Virtual resource processing method, device and storage medium in role playing game

文档序号:819383 发布日期:2021-03-30 浏览:15次 中文

阅读说明:本技术 角色扮演游戏中的虚拟资源处理方法、设备及存储介质 (Virtual resource processing method, device and storage medium in role playing game ) 是由 陈瑽 庄涛 田吉亮 张峰 姚逸宁 杨凯允 寇京博 于 2020-12-11 设计创作,主要内容包括:本申请实施例提供一种角色扮演游戏中的虚拟资源处理方法、设备及存储介质。在虚拟资源处理方法中,在RPG的虚拟地图中,设置防御位置,可向游戏玩家提供重新配置游戏资源的操作入口。在游戏的过程中,可获取玩家虚拟对象在RPG中获取的资源,并检测玩家虚拟对象在虚拟地图中的实时位置。当玩家虚拟对象的实时位置位于防御位置所在处时,可激活基于已获取的资源兑换其他资源的功能,其中,该被兑换的其他资源可以是虚拟对象。进而,在RPG中实现了基于位置触发资源重配置的功能,有利于在RPG游戏中,灵活地配置玩家获取到的游戏资源。(The embodiment of the application provides a virtual resource processing method, equipment and a storage medium in a role playing game. In the virtual resource processing method, a defense position is set in a virtual map of an RPG, and an operation entrance for reconfiguring game resources can be provided for a game player. During the course of the game, the resources acquired by the player virtual object in the RPG may be acquired and the real-time location of the player virtual object in the virtual map detected. When the real-time location of the player virtual object is at the defense location, a function may be activated to redeem other resources based on the acquired resources, where the redeemed other resources may be virtual objects. Furthermore, the function of resource reconfiguration based on position triggering is realized in the RPG, which is beneficial to flexibly configuring the game resources acquired by the player in the RPG game.)

1. A method of virtual resource processing in a role-playing game, the role-playing game comprising: the virtual map is preset with at least one defense guarding position; the method comprises the following steps:

acquiring a first resource acquired by a player virtual object in the virtual map;

detecting a real-time location of the player virtual object in the virtual map;

if the real-time position of the player virtual object is detected to be located at a target defense position in the at least one defense defending position, creating a second resource matched with the target defense position at the target defense position according to the first resource; the second resource includes: a virtual object.

2. The method of claim 1, wherein the virtual map comprises: a daemon object, an enemy virtual object, and an attack route to the daemon object;

acquiring a first resource acquired by a player virtual object in the virtual map, wherein the first resource comprises:

in the virtual map, controlling the enemy virtual object to move to the daemon object along the attack route according to a preset motion mode;

responding to an action control instruction of a game player to the player virtual object, and controlling the player virtual object to kill an enemy virtual object close to the guard target;

and counting bonus resources acquired by the player virtual object in the virtual map according to the attribute information of the enemy virtual object killed by the player virtual object, wherein the bonus resources are used as the first resources.

3. The method of claim 2, further comprising:

according to the attribute information of the enemy virtual object killed by the virtual object, calculating the reward resources generated by the virtual object in the virtual map;

adding part of or all of the bonus resources generated by the defense prop in the virtual map to the first resources of the player virtual object.

4. The method of claim 1, wherein if it is detected that a real-time location of the player virtual object is located at a target defense location of the at least one defense daemon location, then creating, at the target defense location, a second resource adapted to the target defense location according to the first resource comprises:

if the player virtual object is detected to move to the target defense position, a first interface is displayed; the first interface comprises a first configuration item for creating the second resource;

creating the virtual object at the target defense location in response to the game player triggering an action on the first configuration item.

5. The method of claim 2, wherein the target defense location includes a plurality of defense sub-regions, the plurality of defense sub-regions corresponding to different types of virtual objects;

if it is detected that the real-time location of the player virtual object is located at a target defense location of the at least one defense daemon location, then creating, at the target defense location, a second resource adapted to the target defense location according to the first resource, including:

determining, from the plurality of defense subregions, a target defense subregion that matches a real-time location of the player virtual object;

and creating a virtual object at the target defense position according to the type of the virtual object corresponding to the target defense subregion.

6. The method of claim 5, wherein creating a virtual object at the target defense location according to a type of the virtual object corresponding to the target defense subregion comprises:

determining a capability value of the virtual object according to a distance between the target defense subregion and a center of the target defense position and/or a geometric feature of the target defense subregion;

and creating a virtual object matched with the capacity value at the target defense position.

7. The method of any of claims 1-6, further comprising, after the target defense location creates a virtual object:

if the fact that the player virtual object moves to the position of the virtual object is detected, displaying a second interface;

the second interface comprises a second configuration item for exchanging reward resources according to the virtual object and/or a third configuration item for upgrading the virtual object according to the reward resources currently acquired by the player virtual object.

8. The method of claim 7, further comprising:

responding to the triggering operation of a game player on the second configuration item, converting the virtual object into a first quantity of resources, and adding the first quantity of resources into the first resources;

alternatively, the first and second electrodes may be,

responding to the triggering operation of the game player on the third configuration item, and determining a second amount of resources required for upgrading the virtual object; and acquiring a second quantity of resources from the first resources, and creating the upgraded virtual object according to the second quantity of resources and the first quantity of resources corresponding to the virtual object.

9. An electronic device, comprising: a memory, a processor, and a display component;

the memory to store one or more computer instructions;

the processor is to execute the one or more computer instructions to: performing the steps in the method of any one of claims 1-8 by the display component.

10. A computer-readable storage medium storing a computer program, wherein the computer program is capable of performing the steps of the method of any one of claims 1 to 8 when executed.

Technical Field

The present application relates to the field of internet technologies, and in particular, to a method, an apparatus, and a storage medium for processing virtual resources in a role-playing game.

Background

In the course of an Action Game (Action Game), a large number of Game copies are usually designed for the diversity of games. Among them, the game copies are in various forms, such as: single/multiple people play a copy of BOSS (a catchy monster at the leader level in a game), a copy of a scenario task, a copy of a contested resource, etc.

At present, game copies in action games are mainly designed by depending on time, BOSS and a certain number of enemies, but the design mode is single, and the game is not beneficial to a game player to carry out multi-strategy resource allocation in the game process. Therefore, a new solution is yet to be proposed.

Disclosure of Invention

Aspects of the present disclosure provide a virtual resource processing method, device, and storage medium in a role playing game, so as to improve flexibility of resource allocation in an action game.

An embodiment of the present application further provides a virtual resource processing method in a role-playing game, where the role-playing game includes: the virtual map is preset with at least one defense guarding position; the method comprises the following steps: acquiring a first resource acquired by a player virtual object in the virtual map; detecting a real-time location of the player virtual object in the virtual map; if the real-time position of the player virtual object is detected to be located at a target defense position in the at least one defense defending position, creating a second resource matched with the target defense position at the target defense position according to the first resource; the second resource includes: a virtual object.

An embodiment of the present application further provides an electronic device, including: a memory and a processor; the memory is to store one or more computer instructions; the processor is to execute the one or more computer instructions to: the steps in the method provided by the embodiments of the present application are performed.

Embodiments of the present application further provide a computer-readable storage medium storing a computer program, where the computer program can implement the steps in the method provided in the embodiments of the present application when executed.

In the virtual resource processing method in the role-playing game provided by the embodiment of the application, the defense position is set in the virtual map of the RPG, and an operation entrance for reconfiguring game resources can be provided for a game player. During the course of the game, the resources acquired by the player virtual object in the RPG may be acquired and the real-time location of the player virtual object in the virtual map detected. When the real-time location of the player virtual object is at the defense location, a function may be activated to redeem other resources based on the acquired resources, where the redeemed other resources may be virtual objects. Furthermore, the function of resource reconfiguration based on position triggering is realized in the RPG, which is beneficial to flexibly configuring the game resources acquired by the player in the RPG game.

Drawings

The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the application and together with the description serve to explain the application and not to limit the application. In the drawings:

fig. 1 is a schematic flowchart of a virtual resource processing method in a role playing game according to an exemplary embodiment of the present application;

fig. 2a is a schematic flowchart of a virtual resource processing method in a role playing game according to another exemplary embodiment of the present application;

FIG. 2b is a schematic diagram of control logic for controlling movement of an enemy virtual object as provided by an exemplary embodiment of the present application;

FIG. 3 is a schematic view of a virtual map provided in an exemplary embodiment of the present application;

fig. 4 is a schematic structural diagram of an electronic device according to an exemplary embodiment of the present application.

Detailed Description

In order to make the objects, technical solutions and advantages of the present application more apparent, the technical solutions of the present application will be described in detail and completely with reference to the following specific embodiments of the present application and the accompanying drawings. It should be apparent that the described embodiments are only some of the embodiments of the present application, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.

In the course of an Action Game (Action Game), a large number of Game copies are usually designed for the diversity of games. Among them, the game copies are in various forms, such as: single/multiple people play a copy of BOSS (a catchy monster at the leader level in a game), a copy of a scenario task, a copy of a contested resource, etc.

At present, game copies in action games are mainly designed depending on time, BOSS and a certain number of enemies, but the design mode is single, and the game player is not beneficial to making multiple strategy choices in the game process.

In view of the above technical problem, in some embodiments of the present application, a solution is provided, and the technical solutions provided by the embodiments of the present application will be described in detail below with reference to the accompanying drawings.

Fig. 1 is a virtual resource processing method in a role playing game according to an exemplary embodiment of the present application, as shown in fig. 1, the method includes:

step 101, displaying a virtual map of a role playing game; the virtual map is preset with at least one defense guard position.

And 102, acquiring a first resource acquired by the virtual object of the player in the virtual map.

Step 103, detecting the real-time position of the player virtual object in the virtual map.

104, if the real-time position of the player virtual object is detected to be located at a target defense position in the at least one defense defending position, creating a second resource matched with the target defense position at the target defense position according to the first resource; the second resource includes: a virtual object.

Among them, Role-playing games (RPGs) are one of game types. In a game, players are responsible for playing the corresponding roles and playing the roles in a real or fictional world, and developing the roles played by action commands under a structured rule. Wherein, the player virtual object is the virtual image of the game character in the virtual map.

The first resource may be a bonus resource acquired by a game player executing a game task in an RPG game. If the game map is provided by a game copy in the RPG, the first resource may be a resource acquired by the game player in the game copy, or may include a resource acquired by the game player outside of the game copy and a resource acquired in the game copy. Wherein the first resource may include: virtual materials, items, or virtual money, etc., and the embodiment is not limited.

One or more defense guard positions are preset in the virtual map, and each defense guard position is used for creating a second resource. When the game player controls the virtual player object to move in the virtual map, the virtual player object can be moved to the defense guarding position to trigger the resource allocation function provided by the game.

Based on the above, the game system can detect the real-time position of the player virtual object in the virtual map, and determine whether the player virtual object reaches a certain defense guarding position. If it is detected that the real-time location of the player virtual object is located at a target defense location of the at least one defense daemon location, a second resource adapted to the target defense location may be created according to the first resource. The target defense position can be any defense defending position in the virtual map.

Wherein the second resource may include: a virtual object. The virtual object can generate killing energy to the surrounding environment according to a preset killing strategy or skill so as to achieve the purpose of killing enemy virtual objects close to the virtual object.

Optionally, the virtual object may be a virtual defense prop, a virtual character, a virtual equipment item, a virtual weapon, or the like, which includes but is not limited to this embodiment. If the virtual object is implemented as a virtual defense prop, the implementation form of the virtual defense prop may be diversified, for example, the virtual defense prop may be implemented as a virtual weapon form, a virtual animal form, a virtual building form, or the like. In some embodiments, the virtual defense prop may be implemented in the form of a "tower", and thus, the virtual defense prop may also be referred to as a "defense tower".

Based on the virtual object, the game player can convert the acquired resources into other resources capable of assisting in executing the game task, and further, the growth and development of the game role are continuously promoted.

In this embodiment, in the virtual map of the RPG, a defense position is set, and an operation entrance for reconfiguring game resources can be provided to the game player. During the course of the game, the resources acquired by the player virtual object in the RPG may be acquired and the real-time location of the player virtual object in the virtual map detected. When the real-time location of the player virtual object is at the defense location, a function may be activated to redeem other resources based on the acquired resources, where the redeemed other resources may be virtual objects. Furthermore, the function of resource reconfiguration based on position triggering is realized in the RPG, which is beneficial to flexibly configuring the game resources acquired by the player in the RPG game.

In some exemplary embodiments, the game player may obtain the bonus resource corresponding to the task by performing a specific task in the virtual map, as the first resource described in the foregoing embodiments. The following description is made by way of example with reference to the accompanying drawings.

Fig. 2a is a schematic flowchart of a virtual resource processing method in a role playing game according to another exemplary embodiment of the present application, where as shown in fig. 2a, the method includes:

step 201, displaying a virtual map corresponding to the role playing game, wherein the virtual map comprises: a daemon object, at least one defense daemon location, at least one player virtual object, an enemy virtual object, and an attack route to the daemon object.

Step 202, in the virtual map, controlling an enemy virtual object to move to the daemon object along the attack route according to a preset motion mode.

And step 203, responding to the action control instruction of the game player to the player virtual object, and controlling the player virtual object to kill the enemy virtual object close to the guard target.

Step 204, according to the attribute information of the enemy virtual object killed by the player virtual object, counting the bonus resources acquired by the player virtual object in the role playing game as the first resources.

Step 205, detecting the real-time position of the player virtual object, and determining whether the player virtual object moves to a target defense position of the at least one defense daemon position.

Step 206, if yes, a first interface containing a first configuration item is displayed, and the first configuration item is used for creating a virtual object according to the bonus resource acquired by the player virtual object in the role playing game.

And step 207, responding to the triggering operation of the game player on the first configuration item, and creating a virtual object matched with the target defense position at the target defense position according to the first resource.

In this embodiment, the guard target is an object that is guarded by the game player in the virtual map, and is also an attack object of the enemy virtual player in the virtual map. In a role-playing game, the game player's game objectives are typically: the guard target is prevented from being attacked by the enemy virtual player.

After a game player enters a role-playing game, a player virtual character corresponding to the game player can be created near a daemon object according to the position of the daemon object.

Alternatively, the number of attack routes in the virtual map may be greater than or equal to the number of the at least one player virtual object. For example, when 3 player virtual objects are entered into the role playing game, 3 or 4 attack routes may be set to ensure that the role playing game has a certain game difficulty.

In this embodiment, the virtual map may include an attack line to the daemon object, and the enemy virtual pair may move along the attack line to the daemon object to be continuously close to the daemon object when moving in the game. The movement mode of the enemy virtual object can comprise the following steps: the moving speed of each enemy virtual object, the moving starting position, the appearance interval of two adjacent enemy virtual objects, and the like, but the embodiment includes but is not limited to this.

In the process that the enemy virtual object approaches to the guard target, the game player can control the player virtual character to achieve the purpose of killing or hurting the enemy virtual object.

In general, a terminal device running a game system is configured with physical keys, or an external input device (such as a keyboard, a mouse, or a game pad). The player virtual object may be controlled by the game player through an input device provided by the gaming terminal. If the terminal device includes a touch screen, the game player can also control the player virtual object through the touch screen. Wherein the control of the player virtual object by the game player may include: walking, running, jumping, using weapons, using killer maneuvers, using game skills, etc., will not be described in detail.

In this embodiment, when multiple game players simultaneously enter a role playing game, the game offering may create multiple corresponding player virtual objects in a virtual map. Wherein each game player can control a player virtual object bound to the game player. In the present embodiment, for convenience of description and distinction, a player virtual character corresponding to a certain game player will be described as a first player virtual character by taking the game player as an example.

In this embodiment, each enemy virtual object may be configured with bonus resources, which may be implemented as supplies, items, or virtual currency, etc. in a role-playing game. When the attributes of the enemy virtual objects are different, the reward resources allocated to the enemy virtual objects are also different. The attributes of the enemy virtual object can include: a grade of the enemy virtual object, a difficulty of killing of the enemy virtual object, a life value of the enemy virtual object, and so forth. It should be appreciated that the higher the grade of the enemy virtual object or the greater the difficulty of killing the enemy virtual object, the more bonus resources are associated with it. For example, the bonus resources of a BOSS level enemy virtual object are greater than the bonus resources of a normal level enemy virtual object.

After the game player kills or harms the enemy virtual object, the award resource corresponding to the enemy virtual object can be obtained. During the game, the game system can respectively count the acquired bonus resources of each player virtual object in the role playing game.

In an action game, a game player may control a player virtual object to move within a virtual map. In the present embodiment, one or more defense positions are set in advance for the virtual map. The set defense position can be located near the guard target and can be located on the attack route. When the player virtual object moves in the virtual map, the game system can detect the real-time position of the player virtual object and judge whether the player virtual object moves to the set defense position according to the real-time position of the player virtual object.

Continuing with the example of the player virtual object, if it is detected that the player virtual object moves to the set defense position, the game system may present a first interface including a first configuration item. The first interface is used for providing an operation entrance of game configuration for a game player, and the first configuration item is used for providing an operation of exchanging the virtual object according to the acquired award resource for the game player.

Of course, in other embodiments, the game player may view the first interface in other ways when the player virtual object has not moved to the defensive position. For example, a button may be displayed on the game interface, and when the game player triggers the button, the first interface may be displayed. When the display screen of the game terminal is a touch screen, the game player can call the first interface by double-clicking the touch screen, which is not limited in this embodiment. In this case, the game player can view the progress of the accumulation of the bonus resource in real time. For another example, the game system may determine whether to present the first interface according to the bonus resource acquired by the game player. When the number of the acquired bonus resources of the player virtual object in the role playing game is larger than the set number threshold value, a first interface can be displayed for the game player to operate the first configuration item.

After the game system displays the first interface containing the first configuration item, the game player can select whether to exchange the currently acquired bonus resource into a virtual object through the first configuration item based on actual requirements. If the game player triggers the first configuration item, the game system responds to the triggering operation of the game player on the first configuration item, and a virtual object can be created at the set defense position.

It should be noted that, in some alternative embodiments, the bonus resources generated by the virtual objects in the role-playing game may be further counted according to the attribute information of the enemy virtual objects killed by the virtual objects. The virtual object generated bonus resource may be allocated to all player virtual objects in the role playing game on average, or the virtual object generated bonus resource may be allocated to the player virtual object that created the virtual object. That is, after counting the bonus resources generated by the virtual object in the virtual map, a part of the bonus resources or all bonus resources generated by the defending prop in the virtual map can be added to the first resource of the player virtual object.

Further, according to the above aspect, in the action game, the game player can acquire the award resource based on the action control of the player virtual object, and exchange the virtual object based on the award resource, thereby realizing the combination of the action game and the tower defense game.

In this embodiment, the virtual map corresponding to the role playing game includes a guard target, an attack route, and an enemy virtual object. When a game player enters a role-playing game, enemy virtual objects can be controlled to move to a guarding object in a virtual map corresponding to the role-playing game. The game player can control the player virtual object to kill the enemy virtual object according to the attack strategy so as to obtain the reward resources corresponding to the enemy virtual object. Meanwhile, the game player can move in the virtual map according to the defense strategy. When the game player moves to the defense position set on the guard map, an operation interface for creating a virtual defense object based on the bonus resource can be provided to the game player. In turn, the game player may choose whether to create a virtual defensive object based on the defensive policy. Based on the mode, the strategy decision opportunity for acquiring the bonus resources and the strategy decision opportunity for using the bonus resources can be provided for the game player in the role playing game, and the diversity of strategy decision in the role playing game is greatly improved.

In some exemplary embodiments, the target defense location includes a plurality of defense subregions, the plurality of defense subregions corresponding to different types of virtual objects. The types of the virtual objects can be divided according to the capability values of the virtual objects, and the capability values can be used for describing the properties of the virtual objects, such as the lethality, the injury range, the attack duration and the like.

Based on this, if it is detected that the real-time position of the player virtual object is located at the target defense position in the at least one defense daemon position, a defense subarea where the player virtual object is located may be further determined. That is, a target defense subregion that matches the real-time position of the player virtual object may be determined from among a plurality of defense subregions corresponding to the target defense position. And then, creating a virtual object at the target defense position according to the type of the virtual object corresponding to the target defense subregion.

In some embodiments, the plurality of defense sub-regions differ in distance from a center of the target defense location. The closer the distance between the defense subregion and the center of the target defense location, the greater the capability value of the virtual object.

Based on the above, optionally, according to the type of the virtual object corresponding to the target defense subregion, when the virtual object is created at the target defense position, the distance between the target defense subregion and the center of the target defense position may be calculated, and the capability value of the virtual object is determined according to the distance between the target defense subregion and the center of the target defense position. After determining the capability value, a virtual object adapted to the capability value may be created at the target defense location.

For example, the target defense position includes 3 defense subregions, and the 3 defense subregions are concentric rings with the center of the target defense position as the center of a circle. Wherein the radius R1 of the defense subarea 1 is smaller than the radius R2 of the defense subarea 2, and the radius R2 of the defense subarea 2 is smaller than the radius R3 of the defense subarea 3. Namely, R1< R2< R3. Then, according to the principle that the closer the distance is, the larger the capacity value is, the capacity value of the virtual object corresponding to the defense subregion 1 is greater than the capacity value of the virtual object corresponding to the defense subregion 2, and the capacity value of the virtual object corresponding to the defense subregion 2 is greater than the capacity value of the virtual object corresponding to the defense subregion 3.

In the above example, the game player may control the player virtual object to move to the defense subregion 1, the defense subregion 2, or the defense subregion 3 to create virtual objects of different ability values.

In other embodiments, the geometric characteristics of the target defense sub-regions are different, as are the types of corresponding virtual objects. Wherein the geometric features may include: area, arc, curvature, etc. Optionally, the larger the area, arc or curvature of the defensive sub-region, the larger the capability value of the corresponding virtual object.

Based on the above, optionally, a capability value of the virtual object may be determined according to the geometric features of the target defense subregion, and a virtual object adapted to the capability value may be created at the target defense position.

For example, the target defense location contains 3 defense subregions: defense subregion 1, defense subregion 2, and defense subregion 3. Wherein, the radian of the side of the defense subregion 1 is larger than that of the side of the defense subregion 2, and the radian of the side of the defense subregion 2 is larger than that of the side of the defense subregion 3. Then, according to the principle that the radian is larger and the capacity value is larger, the capacity value of the virtual object corresponding to the defense subregion 1 is larger than the capacity value of the virtual object corresponding to the defense subregion 2, and the capacity value of the virtual object corresponding to the defense subregion 2 is larger than the capacity value of the virtual object corresponding to the defense subregion 3.

Based on the above, the game player may control the player virtual object to move to the defense subregion 1, the defense subregion 2, or the defense subregion 3 to create virtual objects of different ability values.

In still other embodiments, the capability value of the virtual object may be determined according to a distance between the target defense subregion and a center of the target defense location and a geometric feature of the target defense subregion; and creating a virtual object matched with the capability value at the target defense position, which is not described any more.

Certainly, in some optional embodiments, when the player virtual object is located in different defense sub-areas, different types of virtual objects may be randomly generated according to a principle of random outcome, and are not described in detail any more.

In some exemplary embodiments, after the target defense location creates the virtual object, the gaming system may continue to detect the real-time location of the player virtual object. If it is detected that the player virtual object moves to the position of the virtual object, a second interface may be presented.

Optionally, the second interface may comprise: redeeming the second configuration item for the reward resource according to the virtual object. Optionally, in response to a triggering operation of the second configuration item by the game player, the virtual object may be converted into a first number of resources, and the first number of resources may be added to the first resources of the player virtual object. Based on this implementation, the game player may redeem the virtual object that has been created for the bonus resource based on the second configuration item, enabling a transition between different types of resources.

Optionally, the second interface may include: and a third configuration item for upgrading the virtual object according to the bonus resource currently acquired by the player virtual object. Optionally, in response to a triggering operation of the third configuration item by the game player, a second amount of resources required to upgrade the virtual object may be determined. And then, acquiring a second quantity of resources from the first resources, and creating the upgraded virtual object according to the second quantity of resources and the first quantity of resources corresponding to the virtual object. Based on the embodiment, the game player can upgrade the virtual object based on the third configuration item, and the conversion of different resource levels is realized.

Optionally, the second interface may include both the second configuration item and the third configuration item, which is not described in detail.

In the embodiment, a mode of combining the game copy in the action game with the tower defense game is adopted, so that the method for processing the reward resources in the game with the strategy, the target and the characteristic copy is realized. In the processing method, the game player and the virtual object can attack the enemy, the virtual object has a set construction position, and the construction and the upgrade of the virtual object need to consume the resources obtained in the copy, so that a large number of strategy choices can be generated in the game copy, and the problem of single strategy in the current copy game is solved.

In some exemplary embodiments, the enemy virtual object may attack in multiple attack batches. Wherein, adjacent attack batches can have a certain time interval between them, so that the game player can create the virtual object between two attack batches or upgrade the virtual object. This will be exemplified in connection with fig. 2 b.

Alternatively, as shown in fig. 2b, when the game system controls the enemy virtual object to move to the daemon object along the attack route according to the preset motion mode, the method may include the following steps:

s1, when it is determined that at least one player virtual object in the action game enters the virtual map corresponding to the game copy of the RPG game, the attack timer is started to count down the attack.

S2, it is determined whether the attack countdown of the timer is completed.

And S3, if the attack countdown is finished, controlling the enemy virtual objects to sequentially move to the guard target along the attack route according to the motion mode configured for the enemy virtual objects in the current attack batch.

Optionally, in this step, the game system may obtain configuration parameters of the enemy virtual object of the current attack batch. Wherein the configuration parameters may be written in a configuration file, each attacking batch of enemy virtual objects may have different configuration parameters.

Wherein, the configuration parameters include: at least one of a type, a number, a life value, a motion speed, a presentation sequence, a presentation position, a presentation interval, and a waiting time, which is included in the present embodiment but not limited thereto.

After the configuration parameters are obtained, a plurality of enemy virtual objects can be created in the virtual map according to the configuration parameters, and the enemy virtual objects are controlled to move to the guard target along the attack route.

For example, monster-type enemy virtual objects or BOSS-type enemy virtual objects may be created in the virtual map according to the type parameters included in the configuration parameters.

For example, a specified number of enemy virtual objects may be created in the virtual map according to the number parameter contained by the configuration parameter.

For example, an enemy virtual object with a specific life value corresponding to the killing difficulty of the enemy virtual object and the amount of the reward resource can be created in the virtual map according to the life value contained in the configuration parameters.

For another example, according to the parameters of the departure sequence, the appearance interval, the appearance position, and the like included in the configuration parameters, a plurality of enemy virtual objects having different departure sequences, different appearance intervals, and different appearance positions may be sequentially created in the virtual map, and will not be described again.

S4, counting the number of the remaining offensive virtual objects in the current attack batch; and counting the total number of the enemy virtual objects moving to the position of the daemon object as the number of the non-killing objects.

In the game process, a plurality of enemy virtual objects in the current attack batch can be killed by the player virtual objects, can be killed by the virtual objects and can enter the guard target in the virtual map. Therefore, as the game progresses, the enemy virtual object in the current attack batch in the virtual map has the effect of continuously disappearing. If the number of the remaining offensive virtual objects in the current attack batch is smaller than the set lower threshold, it can be considered that the current attack batch ends the attack operation. The lower threshold may be set according to requirements, for example, may be set to 0, 1, 3, and so on, and this embodiment is not limited.

And S5, judging whether the number of the remaining offensive enemy virtual objects in the current attack batch is smaller than a set lower limit threshold, and if not, repeatedly executing the step S4.

And S6, if the number of the remaining offensive virtual objects in the current attack batch is smaller than the set lower limit threshold, judging whether the number of the missed attacks is smaller than the set attack threshold.

And S7, if the number of missed kills is larger than or equal to the set killing threshold, displaying a prompt message of clearance failure of the game player.

And S8, if the number of missed attacks is less than the set attack threshold, determining whether the current attack batch is the last attack batch.

And S9, if the current attack batch is the last attack batch, displaying prompt information of successful clearance of the game player.

S10, if the current attack batch is not the last attack batch, starting the attack timer to count down the attack, and repeating the step S2.

Optionally, in some embodiments, the guard objects in the virtual map may be implemented as virtual transfer gates. The virtual transfer gate is a transportation skill in the game, and can transfer the character in the game to a specific or designated place or space within a certain time. Based on the above, when the game system detects that any enemy virtual object moves to the position of the guard target along the attack route, the effect of the enemy virtual object entering the virtual transmission gate can be shown. Further, in step S4, the game system may count the number of enemy virtual objects entering the virtual delivery gate as the number of non-hit shots in real time during the game.

That is, if it is determined that the number of enemy virtual objects entering the virtual delivery gate is greater than the set killing threshold, it is determined that the game player has passed the failure, and a prompt message indicating that the game player has passed the failure is displayed. On the contrary, if the number of enemy virtual objects entering the virtual delivery gate is less than or equal to the set killing threshold, it can be further determined whether the current attack batch is the last attack batch. And if the current attack batch is the last attack batch, determining that the clearance of the game player is successful, and displaying prompt information of the successful clearance of the game player.

The virtual resource processing method in the role playing game provided in the embodiment of the present application will be further described with reference to a specific example.

Fig. 3 is a simplified illustration of a virtual map corresponding to a game copy, and as shown in fig. 3, the virtual map may include a guard map having three attack routes, and enemies may respectively go to guard gates (i.e., guard targets) from three directions. Wherein the number of enemies on each route of attack may be the same or different. The daemon map may contain a number of attack lines that is greater than or equal to the number of players entering the daemon map.

Players may be distributed around the daemon gate when entering the daemon map. The defensive position may be at the end of the attack path. When the defensive tower is created at the defensive location, the defensive tower may create an effect of surrounding the guard gate to prevent enemies from approaching the guard gate.

The enemy can appear according to a plurality of attack batches, and the attack levels of the enemy are different when the batch sequence is different. For example, the attack difficulty of the enemy in the first attack batch is low, and the enemy in the last attack batch can be the enemy of the BOSS level with high attack difficulty, which is not described in detail.

When all players are born (i.e., enter the virtual map), the attack timer starts an attack countdown. When the timing is over, the first enemies may appear in the configured order and proceed to the gatekeeper. When each group of enemies is totally eliminated (elimination includes being killed by the player, being killed by the defensive tower, and entering the transfer gate), and the number of enemies entering the transfer gate has not reached the upper limit, the attack timer may proceed to the next round of attack countdown.

When the attack countdown is over, the next set of enemies may be generated in the virtual map. The above process is repeatedly performed until the number of enemies entering the delivery gate reaches an upper limit or the last group of enemies is eliminated.

If the number of enemies entering the delivery gate reaches an upper limit, the game may be considered to have failed. If the last enemy is eliminated, the game wins. When the game is won, the player can be rewarded according to the number of enemies who finally enter the transfer gate, the resources consumed by building the defense tower, the life of the enemies consumed by the player and other data.

Wherein, the position and the number of the defense towers on the guard map can be fixed. When a player stands at a set defense position, the game system can display an operation interface. If the defense location has not created a defense tower, the game player may choose whether to build a defense tower based on the operator interface and may choose the type of defense tower. Wherein the number of bonus resources consumed by different types of defence towers is different. After the player chooses to build a defense tower, the defense tower may be shown on the daemon map at the defense location.

Wherein the defense tower can be managed by the gamer building the tower, which can include upgrades or sales. When a game player stands at a defense position where a defense tower is created, the operation interface can provide the game player with the function of upgrading the defense tower or selling the defense tower.

When each enemy is killed, the player can automatically obtain bonus resources, and the number of the bonus resources corresponding to different enemies is different. When the defense tower kills enemies, players building the defense tower can obtain the reward resources corresponding to the enemies, or all players in the guard map can equally divide the reward resources corresponding to the enemies.

It should be noted that the execution subjects of the steps of the methods provided in the above embodiments may be the same device, or different devices may be used as the execution subjects of the methods. For example, the execution subjects of steps 101 to 104 may be device a; for another example, the execution subject of steps 101 and 102 may be device a, and the execution subject of step 103 may be device B; and so on.

In addition, in some of the flows described in the above embodiments and the drawings, a plurality of operations are included in a specific order, but it should be clearly understood that the operations may be executed out of the order presented herein or in parallel, and the sequence numbers of the operations, such as 101, 102, etc., are merely used for distinguishing different operations, and the sequence numbers do not represent any execution order per se. Additionally, the flows may include more or fewer operations, and the operations may be performed sequentially or in parallel. It should be noted that, the descriptions of "first", "second", etc. in this document are used for distinguishing different messages, devices, modules, etc., and do not represent a sequential order, nor limit the types of "first" and "second" to be different.

Fig. 4 is a schematic structural diagram of an electronic device according to an exemplary embodiment of the present application, and as shown in fig. 4, the electronic device includes: memory 401, processor 402, communications component 403, and display component 404.

The memory 401 is used for storing computer programs and may be configured to store other various data to support operations on the electronic device. Examples of such data include instructions for any application or method operating on the electronic device, contact data, phonebook data, messages, pictures, videos, and so forth.

The memory 401 may be implemented by any type or combination of volatile and non-volatile memory devices, such as Static Random Access Memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic or optical disks.

A processor 402, coupled to the memory 401, for executing the computer program in the memory 401 for: displaying, by a display component 404, a virtual map of a role-playing game, the virtual map having at least one defense daemon location preset; acquiring a first resource acquired by a player virtual object in the virtual map; detecting a real-time location of the player virtual object in the virtual map; if the real-time position of the player virtual object is detected to be located at a target defense position in the at least one defense defending position, creating a second resource matched with the target defense position at the target defense position according to the first resource; the second resource includes: a virtual object.

Further optionally, the virtual map comprises: a daemon object, an enemy virtual object, and an attack route to the daemon object; when the processor 402 acquires the first resource acquired by the player virtual object in the virtual map, the processor is specifically configured to: in the virtual map, controlling the enemy virtual object to move to the daemon object along the attack route according to a preset motion mode; responding to an action control instruction of a game player to the player virtual object, and controlling the player virtual object to kill an enemy virtual object close to the guard target; and counting bonus resources acquired by the player virtual object in the virtual map according to the attribute information of the enemy virtual object killed by the player virtual object, wherein the bonus resources are used as the first resources.

Further optionally, the processor 402 is further configured to: according to the attribute information of the enemy virtual object killed by the virtual object, calculating the reward resources generated by the virtual object in the virtual map; adding part of or all of the bonus resources generated by the defense prop in the virtual map to the first resources of the player virtual object.

Further optionally, the processor 402, when detecting that the real-time location of the player virtual object is located at a target defense location of the at least one defense daemon location, creates, according to the first resource, at the target defense location, a second resource adapted to the target defense location, is specifically configured to: if the player virtual object is detected to move to the target defense position, a first interface is displayed; the first interface comprises a first configuration item for creating the second resource; creating the virtual object at the target defense location in response to the game player triggering an action on the first configuration item.

Further optionally, the processor 402, the target defense location, includes a plurality of defense subregions, and the plurality of defense subregions correspond to different types of virtual objects; the processor 402, when detecting that the real-time location of the player virtual object is located at a target defense location of the at least one defense daemon location, creates, according to the first resource, at the target defense location, a second resource adapted to the target defense location, is specifically configured to: determining, from the plurality of defense subregions, a target defense subregion that matches a real-time location of the player virtual object; and creating a virtual object at the target defense position according to the type of the virtual object corresponding to the target defense subregion.

Further optionally, when creating a virtual object at the target defense position according to the type of the virtual object corresponding to the target defense subregion, the processor 402 is specifically configured to: determining a capability value of the virtual object according to a distance between the target defense subregion and a center of the target defense position and/or a geometric feature of the target defense subregion; and creating a virtual object matched with the capacity value at the target defense position.

Further optionally, the processor 402, after creating the virtual object at the target defense location, is further configured to: if the fact that the player virtual object moves to the position of the virtual object is detected, displaying a second interface; the second interface comprises a second configuration item for exchanging reward resources according to the virtual object and/or a third configuration item for upgrading the virtual object according to the reward resources currently acquired by the player virtual object.

Further optionally, the processor 402 is further configured to: and responding to the triggering operation of the game player on the second configuration item, converting the virtual object into a first quantity of resources, and adding the first quantity of resources to the first resources. Or, responding to the triggering operation of the game player on the third configuration item, and determining a second amount of resources required for upgrading the virtual object; and acquiring a second quantity of resources from the first resources, and creating the upgraded virtual object according to the second quantity of resources and the first quantity of resources corresponding to the virtual object.

Further, as shown in fig. 4, the electronic device further includes: power components 405, audio components 406, and the like. Only some of the components are schematically shown in fig. 4, and the electronic device is not meant to include only the components shown in fig. 4.

Wherein the communication component 403 is configured to facilitate communication between the device in which the communication component is located and other devices in a wired or wireless manner. The device in which the communication component is located may access a wireless network based on a communication standard, such as WiFi, 2G, 3G, 4G, or 5G, or a combination thereof. In an exemplary embodiment, the communication component receives a broadcast signal or broadcast related information from an external broadcast management system via a broadcast channel. In an exemplary embodiment, the communication component may be implemented based on Near Field Communication (NFC) technology, Radio Frequency Identification (RFID) technology, infrared data association (IrDA) technology, Ultra Wideband (UWB) technology, Bluetooth (BT) technology, and other technologies.

The display 404 includes a screen, which may include a Liquid Crystal Display (LCD) and a Touch Panel (TP), among others. The screen may be implemented as a touch screen to receive an input signal from a user, without the screen including a touch panel. The touch panel includes one or more touch sensors to sense touch, slide, and gestures on the touch panel. The touch sensor may not only sense the boundary of a touch or slide action, but also detect the duration and pressure associated with the touch or slide operation.

The power supply module 405 provides power to various components of the device in which the power supply module is located. The power components may include a power management system, one or more power supplies, and other components associated with generating, managing, and distributing power for the device in which the power component is located.

In this embodiment, a defense position is set in the virtual map of the RPG, and an operation entry for reconfiguring game resources can be provided to a game player. During the course of the game, the resources acquired by the player virtual object in the RPG may be acquired and the real-time location of the player virtual object in the virtual map detected. When the real-time location of the player virtual object is at the defense location, a function may be activated to redeem other resources based on the acquired resources, where the redeemed other resources may be virtual objects. Furthermore, the function of resource reconfiguration based on position triggering is realized in the RPG, which is beneficial to flexibly configuring the game resources acquired by the player in the RPG game.

Accordingly, the present application further provides a computer-readable storage medium storing a computer program, where the computer program is capable of implementing the steps that can be executed by the electronic device in the foregoing method embodiments when executed.

As will be appreciated by one skilled in the art, embodiments of the present invention may be provided as a method, system, or computer program product. Accordingly, the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present invention may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.

The present invention is described with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.

These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.

These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.

In a typical configuration, a computing device includes one or more processors (CPUs), input/output interfaces, network interfaces, and memory.

The memory may include forms of volatile memory in a computer readable medium, Random Access Memory (RAM) and/or non-volatile memory, such as Read Only Memory (ROM) or flash memory (flash RAM). Memory is an example of a computer-readable medium.

Computer-readable media, including both non-transitory and non-transitory, removable and non-removable media, may implement information storage by any method or technology. The information may be computer readable instructions, data structures, modules of a program, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), other types of Random Access Memory (RAM), Read Only Memory (ROM), Electrically Erasable Programmable Read Only Memory (EEPROM), flash memory or other memory technology, compact disc read only memory (CD-ROM), Digital Versatile Discs (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices, or any other non-transmission medium that can be used to store information that can be accessed by a computing device. As defined herein, computer readable media does not include transitory computer readable media (transient media) such as modulated data signals and batches.

It should also be noted that the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or apparatus that comprises the element.

The above description is only an example of the present application and is not intended to limit the present application. Various modifications and changes may occur to those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the scope of the claims of the present application.

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