定虚拟环境中可操作的虚拟设备,若第一虚拟对象属于第二阵营,用户可以通过控制操作控制第一虚拟对象摧毁虚拟设备,并击败第一阵营的虚拟对象以阻止虚拟设备被维护,若第一虚拟对象属于第一阵营,用户可以通过控制操作控制第一虚拟对象维护虚拟设备,并击败第一阵营的虚拟对象以阻止虚拟设备被摧毁。对战过程中,第一阵营的虚拟对象对应的用户可以通过观察 其它虚拟对象的行为,猜测其阵营信息。
步骤203,响应于执行的阵营任务满足对局结束条件,通过对局结束界面显示对局结果。
当第一阵营和第二阵营中,一方阵营的虚拟对象率先使阵营任务满足对局结束条件时,对局结束,终端显示对局结束界面。在一些实施例中,对局结束条件对第一阵营任务和第二阵营任务的要求不同。例如,对于第一阵营,若第二阵营的所有虚拟对象被击败,或者第一阵营所成功维护的虚拟设备的数量达到预设数量,则对局结束且第一阵营获得胜利;对于第二阵营,若第一阵营的所有虚拟对象被击败,或者第二阵营所成功摧毁的虚拟设备的数量达到预设数量,则对局结束且第二阵营获得胜利。
示意性的,对局结果中包含获得胜利的阵营,以及各个虚拟对象的阵营信息等。
综上所述,本申请实施例中,对战双方阵营中第一阵营的虚拟对象无法获取除自身以外其它虚拟对象的阵营信息,并且,除击败敌对阵营虚拟对象之外,虚拟对象还可以完成维护或摧毁虚拟设备的阵营任务,竞技目标并非仅仅击败敌方虚拟对象,而是通过击败敌方虚拟对象以及维护或摧毁虚拟设备两种方式完成对局,从而能够促使用户控制虚拟对象在虚拟环境中移动,解决存在消极对战的情况下,无法通过击败虚拟对象完成对局的问题,并且,隐藏阵营信息可以增加对战过程中的竞技性和策略性,提高对战的参与度,进而减少消极对战的情况,有效控制单局时长以及服务器的数据处理量,提高人机交互效率及硬件资源利用率。
第一阵营的第一阵营任务与第二阵营的第二阵营任务不同,当第一虚拟对象属于第一阵营时,用户可以通过终端控制第一虚拟对象击败第二阵营的虚拟对象,或对待维护的虚拟设备进行维护,以争取阵营的胜利。图3示出了本申请实施例提供的虚拟对象的控制方法的流程图。本实施例以该方法用于图1所示实施环境中的第一终端110或第二终端130或该实施环境中的其它终端为例进行说明,该方法包括如下步骤:
步骤301,基于第一虚拟对象所属的阵营显示对象控制界面,阵营包括第一阵营和第二阵营,且对象控制界面中,第一阵营中虚拟对象的阵营信息对第二阵营中的虚拟对象可见,第二阵营中虚拟对象的阵营信息对第一阵营中的虚拟对象不可见。
步骤301的具体实施方式可以参考上述步骤201,本申请实施例在此不再赘述。
步骤302,响应于对对象控制界面中道具使用控件的触发操作,控制第一虚拟对象对第二虚拟对象使用虚拟道具,虚拟道具用于降低虚拟对象的属性值,第二虚拟对象属于第一阵营或第二阵营。
当第一虚拟对象属于第一阵营时,其需要完成的第一阵营任务包括击败第二阵营的虚拟对象。由于第一阵营的虚拟对象无法获知第一阵营与第二阵营所包含的虚拟对象,因此用户可能控制第一虚拟对象击败第一阵营的虚拟对象,也可能控制第一虚拟对象击败第二阵营的虚拟对象。即对于第一虚拟对象,虚拟环境中的任一虚拟对象均可以被击败。
在一些实施例中,各个虚拟对象所拥有的初始虚拟道具相同,且初始虚拟道具的属性值较低,如低于属性值阈值。虚拟环境中随机地点散落有虚拟道具,或者,虚拟环境中每隔预定时长会进行一次道具补给,例如虚拟环境中的无人机每隔预定时长进行道具投放,且投放地点随机。用户可以通过终端控制虚拟对象拾取虚拟道具,当终端检测到第一虚拟对象的预设距离内存在可拾取的虚拟道具,且接收到预设操作时,确定第一虚拟对象装备该虚拟道具。相应地,用户也可以控制虚拟对象将不需要的虚拟道具丢弃至虚拟环境中。
示意性的,虚拟环境中存在用于与虚拟对象进行交互或对战的普通虚拟道具,和用于与虚拟对象进行交互或对战的特殊虚拟道具,该特殊虚拟道具可以是普通虚拟道具装配辅助子道具所得到,虚拟环境中特殊虚拟道具的总量小于普通虚拟道具的总量。
为了防止部分用户抢占虚拟道具,导致资源分配不均,各个虚拟对象所能够拥有的虚拟道具的数量固定。例如,每个虚拟对象最多同时拥有3个虚拟道具,且每种虚拟道具最多同时拥有1个,若虚拟对象携带有用于扩充装备的虚拟技能,则最多同时拥有5个虚拟道具。
示意性的,如图4所示,对象控制界面中显示有道具使用控件401,当终端接收到对道具使用控件401的触发操作,且当前第一虚拟对象402持有虚拟道具时,终端控制第一虚拟对象402使用虚拟道具,若虚拟道具作用于第二虚拟对象403,则第二虚拟对象403的属性值(例如剩余 生命值)降低。用户还可以通过触发道具选择控件404更换第一虚拟对象所持有的虚拟道具。
在一些实施例中,当对局达到残局阶段(当前剩余时长小于等于预设时长),例如当前剩余时长为1分钟,服务器控制虚拟环境中每隔预设时间间隔(例如15秒)进行补给,提供属性值较高的虚拟道具等,从而加速对局进程。
步骤303,响应于对对象控制界面中设备维护控件的触发操作,且第一虚拟对象与目标虚拟设备之间的距离小于距离阈值,控制第一虚拟对象维护目标虚拟设备,目标虚拟设备为待维护的虚拟设备,目标虚拟设备为随机确定得到,或者,由第二阵营的虚拟对象破坏得到。
当第一虚拟对象属于第一阵营时,其需要完成的第一阵营任务还包括维护虚拟环境中待维护的目标虚拟设备。在一些实施例中,服务器针对每一局对战随机生成虚拟设备,并从虚拟设备中随机将一个或多个虚拟设备确定为目标虚拟设备。
示意性的,如图5所示,对象控制界面中显示有设备维护控件501以及移动控件504,用户通过触发移动控件504控制第一虚拟对象503在虚拟环境中移动,目标虚拟设备处显示有待维护的提示信息。当第一虚拟对象503与目标虚拟设备502之间的距离小于距离阈值,且接收到对设备维护控件501的触发操作时,终端控制第一虚拟对象503维护目标虚拟设备502。第一虚拟对象503维护目标虚拟设备502需要一定时长(例如3秒),即第一虚拟对象503需要在触发维护目标虚拟设备502后连续3秒内保持与目标虚拟设备502之间的距离小于距离阈值,才能够成功维护,终端通过对象控制界面显示维护进度条505,并在第一虚拟对象503成功维护目标虚拟设备502后,通过对象控制界面显示成功维护的提示信息。
在一些实施例中,对象控制界面中不包含设备维护空控件。示意性的,终端通过碰撞盒机制确定第一虚拟对象是否进入维护目标虚拟设备的状态。如图6所示,虚拟环境中的虚拟对象和虚拟设备均设置有碰撞检测盒,当第一虚拟对象601的碰撞检测盒602与目标虚拟设备603的碰撞检测盒604接触时,确定第一虚拟对象601正在维修目标虚拟设备603。
在一些实施例中,上述步骤301之后,虚拟对象的控制方法还包括如下步骤:
在所述对象控制界面中,采用目标显示样式显示所述目标虚拟设备,使得所述目标虚拟设备的显示样式不同于其他虚拟设备的显示样式。
在一些实施例中,对象控制界面包括地图展示控件,在对象控制界面的地图展示控件中突出显示目标虚拟设备。
对象控制界面中包含地图展示控件,其中显示有第一虚拟对象附近预设范围内的虚拟环境的地图画面,终端在地图画面中显示各个虚拟设备的设备标识(例如设备缩略图、设备符号等),并在其中突出显示目标虚拟设备(例如正常虚拟设备的设备标识与目标虚拟设备的设备标识颜色不同),从而方便用户观察虚拟环境中各个虚拟设备的情况。
步骤304,响应于第二虚拟对象被第一虚拟对象击败,且第二虚拟对象属于第二阵营,确定第一阵营任务完成。
用户通过控制第一虚拟对象使用虚拟道具,击败第二虚拟对象。若第二虚拟对象属于第二阵营,则确定第一虚拟对象成功完成一次击败第二阵营虚拟对象的任务;若第二虚拟对象属于第一阵营,则第一虚拟对象未完成第一阵营任务。
步骤305,响应于目标虚拟设备在倒计时时长内被维护,确定第一阵营任务完成。
在一些实施例中,第一虚拟对象需要在预设时长内始终保持与目标虚拟对象之间的距离小于距离阈值才能够成功维护设备,并且需要在倒计时时长内成功维护目标虚拟设备才能够完成第一阵营任务。若倒计时时长内目标虚拟设备未被第一阵营的虚拟对象成功维护,则确定目标虚拟设备被摧毁。
终端在检测到某一虚拟设备转变为目标虚拟设备时(即虚拟设备被破坏),开始进行倒计时,若倒计时时长内第一虚拟对象与目标虚拟设备之间的距离不大于距离阈值,则确定第一虚拟对象完成一次维护虚拟设备的任务。
步骤306,响应于完成的第一阵营任务或第二阵营任务满足对局结束条件,通过对局结束界面显示对局结果。
步骤306的具体实施方式可以参考上述步骤203,本申请实施例在此不再赘述。
本申请实施例中,当接收到对道具使用控件的触发操作时,控制第一虚拟对象使用虚拟道具,且第一虚拟对象能够击败第一阵营以及第二阵营的虚拟对象,而第二虚拟对象属于第二阵营时才能够确定第一虚拟对象完成第一阵营任务,并且,第一虚拟对象在倒计时时长内成功维护目标虚拟设备才确认完成第一阵营任务,从而使用户无法在明确各个虚拟对象阵营信息的情况下采取躲避、拖延的方式进行对局,有效控制单局对局时长,提高人机交互效率及硬件资源利用率。
上述实施例示出了当第一虚拟对象属于第一阵营时,执行并完成第一阵营任务的过程。当第一虚拟对象属于第二阵营时,用户则需要通过终端控制第一虚拟对象击败第一阵营虚拟对象或摧毁虚拟设备,以争取第二阵营的胜利。图7示出了本申请另一个示例性实施例提供的虚拟对象的控制方法的流程图。本实施例以该方法用于图1所示实施环境中的第一终端110或第二终端130或该实施环境中的其它终端为例进行说明,该方法包括如下步骤:
步骤701,基于第一虚拟对象所属的阵营显示对象控制界面,阵营包括第一阵营和第二阵营,且对象控制界面中,第一阵营中虚拟对象的阵营信息对第二阵营中的虚拟对象可见,第二阵营中虚拟对象的阵营信息对第一阵营中的虚拟对象不可见。
步骤701的具体实施方式可以参考上述步骤201,本申请实施例在此不再赘述。
步骤702,响应于对对象控制界面中道具使用控件的触发操作,控制第一虚拟对象对第二虚拟对象使用虚拟道具,虚拟道具用于降低虚拟对象的属性值,第二虚拟对象属于第一阵营或第二阵营。
当第一虚拟对象属于第二阵营时,其需要完成的第二阵营任务包括击败第一阵营的虚拟对象。在一些实施例中,对于第一虚拟对象,虚拟环境中的任一虚拟对象均可以被击败。
步骤703,响应于对对象控制界面中设备破坏控件的触发操作,将与第一虚拟对象之间距离最小,且距离小于距离阈值的虚拟设备确定为目标虚拟设备,并控制第一虚拟对象破坏目标虚拟设备。
当第一虚拟对象属于第二阵营时,其需要完成的第二阵营任务还包括摧毁虚拟环境中的虚拟设备。因此用户需要控制第一虚拟对象破坏虚拟环境中的虚拟设备,并阻止第一阵营的虚拟对象在倒计时结束前维护受到破坏的虚拟设备。
在一些实施例中,第二阵营的虚拟对象可以远程破坏虚拟设备。例如,第二阵营的虚拟对象可以携带远程破坏虚拟设备的虚拟技能。示意性的,如图8所示,当进行远程破坏时,设备破坏控件为“***”技能控件801,当终端接收到对“***”技能控件801的触发操作时,将与第一虚拟对象802之间距离最小,且距离小于距离阈值的虚拟设备确定为目标虚拟设备,并破坏目标虚拟设备,同时显示地图展示界面,并通过地图展示界面显示各个虚拟设备的设备标识803,设备标识803能够指示虚拟设备的位置,且已破坏的虚拟设备、已摧毁的虚拟设备与正常虚拟设备之间的标识不同,便于用户掌握各个虚拟设备的情况。
或者,终端接收到对设备破坏控件的触发操作时,显示地图展示界面,且地图展示界面中正常虚拟设备的设备标识可触发,当接受到对设备标识的触发操作,且对应的虚拟设备与第一虚拟对象的距离小于距离阈值时,终端控制第一虚拟对象破坏该虚拟设备。即第二阵营的虚拟对象可以通过地图展示界面对附近的虚拟设备进行远程破坏。
为了避免第二阵营的虚拟对象所对应的用户始终采用远程破坏的方式完成第二阵营任务,第二阵营的虚拟对象每进行一次远程破坏后,在预设时长后才能够再进行远程破坏,且该预设时长可变。例如“***”技能存在技能冷却时长。
在一些实施例中,用户还可以控制第一虚拟对象对虚拟设备进行近距离破坏。如图9所示,对象控制界面中显示有设备破坏控件901以及方向控件904,用户通过触发方向控件904使第一虚拟对象903在虚拟环境中移动,当第一虚拟对象903与目标虚拟设备902(此时为正常设备)之间的距离小于距离阈值,且接收到对设备破坏控件901的触发操作时,终端开始倒计时,并显示破坏进度条905,若预设时长(例如3秒)内,第一虚拟对象903与目标虚拟设备902之间的距离小于距离阈值,则确定目标虚拟设备被破坏,并通过对象控制界面显示成功破坏虚拟设 备的提示信息906。
在一些实施例中,上述步骤701之后,虚拟对象的控制方法还包括如下步骤:
在对象控制界面的地图展示控件中突出显示目标虚拟设备。
对象控制界面中包含地图展示控件,其中显示有第一虚拟对象附近预设范围内的虚拟环境的地图画面,终端在地图画面中显示各个虚拟设备的设备标识(例如设备缩略图、设备符号等),并在其中突出显示目标虚拟设备(例如正常虚拟设备的设备标识与目标虚拟设备的设备标识颜色不同),从而方便用户观察虚拟环境中各个虚拟设备的情况。
步骤704,响应于第二虚拟对象被第一虚拟对象击败,且第二虚拟对象属于第一阵营,确定第二阵营任务完成。
用户通过控制第一虚拟对象使用虚拟道具,击败第二虚拟对象。若第二虚拟对象属于第一阵营,则确定第一虚拟对象成功完成一次击败第一阵营虚拟对象的任务;若第二虚拟对象属于第二阵营,则第一虚拟对象未完成第二阵营任务。
步骤705,响应于目标虚拟设备在倒计时时长内未被维护,确定第二阵营任务完成,其中,在倒计时时长内未被维护的目标虚拟设备被摧毁。
在一些实施例中,第一阵营的虚拟对象需要在倒计时时长内成功维护设备,才能够使目标虚拟设备恢复正常,若倒计时时长内第一阵营的虚拟对象未能成功维护目标虚拟设备,则目标虚拟设备确认被摧毁,且破坏该目标虚拟设备的第二阵营的虚拟对象完成一次第二阵营任务。
步骤706,响应于完成的第一阵营任务或第二阵营任务满足对局结束条件,通过对局结束界面显示对局结果。
步骤706的具体实施方式可以参考上述步骤203,本申请实施例在此不再赘述。
本申请实施例中,本申请实施例中,当接收到对道具使用控件的触发操作时,控制第一虚拟对象使用虚拟道具,且第一虚拟对象能够击败第一阵营以及第二阵营的虚拟对象,而第二虚拟对象属于第一阵营时才能够确定第一虚拟对象完成第一阵营任务,并且,第一虚拟对象在倒计时时长内成功摧毁目标虚拟设备才确认完成第二阵营任务,从而能够促使用户控制第一虚拟对象与第一阵营的虚拟对象进行竞技,进而有效控制单局对局时长,提高人机交互效率及硬件资源利用率。
在一些实施例中,第二阵营的虚拟对象可以获取本阵营其它虚拟对象的阵营信息,为了便于第二阵营虚拟对象之间的用户进行沟通,且避免将阵营信息曝光,用户可以触发进入第二阵营的阵营频道,从而进行阵营内的沟通,便于商议对局策略。当第一虚拟对象属于第二阵营时,虚拟对象的控制方法还包括如下步骤:
响应于对对象控制界面中频道切换控件的触发操作,切换至阵营频道,其中,阵营频道内发布的信息对属于第二阵营的虚拟对象可见,且对属于第一阵营的虚拟对象不可见。
通常,竞技对战游戏中设置有供参与对局的用户进行交流的讨论方式,包括文字讨论区以及语音讨论,由于本申请实施例中,第一阵营的虚拟对象无法获取除自身外其他虚拟对象的阵营信息,而第二阵营的虚拟对象能够获取第二阵营中其它虚拟对象的阵营信息,因此为了便于第二阵营虚拟对象对应的用户之间进行交流,对象控制界面中显示有频道切换控件。
在一些实施例中,阵营频道中的信息发送方式包括文字发送和语音发送中的至少一种,阵营频道中的内容对于第一阵营的虚拟对象不可见。
示意性的,如图9所示,对象控制界面中显示有频道切换控件907,当接收到对频道切换控件907的触发操作时,若当前显示有阵营频道,或既未显示阵营频道也未显示全局频道,则终端显示全局频道,若当前显示全局频道,则切换至阵营频道。
上述实施例中,第一虚拟对象击败敌对阵营的虚拟对象时能够完成第一阵营任务,为了避免用户为完成阵营任务而随意竞技,采取激进的方式进行竞技,当第一虚拟对象击败同阵营的虚拟对象时,第一虚拟对象进入减益状态。终端执行上述步骤202,控制第一虚拟对象击败其它虚拟对象之后,本申请实施例中的虚拟对象的控制方法还包括如下三种情况:
一,响应于被第一虚拟对象击败的虚拟对象与第一虚拟对象属于相同阵营,且第一虚拟对象未处于减益状态,在对象控制界面显示减益提示信息,并控制第一虚拟对象处于减益状态。
当被第一虚拟对象击败的虚拟对象与第一虚拟对象属于相同阵营,且第一虚拟对象未处于减益状态时,由于第一虚拟对象击败了同阵营的虚拟对象,终端控制第一虚拟对象处于减益状态,并在对象控制界面显示减益提示信息,以提示用户谨慎对局,防止用户恶意竞争导致对局混乱。
当第一虚拟对象处于减益状态时,若再次击败相同阵营的虚拟对象,则第一虚拟对象处于击败状态,无法继续对局,若击败不同阵营的虚拟对象,则第一虚拟对象即可解除减益状态。
示意性的,减益状态下第一虚拟对象的至少一种属性值降低,例如,第一虚拟对象的剩余生命值减半、在虚拟环境中的行进速度降低20%、第一虚拟对象所拥有的虚拟道具的伤害值减半等。
二,响应于被第一虚拟对象击败的虚拟对象与第一虚拟对象属于相同阵营,且第一虚拟对象处于减益状态,在对象控制界面显示击败提示信息,并控制第一虚拟对象处于击败状态。
当第一虚拟对象处于减益状态,且击败相同阵营的虚拟对象时,第一虚拟对象进入击败状态,无法继续对局,终端在对象控制界面显示击败提示信息,并将对象控制界面内的操作控件(例如道具使用控件、方向控件、设备修复控件、设备破坏控件等)设置为不可触发状态。
三,响应于被第一虚拟对象击败的虚拟对象与第一虚拟对象属于不同阵营,且第一虚拟对象处于减益状态,在对象控制界面显示减益消除提示信息,并控制第一虚拟对象解除减益状态。
当第一虚拟对象处于减益状态,且击败不同阵营的虚拟对象时,终端控制第一虚拟对象解除减益状态,直至下一次击败相同阵营的虚拟对象,则第一虚拟对象再次进入减益状态。
本申请实施例中,通过设置减益机制,当第一虚拟对象击败相同阵营的虚拟对象时,使第一虚拟对象进入减益状态,并且减益状态下若再次击败相同阵营的虚拟对象,则第一虚拟对象确认被击败,能够避免用户为完成阵营任务而随意竞技,采取激进的方式进行竞技的情况。
在图2的基础上,请参考图10,其示出了本申请另一个示例性实施例提供的虚拟对象的控制方法的流程图。本实施例以该方法用于图1所示实施环境中的第一终端110或第二终端130或该实施环境中的其它终端为例进行说明,该方法还包括如下步骤:
步骤203a,响应于任一阵营中未被击败的虚拟对象的数量小于第一数量阈值,或,虚拟环境中被摧毁的虚拟设备的数量达到第二数量阈值,确定满足对局结束条件,并通过对局结束界面显示对局结果。
在一些实施例中,每局对战设置有对局时长,当未达到对局时长,但存在一方阵营中未被击败的虚拟对象的数量小于第一数量阈值,或者虚拟环境中被摧毁的虚拟设备的数量达到第二数量阈值时,终端确定对局结束。
例如,虚拟环境中的虚拟对象具有两种不同的角色,分为“第一角色”和“第二角色”两个阵营,若“第一角色”全部被击败,则对局结束,且“第二角色”获胜;若“第二角色”全部被击败,则对局结束且“第一角色”获胜;若虚拟环境中存在3个被摧毁的虚拟设备,则对局结束且“第二角色”获胜。
步骤203b,响应于达到预设对局时长,且完成的第一阵营任务或第二阵营任务不满足对局结束条件,通过对局结束界面显示对局结果,对局结果基于第一阵营和第二阵营中未被击败的虚拟对象的数量确定。
在一些实施例中,为了有效控制单局时长,避免对局双方消极对战导致单局时长过长,当完成的第一阵营任务或第二阵营任务不满足对局结束条件,但达到预设对局时长时,终端确定对局结束,并基于第一阵营和第二阵营中未被击败的虚拟对象的数量确定对局结果。例如,若第一阵营中未被击败的虚拟对象数量大于第二阵营中未被击败的虚拟对象数量,则第一阵营获胜;否则,第二阵营获胜。
在一些实施例中,由于第二阵营的虚拟对象能够获取各个虚拟对象的阵营信息,因此为了避免第二阵营虚拟对象对应的用户消极对战,本申请实施例提供的虚拟对象的控制方法还包括如下步骤:
响应于对局开始后的目标时长内不存在完成的第二阵营任务,将当前对局剩余时长更新为目标时长,目标时长小于当前对局剩余时长。
例如,单局时长默认为8分钟,对局开始后终端开始计时,若对局时长达到2分钟,且不存在完成的第二阵营任务(即第一阵营中不存在被击败的虚拟对象,且不存在被破坏的虚拟设备),则终端将当前剩余时长6分钟,更新为目标时长1分钟,即单局时长由8分钟缩短为3分钟。
步骤204,响应于对对局结果的触发操作,显示对局详情界面,对局详情界面中包含按时间顺序排列的对局事件,对局事件包括虚拟对象击败事件以及虚拟设备摧毁事件。
在一些实施例中,当终端确定对局结束时,显示对局结束界面,并通过对局结束界面显示第一虚拟对象所属的阵营成功或失败或平局。当接收到对对局结果的触发操作时,显示对局详情界面,以便用户进行复盘。
示意性的,如图11所示,终端通过对局结束界面1101显示对局结果,其中还显示有用于触发显示对局详情界面1103的控件1102,当接受到对1102的触发操作时,终端显示对局详情界面1103,对局详情界面1103中,左侧显示有按时间顺序排列的对局事件,右侧显示有各个虚拟对象的阵营信息。
本申请实施例中,当未达到对局时长时,若任一阵营的任务完成情况满足对局结束条件,仍判定对局结束,率先完成阵营任务的一方获胜,否则在达到对局时长后基于双方阵营未被击败的虚拟对象的数量确定对局结果,能够在有效控制对局时长不超过预设对局时长的基础上,促使用户控制虚拟对象进行竞技,从而加快对局进程。
在一些实施例中,对于第一阵营的虚拟对象,当前未被击败的虚拟对象的阵营信息不可见,但已被击败的虚拟对象的阵营信息可以通过预设方式查看,从而便于用户推测未被击败的虚拟对象的阵营信息。图12示出了本申请另一个示例性实施例提供的虚拟对象的控制方法的流程图。本实施例以该方法用于图1所示实施环境中的第一终端110或第二终端130或该实施环境中的其它终端为例进行说明,该方法还包括:
步骤1201,响应于对对象控制界面中查验控件的触发操作,显示第三虚拟对象的查验界面,查验界面中显示有第三虚拟对象所属的阵营,第三虚拟对象被第一虚拟对象以外其他虚拟对象击败。
在一些实施例中,当某一虚拟对象被击败时,需要除击败方以外的其它虚拟对象进行信息查验,该被击败的虚拟对象的阵营信息全局可见。
在一些实施例中,当被击败的虚拟对象的阵营信息公开后,击败该虚拟对象的虚拟对象才能够确认完成阵营任务。
在一些实施例中,虚拟对象在被击败后,其信息只能被查验一次。
示意性的,如图13所示,第三虚拟对象1302被击败后,其附近显示有查验控件1303,用户通过触发查验控件1303,使终端控制第一虚拟对象1302对第三虚拟对象1302进行查验,显示查验界面1306,其中包含第三虚拟对象1302的阵营信息“第一角色”。
在一些实施例中,当第一虚拟对象属于第一阵营时,本申请实施例提供的虚拟对象的控制方法还包括步骤1202和步骤1203:
步骤1202,响应于对对象控制界面中第一技能控件的触发操作,在查验界面中显示虚拟道具信息,虚拟道具信息用于指示击败第三虚拟对象所使用的虚拟道具。
在一些实施例中,用户通过控制第一虚拟对象释放第一技能,获取查验界面的虚拟道具信息,得知击败第三虚拟对象所使用的虚拟道具,从而便于用户基于虚拟道具信息,推断出击败第三虚拟对象的虚拟对象,进而推测出第二阵营的虚拟对象。
其中,第一技能为第一虚拟对象默认携带的技能,或者由第一虚拟对象拾取技能资源得到。并且,第一技能相应设置有第一激活时长,第一阵营的虚拟对象在获取到第一技能后,终端开始计时,且第一技能控件处于不可触发状态,当达到第一激活时长(例如2分钟)时,将第一技能控件切换为可触发状态。
如图13所示,当接收到对第一技能控件1304的触发操作时,终端通过查验界面1306显示击败第三虚拟对象1302的虚拟道具。
步骤1203,响应于对对象控制界面中第二技能控件的触发操作,在查验界面中显示虚拟对 象信息,虚拟对象信息用于指示第三虚拟对象被击败前观察到的虚拟对象。
在一些实施例中,用户通过控制第一虚拟对象释放第二技能,获取查验界面的虚拟对象信息,得知第三虚拟对象被击败前观察到的虚拟对象,从而便于用户基于虚拟对象信息,推断出击败第三虚拟对象的虚拟对象,进而推测出第二阵营的虚拟对象。其中,第二技能为第一虚拟对象默认携带的技能,或者由第一虚拟对象拾取技能资源得到。并且,第二技能相应设置有第二激活时长,第一阵营的虚拟对象在获取到第二技能后,终端开始计时,且第二技能控件处于不可触发状态,当达到第二激活时长(例如5分钟)时,将第二技能控件切换为可触发状态。
如图13所示,当接收到对第二技能控件1305的触发操作时,终端通过查验界面1306显示第三虚拟对象1302被击败前观察到的虚拟对象。
在一些实施例中,当第一虚拟对象属于第二阵营时,对象控制界面中还显示有第三技能控件。本申请实施例中的虚拟对象的控制方法还包括如下步骤:
响应于对象控制界面中第三技能控件的触发操作,控制第一虚拟对象处于隐匿状态,其中,处于隐匿状态的虚拟对象无法被其他虚拟对象观察到。
其中,第二技能为第二虚拟对象默认携带的技能,或者由第二虚拟对象拾取技能资源得到。因此,第二阵营的虚拟对象在击败其它虚拟对象时,通过使用第三技能可以避免被击败的虚拟对象观察到,第一阵营的虚拟对象使用第二技能所查验到的虚拟对象信息,并不一定是击败第三虚拟对象的虚拟对象。
在一些实施例中,第一阵营的虚拟对象通过使用第一技能和第二技能查看到的信息,可以由该虚拟对象操作确定是否公开。
步骤1204,在对象控制界面的全局消息区域显示第三虚拟对象所属的阵营,其中,全局消息区域中的内容对对局中的各个虚拟对象全局可见。
在一些实施例中,当虚拟环境中某一被击败的虚拟对象被其它虚拟对象(第一阵营的虚拟对象或第二阵营的虚拟对象)查验后,终端自动通过全局消息区域显示第三虚拟对象所属的阵营,以便用户了解当前战况。当第一阵营的虚拟对象选择公布查验界面的虚拟道具信息和虚拟对象信息时,终端通过全局消息区域显示相应消息。
本申请实施例中,当接受到对查验控件的触发操作时,通过查验界面显示第三虚拟对象的阵营信息,并全局公开,以便用户能够了解当前战况;当第一虚拟对象属于第一阵营时,可以通过技能查看击败第三虚拟对象的虚拟道具,以及第三虚拟对象最后观察到的虚拟对象,从而便于第一阵营的虚拟对象对应的用户推测第二阵营所包含的虚拟对象;此外,击败第三虚拟对象的虚拟对象无法对第三虚拟对象进行查验,能够避免用户利用位置优势,在击败虚拟对象后立即查验,阻碍其它虚拟对象获取查验信息的情况。
在一些实施例中,本申请实施例提供的虚拟对象的控制方法中包含投票机制,即各个用户可以通过投票的方式,投票出认为可能属于第二阵营的虚拟对象,以便第一阵营虚拟对象对应的用户向本阵营其它用户反馈线索,同时第二阵营虚拟对象对应的用户也可以通过为第一阵营的虚拟对象投票的方式,混淆阵营信息。图14示出了本申请实施例提供的虚拟对象的控制方法的流程图。本实施例以该方法用于图1所示实施环境中的第一终端110或第二终端130或该实施环境中的其它终端为例进行说明,该方法还包括如下步骤:
步骤1401,显示虚拟对象列表,虚拟对象列表中包含已被击败的虚拟对象以及未被击败的虚拟对象。
在一些实施例中,当终端接收到对列表显示控件的触发操作时,显示虚拟对象列表,该虚拟对象列表中包含已被击败的虚拟对象以及未被击败的虚拟对象。示意性的,如图15所示,虚拟对象列表1501中,对于未被击败的虚拟对象、已被击败且已被查验的虚拟对象、已被击败且未被查验的虚拟对象进行分类显示,并在右侧显示已被查验的各个虚拟对象的阵营信息以及查验方。
步骤1402,响应于对虚拟对象列表中未被击败的虚拟对象的选择操作,在对象控制界面的全局消息区域显示投票信息,全局消息区域中的内容对对局中的各个虚拟对象全局可见。
在一些实施例中,本申请实施例提供的虚拟对象的控制方法中包含投票机制,即各个用户 可以通过触发虚拟对象列表,对虚拟对象进行投票,该投票用于表示投票方认为被投票方属于第二阵营。当终端接收到对虚拟对象列表中未被击败的虚拟对象的选择操作时,在对象控制界面的全局消息区域显示投票信息,并更新虚拟对象列表中的投票信息。如图15所示,虚拟对象列表1501中,未被击败的虚拟对象对应显示有投票信息,包括投票确认该虚拟对象属于第二阵营的虚拟对象的编号等。
在一些实施例中,用户可以随时通过虚拟对象列表进行投票;或者,终端在检测到虚拟环境中存在第三虚拟对象被查验后,将虚拟对象列表设置为可投票状态。
步骤1403,在对象控制界面的地图展示控件中显示第四虚拟对象的位置标识,第四虚拟对象为投票数满足数量条件的虚拟对象。
对于投票数满足数量条件的虚拟对象,其位置信息全局显示,以便第一阵营的虚拟对象对应的用户控制虚拟对象对其进行击败。其中,数量条件为超过数量阈值,或者,当前投票数最大。
在一些实施例中,虚拟对象还可以通过预设方式进入增益状态,增益状态下的虚拟对象具有更高的属性值,上述步骤202之后,本申请实施例中的虚拟对象的控制方法还包括如下步骤:
步骤一,响应于第一虚拟对象完成阵营任务,为第一虚拟对象的目标技能进行技能充能。
在一些实施例中,第一虚拟对象完成一次阵营任务后能够获得相应的积分,不同的阵营任务对应的积分量可能不同。例如,若第一虚拟对象属于第一阵营,则第一虚拟对象每击败一个第二阵营的虚拟对象,可以获得100分,每成功维护一次虚拟设备可以获得200分。此外,第一虚拟对象对第三虚拟对象进行查验可以获取50积分,全局第一次发生第二阵营的虚拟对象被击败时,第一阵营全部的虚拟对象可以获得100积分等。终端基于第一虚拟对象的积分数进行技能充能,技能充能量与积分量呈正相关关系。
在一些实施例中,除了通过完成阵营任务进行技能充能,随着对局时间增加,第一虚拟对象的目标技能按照预设的充能速率自动进行充能。
步骤二,响应于目标技能的充能状态满足释放条件,将第四技能控件设置为可触发状态。
当目标技能的充能状态满足释放条件时,终端将第四技能控件设置为可触发状态。在一些实施例中,终端通过显示提示信息,或者对第四技能控件进行高亮显示等方式,提示用户可以控制第一虚拟对象释放第四技能。
步骤三,响应于对第四技能控件的触发操作,控制第一虚拟对象释放目标技能,其中,释放目标技能后第一虚拟对象处于增益状态,且第一虚拟对象的阵营信息全局可见。
当第一虚拟对象释放目标技能后,第一虚拟对象处于增益状态时,为了避免增益状态下的虚拟对象获胜概率较大,第一虚拟对象释放目标技能后,其阵营信息全局可见。
在一些实施例中,终端通过全局消息区域显示释放第四技能后的虚拟对象的阵营信息;或者,终端为虚拟环境中释放第四技能的虚拟对象绑定显示阵营标识。
增益状态下,第一虚拟对象的各项属性值高于默认状态下的属性值。例如,若第一虚拟对象属于第一阵营,则第一虚拟对象释放第四技能后,提升跑速20%,剩余生命值增加恢复至初始生命值,并自动激活未获得的第一阵营的相关技能,且所拥有的虚拟道具的伤害值提升一倍;若第一虚拟对象属于第二阵营,则第一虚拟对象释放第四技能后,第一虚拟对象附近预设范围内生成用于这比其它虚拟对象视野并降低生命值的烟雾,提升跑速20%,剩余生命值增加恢复至初始生命值,并清除技能冷却效果,以及清除投票数量最多时位置信息全局公开的机制。
本申请实施例中,通过虚拟对象列表显示已被击败的虚拟对象以及未被击败的虚拟对象、对局过程中的查验事件,以及各个虚拟对象的投票信息,便于用户实时获取当前对局情况;并且,利用投票机制显示各个用户的判断结果,并将投票数满足数量条件的虚拟对象的位置信息设置为全局可见,能够为用户提供判断阵营信息的线索,进而加快对局进程。
示意性的,请参考图16,其示出了一种采用本申请提供的虚拟对象的控制方法的游戏对局流程图。该游戏对局中,虚拟对象具有两种不同的角色,分别为第一角色(第一阵营)和第二角色(第二阵营),其中,第一角色的身份信息对第二角色可见,而第二角色的阵营信息对第一角色不可见。
开局阶段,第一角色及第二角色首先明确自身身份(即阵营信息)。各个虚拟对象所装备的初始虚拟道具相同,虚拟环境中随机散落有多种类型的虚拟道具,第一角色及第二角色均可以拾取并装备一定数量的虚拟道具,便于后期利用虚拟道具击败敌方虚拟对象。开局后1分钟内,第一角色及第二角色均处于无敌状态,即受到其它虚拟对象的攻击时目标属性值(例如生命值)不变,以便用户利用开局阶段搜集资源。
初期阶段,第二角色隐藏身份并伺机破坏虚拟环境中的虚拟设备,通过阻碍第一角色维护虚拟设备,使虚拟设备被摧毁而完成阵营任务;第一角色针对虚拟环境中被破坏的虚拟设备进行维护,同时观察其它虚拟对象的行为,推测其它虚拟对象的阵营信息。此外,玩家可以对被其它虚拟对象击败的虚拟对象进行身份查验,获取被击败虚拟对象的阵营信息、用于击败虚拟对象的虚拟道具,以及被击败虚拟对象最后观察到的虚拟对象,从而推测出第二角色。
中期阶段,第一角色阵营的玩家通过控制虚拟对象使用虚拟道具,对怀疑属于第二角色的虚拟对象进行攻击,通过击败第二角色以及维护虚拟设备加速终极技能的能量积攒,同时可以通过身份投票的方式,对怀疑属于第二角色的虚拟对象进行投票,以向其它第一角色反馈线索。第二角色同样利用虚拟道具击败第一角色以及摧毁虚拟设备的方式积攒终极技能的能量,同时可以通过投票机制制造混乱,隐藏自身阵营信息。
残局阶段,当能量积攒满足终极技能的触发条件时,可以激活终极技能。虚拟对象激活终极技能后,自身属性值(例如生命值、移动速度、虚拟道具的武力值等)得到大幅提升,同时曝光自身的阵营信息。第一角色及第二角色基于全局可见的阵营信息互相攻击,以争取对局胜利。
图17是本申请实施例提供的虚拟对象的控制装置的结构框图,该装置包括:
第一显示模块1701,配置为基于第一虚拟对象所属的阵营显示对象控制界面,所述阵营包括第一阵营和第二阵营,且所述对象控制界面中,所述第一阵营中虚拟对象的阵营信息对所述第二阵营中的虚拟对象可见,所述第二阵营中虚拟对象的阵营信息对所述第一阵营中的虚拟对象不可见;
第一控制模块1702,配置为响应于所述对象控制界面中的控制操作,控制所述第一虚拟对象执行阵营任务,所述第一阵营的第一阵营任务包括维护虚拟环境中的虚拟设备以及击败属于所述第二阵营的虚拟对象中的至少一项,所述第二阵营的第二阵营任务包括摧毁虚拟环境中的虚拟设备以及击败属于所述第一阵营的虚拟对象中的至少一项;
第二显示模块1703,配置为响应于完成的所述第一阵营任务或所述第二阵营任务满足对局结束条件,通过对局结束界面显示对局结果。
在一些实施例中,所述第一虚拟对象属于所述第一阵营,所述对象控制界面中显示有道具使用控件以及设备维护控件;
所述第一控制模块1702,包括:
第一控制单元,配置为响应于对所述对象控制界面中所述道具使用控件的触发操作,控制所述第一虚拟对象对第二虚拟对象使用虚拟道具,所述虚拟道具用于降低虚拟对象的属性值,所述第二虚拟对象属于所述第一阵营或所述第二阵营;
第二控制单元,配置为响应于对所述对象控制界面中所述设备维护控件的触发操作,且所述第一虚拟对象与目标虚拟设备之间的距离小于距离阈值,控制所述第一虚拟对象维护所述目标虚拟设备,所述目标虚拟设备为待维护的虚拟设备,所述目标虚拟设备为随机确定得到,或者,由所述第二阵营的虚拟对象破坏得到。
在一些实施例中,所述装置还包括:
第一确定模块,配置为响应于所述第二虚拟对象被所述第一虚拟对象击败,且所述第二虚拟对象属于所述第二阵营,确定所述第一阵营任务完成;
第二确定模块,配置为响应于所述目标虚拟设备在倒计时时长内被维护,确定所述第一阵营任务完成。
在一些实施例中,所述第一虚拟对象属于所述第二阵营,所述对象控制界面中显示有道具使用控件以及设备破坏控件;
所述第一控制模块1702,包括:
第三控制单元,配置为响应于对所述对象控制界面中所述道具使用控件的触发操作,控制所述第一虚拟对象对第二虚拟对象使用虚拟道具,所述虚拟道具用于降低虚拟对象的属性值,所述第二虚拟对象属于所述第一阵营或所述第二阵营;
第四控制单元,配置为响应于对所述对象控制界面中所述设备破坏控件的触发操作,将与所述第一虚拟对象之间距离最小,且距离小于距离阈值的虚拟设备确定为目标虚拟设备,并控制所述第一虚拟对象破坏所述目标虚拟设备。
在一些实施例中,所述装置还包括:
第三确定模块,配置为响应于所述第二虚拟对象被所述第一虚拟对象击败,且所述第二虚拟对象属于所述第一阵营,确定所述第二阵营任务完成;
第四确定模块,配置为响应于所述目标虚拟设备在倒计时时长内未被维护,确定所述第二阵营任务完成,其中,在所述倒计时时长内未被维护的所述目标虚拟设备被摧毁。
在一些实施例中,所述装置还包括:
第三显示模块,配置为在所述对象控制界面的地图展示控件中突出显示所述目标虚拟设备。
在一些实施例中,所述第二显示模块1703,包括:
显示单元,配置为响应于任一阵营中未被击败的虚拟对象的数量小于第一数量阈值,或,所述虚拟环境中被摧毁的虚拟设备的数量达到第二数量阈值,确定满足所述对局结束条件,并通过所述对局结束界面显示所述对局结果。
在一些实施例中,所述装置还包括:
第四显示模块,配置为响应于达到预设对局时长,且完成的所述第一阵营任务或所述第二阵营任务不满足所述对局结束条件,通过所述对局结束界面显示所述对局结果,所述对局结果基于所述第一阵营和所述第二阵营中未被击败的虚拟对象的数量确定。
在一些实施例中,所述对象控制界面中显示有查验控件;
所述装置还包括:
第五显示模块,配置为响应于对所述对象控制界面中所述查验控件的触发操作,显示第三虚拟对象的查验界面,所述查验界面中显示有所述第三虚拟对象所属的阵营,所述第三虚拟对象被所述第一虚拟对象以外其他虚拟对象击败;
第六显示模块,配置为在所述对象控制界面的全局消息区域显示所述第三虚拟对象所属的阵营,其中,所述全局消息区域中的内容对对局中的各个虚拟对象全局可见。
在一些实施例中,所述第一虚拟对象属于所述第一阵营,所述对象控制界面中还显示有第一技能控件和第二技能控件;
所述装置还包括:
第七显示模块,配置为响应于对所述对象控制界面中所述第一技能控件的触发操作,在所述查验界面中显示虚拟道具信息,所述虚拟道具信息用于指示击败所述第三虚拟对象所使用的虚拟道具;
第八显示模块,配置为响应于对所述对象控制界面中所述第二技能控件的触发操作,在所述查验界面中显示虚拟对象信息,所述虚拟对象信息用于指示所述第三虚拟对象被击败前观察到的虚拟对象。
在一些实施例中,所述第一虚拟对象属于所述第二阵营,所述对象控制界面中还显示有第三技能控件;
所述装置还包括:
第二控制模块,配置为响应于对所述对象控制界面中所述第三技能控件的触发操作,控制所述第一虚拟对象处于隐匿状态,其中,处于所述隐匿状态的虚拟对象无法被其他虚拟对象观察到。
在一些实施例中,所述装置还包括:
第九显示模块,配置为显示虚拟对象列表,所述虚拟对象列表中包含已被击败的虚拟对象以及未被击败的虚拟对象;
第十显示模块,配置为响应于对所述虚拟对象列表中未被击败的虚拟对象的选择操作,在所述对象控制界面的全局消息区域显示投票信息,所述全局消息区域中的内容对对局中的各个虚拟对象全局可见;
第十一显示模块,配置为在所述对象控制界面的地图展示控件中显示第四虚拟对象的位置标识,所述第四虚拟对象为投票数满足数量条件的虚拟对象。
在一些实施例中,所述装置还包括:
第十二显示模块,配置为响应于被所述第一虚拟对象击败的虚拟对象与所述第一虚拟对象属于相同阵营,且所述第一虚拟对象未处于减益状态,在所述对象控制界面显示减益提示信息,并控制所述第一虚拟对象处于所述减益状态;
第十三显示模块,配置为响应于被所述第一虚拟对象击败的虚拟对象与所述第一虚拟对象属于相同阵营,且所述第一虚拟对象处于减益状态,在所述对象控制界面显示击败提示信息,并控制所述第一虚拟对象处于击败状态;
第十四显示模块,配置为响应于被所述第一虚拟对象击败的虚拟对象与所述第一虚拟对象属于不同阵营,且所述第一虚拟对象处于减益状态,在所述对象控制界面显示减益消除提示信息,并控制所述第一虚拟对象解除所述减益状态。
在一些实施例中,所述对象控制界面中还显示有第四技能控件,所述第四技能控件用于触发所述第一虚拟对象释放目标技能,且所述第四技能控件的初始状态为不可触发状态;
所述装置还包括:
第一设置模块,配置为响应于所述第一虚拟对象完成所述阵营任务,为所述第一虚拟对象的所述目标技能进行技能充能;
第二设置模块,配置为响应于所述目标技能的充能状态满足释放条件,将所述第四技能控件设置为可触发状态;
第三控制模块,配置为响应于对所述第四技能控件的触发操作,控制所述第一虚拟对象释放所述目标技能,其中,释放所述目标技能后所述第一虚拟对象处于增益状态,且所述第一虚拟对象的阵营信息全局可见。
在一些实施例中,所述第一虚拟对象属于所述第二阵营,所述对象控制界面中显示有频道切换控件;
所述装置还包括:
切换模块,配置为响应于对所述对象控制界面中所述频道切换控件的触发操作,切换至阵营频道,其中,所述阵营频道内发布的信息对属于所述第二阵营的虚拟对象可见,且对属于所述第一阵营的虚拟对象不可见。
在一些实施例中,所述装置还包括:
第十五显示模块,配置为响应于对所述对局结果的触发操作,显示对局详情界面,所述对局详情界面中包含按时间顺序排列的对局事件,所述对局事件包括虚拟对象击败事件以及虚拟设备摧毁事件。
在一些实施例中,所述装置还包括:
更新模块,配置为响应于对局开始后的目标时长内不存在完成的所述第二阵营任务,将当前对局剩余时长更新为目标时长,所述目标时长小于所述当前对局剩余时长。
请参考图18,其示出了本申请实施例提供的终端1800的结构框图。该终端1800可以是便携式移动终端,比如:智能手机、平板电脑、动态影像专家压缩标准音频层面3(Moving Picture Experts Group Audio Layer III,MP3)播放器、动态影像专家压缩标准音频层面4(Moving Picture Experts Group Audio Layer IV,MP4)播放器。终端1800还可能被称为用户设备、便携式终端等其他名称。
通常,终端1800包括有:处理器1801和存储器1802。
处理器1801可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1801可以采用数字信号处理(Digital Signal Processing,DSP)、现场可编程门阵列(Field-Programmable Gate Array,FPGA)、可编程逻辑阵列(Programmable Logic Array,PLA)中的至 少一种硬件形式来实现。处理器1801也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称中央处理器(Central Processing Unit,CPU);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1801可以在集成有图像处理器(Graphics Processing Unit,GPU),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1801还可以包括人工智能(Artificial Intelligence,AI)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1802可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是有形的和非暂态的。存储器1802还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1802中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器1801所执行以实现本申请实施例提供的方法。
在一些实施例中,终端1800还可选包括有:***设备接口1803和至少一个***设备。具体地,***设备包括:射频电路1804、触摸显示屏1805、摄像头1806、音频电路1807、定位组件1808和电源1809中的至少一种。
本领域技术人员可以理解,图18中示出的结构并不构成对终端1800的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
本申请实施例还提供了一种计算机可读存储介质,该计算机可读存储介质存储有至少一条指令,所述至少一条指令由处理器加载并执行以实现如上各个实施例所述的虚拟对象的控制方法。
本申请实施例还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。终端的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该终端执行本申请实施例提供的虚拟对象的控制方法。
本领域技术人员应该可以意识到,在上述一个或多个示例中,本申请实施例所描述的功能可以用硬件、软件、固件或它们的任意组合来实现。当使用软件实现时,可以将这些功能存储在计算机可读存储介质中或者作为计算机可读存储介质上的一个或多个指令或代码进行传输。计算机可读存储介质包括计算机存储介质和通信介质,其中通信介质包括便于从一个地方向另一个地方传送计算机程序的任何介质。存储介质可以是通用或专用计算机能够存取的任何可用介质。
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (21)

  1. 一种虚拟对象的控制方法,所述方法由终端执行,所述方法包括:
    基于第一虚拟对象所属的阵营,显示对象控制界面,所述阵营包括第一阵营和第二阵营;
    响应于所述对象控制界面中的控制操作,控制所述第一虚拟对象执行与所属阵营对应的阵营任务中的至少一项;
    其中,所述第一阵营的第一阵营任务包括:维护虚拟环境中的虚拟设备以及击败属于所述第二阵营的虚拟对象,所述第二阵营的第二阵营任务包括摧毁虚拟环境中的虚拟设备以及击败属于所述第一阵营的虚拟对象;
    响应于执行的所述阵营任务满足对局结束条件,通过对局结束界面显示对局结果。
  2. 根据权利要求1所述的方法,其中,所述第一虚拟对象属于所述第一阵营,所述对象控制界面中显示有道具使用控件以及设备维护控件;
    所述响应于所述对象控制界面中的控制操作,控制所述第一虚拟对象执行阵营任务,包括:
    响应于对所述对象控制界面中所述道具使用控件的触发操作,控制所述第一虚拟对象对第二虚拟对象使用虚拟道具,所述虚拟道具用于降低虚拟对象的属性值;
    响应于对所述对象控制界面中所述设备维护控件的触发操作,若所述第一虚拟对象与目标虚拟设备之间的距离小于距离阈值,控制所述第一虚拟对象维护所述目标虚拟设备。
  3. 根据权利要求2所述的方法,其中,所述响应于所述对象控制界面中的控制操作,控制所述第一虚拟对象执行阵营任务之后,所述方法还包括:
    响应于所述第二虚拟对象被所述第一虚拟对象击败,且所述第二虚拟对象属于所述第二阵营,确定所述第一阵营任务完成;
    响应于所述目标虚拟设备在倒计时时长内被维护,确定所述第一阵营任务完成。
  4. 根据权利要求1所述的方法,其中,所述第一虚拟对象属于所述第二阵营,所述对象控制界面中显示有道具使用控件以及设备破坏控件;
    所述响应于所述对象控制界面中的控制操作,控制所述第一虚拟对象执行阵营任务,包括:
    响应于对所述对象控制界面中所述道具使用控件的触发操作,控制所述第一虚拟对象对第二虚拟对象使用虚拟道具,所述虚拟道具用于降低虚拟对象的属性值;
    响应于对所述对象控制界面中所述设备破坏控件的触发操作,将与所述第一虚拟对象之间距离最小,且距离小于距离阈值的虚拟设备确定为目标虚拟设备,并控制所述第一虚拟对象破坏所述目标虚拟设备。
  5. 根据权利要求4所述的方法,其中,所述响应于所述对象控制界面中的控制操作,控制所述第一虚拟对象执行阵营任务之后,所述方法还包括:
    响应于所述第二虚拟对象被所述第一虚拟对象击败,且所述第二虚拟对象属于所述第一阵营,确定所述第二阵营任务完成;
    响应于所述目标虚拟设备在倒计时时长内未被维护,确定所述第二阵营任务完成,其中,在所述倒计时时长内未被维护的所述目标虚拟设备被摧毁。
  6. 根据权利要求2至5任一项所述的方法,其中,所述基于第一虚拟对象所属的阵营显示对象控制界面之后,所述方法还包括:
    在所述对象控制界面中,采用目标显示样式显示所述目标虚拟设备,使得所述目标虚拟设备的显示样式不同于其他虚拟设备的显示样式。
  7. 根据权利要求1至5任一项所述的方法,其中,所述响应于执行的所述阵营任务满足对局结束条件,通过对局结束界面显示对局结果,包括:
    响应于任一阵营中未被击败的虚拟对象的数量小于第一数量阈值,或,所述虚拟环境中被摧毁的虚拟设备的数量达到第二数量阈值,确定执行的所述阵营任务满足所述对局结束条件,并通过所述对局结束界面显示所述对局结果。
  8. 根据权利要求1至5任一项所述的方法,其中,所述方法还包括:
    响应于所述阵营任务的执行时长达到预设对局时长,且执行的所述阵营任务不满足所述对 局结束条件,通过所述对局结束界面显示所述对局结果,所述对局结果基于所述第一阵营和所述第二阵营中未被击败的虚拟对象的数量确定。
  9. 根据权利要求1至5任一项所述的方法,其中,所述对象控制界面中显示有查验控件;所述方法还包括:
    响应于对所述对象控制界面中所述查验控件的触发操作,显示第三虚拟对象的查验界面,所述查验界面中显示有所述第三虚拟对象所属的阵营,所述第三虚拟对象被所述第一虚拟对象以外其他虚拟对象击败;
    在所述对象控制界面的全局消息区域,显示所述第三虚拟对象所属的阵营。
  10. 根据权利要求9所述的方法,其中,所述第一虚拟对象属于所述第一阵营,所述对象控制界面中还显示有第一技能控件和第二技能控件;所述显示第三虚拟对象的查验界面之后,所述方法还包括:
    响应于对所述对象控制界面中所述第一技能控件的触发操作,在所述查验界面中显示虚拟道具信息,所述虚拟道具信息用于指示击败所述第三虚拟对象所使用的虚拟道具;
    响应于对所述对象控制界面中所述第二技能控件的触发操作,在所述查验界面中显示虚拟对象信息,所述虚拟对象信息用于指示所述第三虚拟对象被击败前观察到的虚拟对象。
  11. 根据权利要求1所述的方法,其中,所述第一虚拟对象属于所述第二阵营,所述对象控制界面中还显示有第三技能控件;
    所述方法还包括:
    响应于对所述对象控制界面中所述第三技能控件的触发操作,控制所述第一虚拟对象处于隐匿状态,其中,处于所述隐匿状态的虚拟对象无法被其他虚拟对象观察到。
  12. 根据权利要求1至5任一项所述的方法,其中,所述方法还包括:
    显示虚拟对象列表,所述虚拟对象列表中包含已被击败的虚拟对象以及未被击败的虚拟对象;
    响应于对所述虚拟对象列表中未被击败的虚拟对象的选择操作,在所述对象控制界面的全局消息区域显示投票信息;
    在所述对象控制界面的地图展示控件中,显示第四虚拟对象的位置标识,所述第四虚拟对象为投票数满足数量条件的虚拟对象。
  13. 根据权利要求1至5任一项所述的方法,其中,所述响应于所述对象控制界面中的控制操作,控制所述第一虚拟对象执行阵营任务之后,所述方法还包括:
    响应于被所述第一虚拟对象击败的虚拟对象与所述第一虚拟对象属于相同阵营,且所述第一虚拟对象未处于减益状态,在所述对象控制界面显示减益提示信息,并控制所述第一虚拟对象处于所述减益状态;
    响应于被所述第一虚拟对象击败的虚拟对象与所述第一虚拟对象属于相同阵营,且所述第一虚拟对象处于减益状态,在所述对象控制界面显示击败提示信息,并控制所述第一虚拟对象处于击败状态;
    响应于被所述第一虚拟对象击败的虚拟对象与所述第一虚拟对象属于不同阵营,且所述第一虚拟对象处于减益状态,在所述对象控制界面显示减益消除提示信息,并控制所述第一虚拟对象解除所述减益状态。
  14. 根据权利要求1至5任一项所述的方法,其中,所述对象控制界面中还显示有第四技能控件,所述第四技能控件用于触发所述第一虚拟对象释放目标技能,且所述第四技能控件的初始状态为不可触发状态;
    所述响应于所述对象控制界面中的控制操作,控制所述第一虚拟对象执行阵营任务之后,所述方法还包括:
    响应于所述第一虚拟对象完成所述阵营任务,为所述第一虚拟对象的所述目标技能进行技能充能;
    响应于所述目标技能的充能状态满足释放条件,将所述第四技能控件设置为可触发状态;
    响应于对所述第四技能控件的触发操作,控制所述第一虚拟对象释放所述目标技能。
  15. 根据权利要求1所述的方法,其中,所述第一虚拟对象属于所述第二阵营,所述对象 控制界面中显示有频道切换控件;
    所述方法还包括:
    响应于对所述对象控制界面中所述频道切换控件的触发操作,切换至阵营频道,其中,所述阵营频道内发布的信息对属于所述第二阵营的虚拟对象可见,且对属于所述第一阵营的虚拟对象不可见。
  16. 根据权利要求1至5任一项所述的方法,其中,所述通过对局结束界面显示对局结果之后,所述方法还包括:
    响应于对所述对局结果的触发操作,显示对局详情界面,所述对局详情界面中包含按时间顺序排列的对局事件,所述对局事件包括虚拟对象击败事件以及虚拟设备摧毁事件中至少之一。
  17. 根据权利要求1至5任一项所述的方法,其中,所述方法还包括:
    响应于对局开始后的目标时长内不存在完成的所述第二阵营任务,将当前对局剩余时长更新为目标时长,所述目标时长小于所述当前对局剩余时长。
  18. 一种虚拟对象的控制装置,所述装置包括:
    第一显示模块,配置为基于第一虚拟对象所属的阵营显示对象控制界面,所述阵营包括第一阵营和第二阵营;
    第一控制模块,配置为响应于所述对象控制界面中的控制操作,控制所述第一虚拟对象执行阵营任务,所述第一阵营的第一阵营任务包括维护虚拟环境中的虚拟设备以及击败属于所述第二阵营的虚拟对象中的至少一项,所述第二阵营的第二阵营任务包括摧毁虚拟环境中的虚拟设备以及击败属于所述第一阵营的虚拟对象中的至少一项;
    第二显示模块,配置为响应于执行的所述阵营任务满足对局结束条件,通过对局结束界面显示对局结果。
  19. 一种终端,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条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如权利要求1至17任一项所述的虚拟对象的控制方法。
  20. 一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一条计算机程序,所述计算机程序由处理器加载并执行以实现如权利要求1至17任一项所述的虚拟对象的控制方法。
  21. 一种计算机程序产品,包括计算机程序或指令,所述计算机程序或指令被处理器执行时,实现权利要求1至17任一项所述的虚拟对象的控制方法。
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