Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present invention more apparent, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings, and it is apparent that the described embodiments are some embodiments of the present invention, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
Currently, in the existing tactical athletic game, if a virtual character controlled by one player is hit and killed by a virtual character controlled by another player, the virtual character controlled by the player is converted into a to-be-revived state (may also be referred to as a soul state), and a revived area needs to be revived. However, in the process of reactivating the virtual character in the soul state, it is not possible to check whether other virtual characters in the hostile state exist in the reactivating area, and since the virtual character just reactivating has no weapon equipment, the virtual character in the soul state is likely to be re-killed by other virtual characters in the vicinity of the reactivating area after being reactivating, thereby reducing the experience feeling of the player.
First, the present application is directed to introducing nouns:
(1) Game scene
The gaming system may provide virtual game scenes that the application displays (or provides) when running on the terminal device or server. Optionally, the game scene is a simulated environment for the real world, or a semi-simulated semi-fictional virtual environment, or a purely fictional virtual environment. The game scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be sky, land, ocean and the like, wherein the land comprises environmental elements such as deserts, cities and the like. The game scene is a scene of complete game logic of virtual characters such as user control.
A virtual character refers to a dynamic object that can be controlled in a virtual scene. Alternatively, the dynamic object may be a virtual character, a virtual animal, or the like. Wherein the virtual character includes a cartoon character, a game character, and the like. The virtual Character is a Character that a Player controls through an input device, or is an artificial intelligence (Artificial Intelligence, AI) set in a virtual environment fight by training, or is a Non-Player Character (NPC) set in a virtual environment fight. Optionally, the avatar is a avatar playing an athletic activity in the virtual scene. Optionally, the number of virtual characters in the virtual scene fight is preset, or dynamically determined according to the number of clients joining the fight, which is not limited in the embodiment of the present application. In one possible implementation, a user can control a virtual character to move in the virtual scene, e.g., control the virtual character to run, jump, crawl, etc., as well as control the virtual character to fight other virtual characters using skills, virtual props, etc., provided by the application.
(2) Player character
A player character refers to a virtual character that may be manipulated by a player to be active in a gaming environment, which may also be referred to as a god character, hero character in some electronic games. The player character may be at least one of a virtual character, a virtual animal, a cartoon character, a virtual vehicle, or the like.
(3) Game interface
The game Interface is an Interface corresponding to an application program provided or displayed through a graphical User Interface, and the Interface includes a UI (User Interface) and a game screen for a player to interact. In alternative embodiments, game controls (e.g., skill controls, movement controls, functionality controls, etc.), indication identifiers (e.g., direction indication identifiers, character indication identifiers, etc.), information presentation areas (e.g., number of clicks, time of play, etc.), or game setting controls (e.g., system settings, stores, gold coins, etc.) may be included in the UI interface. In an alternative embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual characters such as a game Character, an NPC Character (Non-Player Character), an AI (Artificial Intelligence ) Character, etc. that execute game logic in the virtual scene.
Based on the above, the method, the device and the electronic equipment for controlling the virtual character in the game provided by the embodiment of the invention can be applied to equipment capable of realizing man-machine interaction such as mobile phones, tablet computers, computers and servers, and can be particularly suitable for scenes of mobile phone games and network games.
For the convenience of understanding the present embodiment, a detailed description will be given of a method for controlling virtual characters in a game disclosed in the present embodiment.
The method for controlling the virtual character in the game in one embodiment of the present disclosure may be executed on a terminal device or a server. When the method for controlling the virtual roles in the game runs on the server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the control method of the virtual character in the game are completed on the cloud game server, and the function of the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but performs information processing as cloud game servers in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the present invention provides a method for controlling a virtual character in a game, and a graphical user interface is provided through a terminal device, where the terminal device may be the aforementioned local terminal device or the aforementioned client device in a cloud interaction system. Providing a graphical user interface through the terminal device, the graphical user interface including at least a portion of the game scene and player characters and other virtual characters in the same pair; as in the previous embodiments, the player may control the player character to attack other virtual characters.
See a schematic diagram of one implementation environment shown in fig. 1. The implementation environment may include: the system comprises a first terminal device, a host and a second terminal device. The first terminal device and the second terminal device are respectively communicated with the server to realize data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with a client for executing the method for controlling the virtual character in the game provided by the present application, and the host is a server for executing the method for controlling the virtual character in the game provided by the present application. The first terminal device and the second terminal device can respectively communicate with the host through the client.
Taking a first terminal device as an example, the first terminal device establishes communication with a host through an operation client. In an alternative embodiment, the server establishes game play according to the game request from the client. The parameters of the game play may be determined according to the parameters in the received game request, for example, the parameters of the game play may include the number of people participating in the game play, the role level of the participating game play, and the like. And when the first terminal equipment receives the response of the server, displaying a virtual scene corresponding to the game play through a graphical user interface of the first terminal equipment. In an alternative embodiment, the server determines a target game for the client from the plurality of established game games according to the game request of the client, and when the first terminal device receives the response of the server, the virtual scene corresponding to the game is displayed through the graphical user interface of the first terminal device. The first terminal equipment is equipment controlled by a first user, the virtual character displayed in the graphical user interface of the first terminal equipment is a player character controlled by the first user, and the first user inputs an operation instruction through the graphical user interface so as to control the player character to execute corresponding operation in the virtual scene.
Taking a second terminal device as an example, the second terminal device establishes communication with the host through the operation client. In an alternative embodiment, the server establishes game play according to the game request from the client. The parameters of the game play may be determined according to the parameters in the received game request, for example, the parameters of the game play may include the number of people participating in the game play, the role level of the participating game play, and the like. And when the second terminal equipment receives the response of the server, displaying a virtual scene corresponding to the game play through a graphical user interface of the second terminal equipment. In an alternative embodiment, the server determines a target game for the client from the plurality of established game games according to the game request of the client, and when the second terminal device receives the response of the server, the virtual scene corresponding to the game is displayed through the graphical user interface of the second terminal device. The second terminal equipment is equipment controlled by a second user, the virtual character displayed in the graphical user interface of the second terminal equipment is a player character controlled by the second user, and the second user inputs an operation instruction through the graphical user interface so as to control the player character to execute corresponding operation in the virtual scene.
The server calculates data according to game data reported by the first terminal equipment and the second terminal equipment, and synchronizes the calculated game data to the first terminal equipment and the second terminal equipment, so that the first terminal equipment and the second terminal equipment control rendering of corresponding virtual scenes and/or virtual roles in the graphical user interface according to the synchronous data issued by the server.
In this embodiment, the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device are virtual characters in the same game pair. The virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device may have the same character attribute, or may have different character attributes.
It should be noted that, the virtual characters in the current game play may include two or more virtual characters, and different virtual characters may correspond to different terminal devices, that is, in the current game play, there are two or more terminal devices that perform transmission and synchronization of game data with the host respectively.
The embodiment provides a method for controlling virtual characters in a game, the game of the embodiment can be a multi-player fight game such as a tactical competition game, and the terminal equipment of the embodiment can be equipment with communication function and man-machine interaction function such as a mobile phone, a computer, a tablet personal computer, a game host computer and the like.
The terminal device in this embodiment provides a graphical user interface of a game, and the game includes a game scene and virtual characters located in the game scene. Referring to a schematic diagram of a graphical user interface shown in fig. 2, a reactivation control may be provided through the graphical user interface, and a user may execute the method for controlling a virtual character in a game provided in this embodiment through the reactivation control. In addition, the virtual roles controlled by the terminal device and other virtual roles controlled by other terminal devices can be displayed in the graphical user interface. If the game is a third person game, displaying a virtual character controlled by the terminal equipment in a graphical user interface; if the game is a first person game, the virtual character controlled by the terminal device is not displayed in the graphical user interface.
Based on the above description, referring to a flowchart of a method of controlling a virtual character in a game shown in fig. 3, the method of controlling a virtual character in a game includes the steps of:
step S302, when the first virtual character is in a state to be revived, a revived control is provided on the graphical user interface, and an identifier corresponding to the second virtual character within a first preset range is displayed on the game map.
The first virtual character is a virtual character controlled by the terminal equipment, the second virtual character is a virtual character in a hostile state with the first virtual character, and the reviving control is used for responding to the first touch operation to trigger the first virtual character to be restored to a revived state from a to-be-revived state.
The terminal device in this embodiment may control one or several virtual roles. The virtual character may be converted from a normal state to a soul state if it is clicked. Wherein the virtual characters in the normal state can attack each other, and if the virtual character controlled by the player is hit by the virtual character in the hostile state controlled by other players (i.e., the second virtual character), the virtual character controlled by the player can be converted into a soul state (i.e., a state to be revived). Wherein, the virtual character in the soul state may be somewhat different from the virtual character in the normal state, for example: the virtual character in the soul state can not attack other virtual characters or pick up props, the virtual character in the soul state can fly, the movement speed and climbing speed of the virtual character in the soul state are faster, and the like.
Here, if the virtual character is killed, the virtual character may not necessarily be converted into the soul state, and a certain soul state conversion condition may exist for conversion into the soul state, and only when the virtual character is killed and the soul state conversion condition is satisfied, the virtual character may be converted into the soul state.
The terminal device may provide a revival control on the graphical user interface when the virtual character controlled by the terminal device is in a soul state, and display location information of the second virtual character in the graphical user interface, for example: and displaying the identification corresponding to the second virtual character in the first preset range on the game map. Wherein the identification of the second virtual character may be represented in the form of a symbol, a pattern, etc. Specifically, the terminal device may simply mark the position information of the second virtual character by using a specific symbol (for example, triangle, circle, etc.) on the game map of the graphical user interface, or may directly display the game model of the second virtual character in the graphical user interface, so as to facilitate the viewing of the player. The first preset range may be set by game default or by the player himself.
Step S304, in response to a second touch operation for the reviving control, the first preset range is adjusted to a second preset range according to the second touch operation, so that the identifier corresponding to the second virtual character in the second preset range is displayed on the game map.
In this embodiment, the player may perform a second touch operation on the revival control, and the terminal device may respond to the second touch operation to adjust the first preset range to the second preset range. For example, the user may adjust the size of the content displayed in the game map in the graphical user interface by a second touch operation with respect to the revival control, thereby displaying an identification corresponding to a second virtual character within a second preset range on the game map.
For example: the first preset range is 100 meters, and the second preset range is 200 meters, so that the game map can display the identifiers corresponding to the second virtual roles in a larger range, the number of the position information of the second virtual roles displayed by the graphical user interface on the game map can be increased, and the player can conveniently check the position information.
According to the method for controlling the virtual roles in the game, when the first virtual role controlled by the terminal equipment is in the state to be revived, the terminal equipment can provide a revived control on the graphical user interface and display an identifier corresponding to the second virtual role in the hostile state in the first preset range on the game map; and the terminal equipment can also respond to a second touch operation for the reviving control, and adjust the first preset range to a second preset range according to the second touch operation so as to display an identifier corresponding to a second virtual character in the second preset range on the game map. In the mode, the player can observe the identification of the second virtual character and determine the number of the second virtual characters in the first preset range or the second preset range of the game, so that whether the first virtual character is revived is judged, the fact that the revived first virtual character is difficult to be knocked again by the second virtual character near the revived area is ensured, and the experience of the player can be improved.
Another method for controlling a virtual character in a game in an alternative embodiment shown in fig. 4 is a flowchart, and the method for controlling a virtual character in a game in an alternative embodiment includes the steps of:
step S402, when the first virtual character is in the state to be revived, providing a revived control on the graphical user interface and displaying an identifier corresponding to the second virtual character within the first preset range on the game map.
In this embodiment, when the first virtual character controlled by the terminal device is killed, the first virtual character may be converted into a soul state, for example: when the first virtual character in the normal state is killed, and the first virtual character accords with a preset soul state conversion condition, the first virtual character in the normal state is converted into a soul state.
In general, not the first virtual character can be converted into the soul state after being killed each time, but only the first virtual character meeting a certain soul state conversion condition can be converted into the soul state. The soul state transition condition at least comprises one of the following: after the game play is smaller than a preset time threshold, the number of times the first virtual character is killed is smaller than a preset number threshold, and the game mode and the current game play setting allow the virtual character to change a soul state and the like.
For example, the soul state transition condition may be that the game play is less than 10 minutes, and the first virtual character may transition to the soul state when it is first clicked. Under the soul state conversion condition, if the first virtual character is knocked out for the first time and the game is opened for 3 minutes when the first virtual character is knocked out, the first virtual character meets the soul state conversion condition and can be revived; if the first virtual character is not first hit or the game is opened for more than 10 minutes when the first virtual character is hit, the first virtual character does not satisfy the soul state transition condition and can not be revived.
The terminal device in this embodiment may display, on the game map, an identifier corresponding to the second virtual character within the first preset range, and preferably, the second virtual character may be a virtual character to be revived in a hostile state with the first virtual character, that is, the terminal device may display the virtual character to be revived in the hostile state, so as to be viewed by the player.
Generally, if the avatar is in a normal state, only the second avatar in a normal state is displayed in the graphical user interface, and the second avatar in a soul state is not displayed. In order to facilitate the player to view the position of the second virtual character, the position information of the second virtual character in the soul state and/or the second virtual character in the normal state can be simultaneously displayed in the graphical user interface. Wherein, the second virtual character in the soul state and the second virtual character in the normal state can be distinguished by using different identifications. For example, a second virtual character in a soul state may be identified using a dashed box, and a second virtual character in a normal state may be identified using a solid box.
Referring to a schematic diagram of a game map interface shown in fig. 5, a solid box square in fig. 5 may identify a first virtual character controlled by a terminal device, and a dotted box square and a dotted box circle may identify a second virtual character. Specifically, the dotted line box circles can identify the second virtual character in the normal state, and the dotted line box squares can identify the second virtual character in the soul state, so that different symbols are used for marking the second virtual character in the normal state and the second virtual character in the soul state in the game map, thereby facilitating the differentiation of players and improving the experience of the players.
Specifically, when the first virtual character is in the state to be revived, a revived control is provided on the graphical user interface and an identifier corresponding to the second virtual character within the first preset range is displayed on the game map through the following steps: when the first virtual character is in a to-be-revived state and is positioned at a revived point, a revived control is provided on the graphical user interface, and an identifier corresponding to the second virtual character within a first preset range centering on the revived point is displayed on the game map.
For different games, the revival points may have different meanings, such as: the revival site may be at the carcass of the virtual character or the revival site may be a designated location such as: spring water, hospitals, revitalization places, and the like.
When the first virtual character is in the to-be-revived state and is located at the revived point, the player can be considered to need to check whether the second virtual character exists near the revived point, so that a revived control can be provided by the graphical user interface, and an identifier corresponding to the second virtual character within a first preset range (namely near the revived point) centering around the revived point is displayed on the game map.
Step S404, in response to a second touch operation for the reviving control, the first preset range is adjusted to a second preset range according to the second touch operation, so as to display an identifier corresponding to a second virtual character in the second preset range on the game map.
Specifically, the first preset range may be adjusted to a second preset range according to a second touch operation for the revival control, so as to display, on the game map, an identifier corresponding to the second virtual character within the second preset range centered on the revival point.
The player can adjust the display range of the identifier corresponding to the second virtual character through the second touch operation, namely, adjust the first preset range to the second preset range, and adjust the identifier range corresponding to the second virtual character from the first preset range with the revival point as the center to the second preset range with the revival point as the center.
Specifically, in this embodiment, a slide rail may be provided at the revival control in response to the second touch operation acting on the revival control; determining a display scale for adjusting the game map in response to a sliding operation acting on the slide rail so as to adjust the first preset range to a second preset range; and displaying the identification corresponding to the second virtual character in the second preset range on the game map.
The reviving control may have various representation forms, referring to a schematic diagram of a reviving control shown in fig. 6, where the reviving control in fig. 6 is in a form of a slide rail, and the display scale of the game map may be adjusted through the slide rail, so that the user may use the slide rail of the sliding reviving control as the second touch operation. For example: the user slides the display scale to a 50-fold position, and the terminal device can display the game map based on the 50-fold display scale. Generally, the size of the second preset range is positively correlated with the sliding distance corresponding to the sliding operation, that is, the longer the sliding distance of the player sliding the slide rail is, the larger the size of the second preset range is, the larger the range of the second virtual character is displayed.
In addition, the second touch operation is positively correlated with a pressing time period or a pressing value corresponding to the pressing operation for the pressing operation in addition to the sliding operation. I.e. the larger the player presses the duration or the pressing value, the larger the size of the second preset range, the larger the range in which the second virtual character is displayed.
In addition to the display scale, the revival control may also directly set the distance of the graphical user interface display, for example: the user can set a second preset range displayed by the graphical user interface to 100 meters through a second touch operation of the revival control.
Since the reactivation control is used to reactivate the first virtual character, the graphical user interface of the terminal device may not display the reactivation control when the first virtual character cannot be or is not required to be reactivated, for example: and when the first virtual character in the soul state is positioned in the revival area of the game, displaying a revival control on the graphical user interface.
If the first avatar is not in a soul state, the first avatar is not or has been killed but cannot be revived, the first avatar need not be revived, and the graphical user interface may not display a reviving control. In general, the first avatar may only be revived within the revived region of the game, and if the first avatar in the soul state is not located within the revived region of the game, the first avatar need not revive and the graphical user interface may not display a reviving control.
Therefore, when the first virtual character in the soul state is located in the reviving area of the game, the reviving control can be displayed on the graphical user interface, so that when the first virtual character cannot be revived or the first virtual character does not need to be revived, the revived control can not be displayed on the graphical user interface, the revived control does not block the visual field of the player, and the experience of the player can be improved.
The player may view the number of second virtual characters displayed by the graphical user interface to determine whether to revive the first virtual character if the player decides to revive the first virtual character, for example: when the first virtual character is in the to-be-revived state and is located at the revived point, the first virtual character is controlled to be restored to the revived state from the to-be-revived state in response to the first touch operation for the reviving control.
In general, the first virtual character may be revived only in the revived area of the game, and when the first virtual character is located in the revived area of the game, the player may perform a first touch operation (i.e., a reviving operation), which may be: clicking the reviving stone prop in the reviving area, using the reviving prop in the reviving area, and the like. The terminal device can revive the first virtual character in response to the first touch operation, and the first virtual character in the soul state is converted into a normal state. Specifically, the terminal device may revive the first virtual character in a reviving area or other designated area.
In step S406, if the number of the second virtual characters is greater than the preset first number threshold, a prompt message is displayed on the gui.
If the number of the second virtual characters of the revival area is excessive, the terminal device can actively prompt the player to revive the virtual characters carefully. For example: the preset first number threshold may be 3, and if the number of the second virtual characters of the revival area is 5, the terminal device may display a prompt message in the form of text, sound, animation, etc. on the graphical user interface to prompt the player, for example: the text information of "do not suggest a revival at this time" or "do not suggest a revival here" may be displayed on the graphical user interface.
In addition, if the number of the second virtual characters is greater than the preset second number threshold, guiding routes of other reviving points can be displayed on the graphical user interface, so that the player can conveniently revive the first virtual character from the other reviving points according to the guiding routes to the other reviving points.
According to the method provided by the embodiment of the invention, the player can observe the position information of the second virtual characters and determine the number of the second virtual characters in the revived area of the game, so that whether to revive the first virtual character is judged, the first virtual character after reviving is difficult to be knocked again by the second virtual character near the revived area, and the experience of the player can be improved.
In addition, the terminal device can display the identification of the second virtual character in the soul state and the identification of the second virtual character in the normal state in the graphical user interface, and the terminal device can display the position information of the second virtual character in the game map through the symbol mark, so that a player can conveniently distinguish and check the second virtual character, and the experience of the player is improved. In addition, the terminal device can display prompt information on the graphical user interface to prompt the player that the number of the second virtual characters in the revived area is large, so that the experience of the player is improved.
Corresponding to the embodiment of the method, the embodiment of the invention provides a control device for virtual characters in a game, a graphical user interface of the game is provided through terminal equipment, and the game comprises a game scene and the virtual characters in the game scene; as shown in fig. 7, a schematic configuration diagram of an in-game virtual character control apparatus includes:
the identifier display module 71 is configured to provide a reactivation control on the graphical user interface and display, on the game map, an identifier corresponding to a second virtual role within a first preset range when the first virtual role is in a to-be-reactivated state, where the first virtual role is a virtual role controlled by the terminal device, and the second virtual role is a virtual role in an hostile state with the first virtual role, and the reactivation control is configured to trigger, in response to the first touch operation, to restore the first virtual role from the to-be-reactivated state to the reactivation state;
The range adjustment module 72 is configured to adjust the first preset range to a second preset range according to a second touch operation for the revival control, so as to display an identifier corresponding to a second virtual character in the second preset range on the game map.
When a first virtual character controlled by a terminal device is in a state to be revived, the terminal device can provide a reviving control on a graphical user interface and display an identifier corresponding to a second virtual character in a hostile state within a first preset range on a game map; and the terminal equipment can also respond to a second touch operation for the reviving control, and adjust the first preset range to a second preset range according to the second touch operation so as to display an identifier corresponding to a second virtual character in the second preset range on the game map. In the mode, the player can observe the identification of the second virtual character and determine the number of the second virtual characters in the first preset range or the second preset range of the game, so that whether the first virtual character is revived is judged, the fact that the revived first virtual character is difficult to be knocked again by the second virtual character near the revived area is ensured, and the experience of the player can be improved.
The second virtual character is a virtual character to be revived in a hostile state with the first virtual character.
And the identification display module is used for providing a reviving control on the graphical user interface when the first virtual character is in a state to be revived and is positioned at the revived point, and displaying an identification corresponding to the second virtual character in a first preset range with the revived point as the center on the game map.
The above-mentioned scope adjustment module is configured to adjust, in response to a second touch operation for the revival control, the first preset scope to a second preset scope according to the second touch operation, so as to display, on the game map, an identifier corresponding to the second virtual character in the second preset scope centered on the revival point.
The range adjustment module is used for responding to a second touch operation acting on the revival control and providing a slide rail at the revival control; determining a display scale for adjusting the game map in response to a sliding operation acting on the slide rail so as to adjust the first preset range to a second preset range; and displaying the identification corresponding to the second virtual character in the second preset range on the game map.
The magnitude of the second preset range is positively correlated with the sliding distance corresponding to the sliding operation.
The second touch operation includes a pressing operation, and the size of the second preset range is positively correlated with the pressing duration or the pressing value corresponding to the pressing operation.
Referring to fig. 8, there is shown a schematic configuration diagram of another in-game virtual character control apparatus, which further includes: the prompt information module 73 is connected to the identifier display module 71, and the prompt information module 73 is configured to display a prompt message on the gui if the number of the second virtual characters is greater than a preset first number threshold.
As shown in fig. 8, the control device for a virtual character in the game further includes: the guiding route module 74 is connected to the identification display module 71, and the guiding route module 74 is configured to display guiding routes of other revival points on the graphical user interface if the number of the second virtual characters is greater than the preset second number threshold.
As shown in fig. 8, the control device for a virtual character in the game further includes: the character reviving module 75 is connected to the identifier display module 71, and the character reviving module 75 is configured to, when the first virtual character is in the to-be-revived state and is located at the revived point, control the first virtual character to resume from the to-be-revived state in response to the first touch operation for the reviving control.
The control device for the virtual character in the game provided by the embodiment of the invention has the same technical characteristics as the control method for the virtual character in the game provided by the embodiment, so that the same technical problems can be solved, and the same technical effects can be achieved.
The embodiment of the invention also provides electronic equipment, which is used for running the control method of the virtual character in the game; referring to fig. 9, an electronic device includes a memory 100 and a processor 101, wherein the memory 100 is configured to store one or more computer instructions, and the one or more computer instructions are executed by the processor 101 to implement the method for controlling a virtual character in a game.
Further, the electronic device shown in fig. 9 further includes a bus 102 and a communication interface 103, and the processor 101, the communication interface 103, and the memory 100 are connected through the bus 102.
The memory 100 may include a high-speed random access memory (RAM, random Access Memory), and may further include a non-volatile memory (non-volatile memory), such as at least one magnetic disk memory. The communication connection between the system network element and at least one other network element is implemented via at least one communication interface 103 (which may be wired or wireless), and may use the internet, a wide area network, a local network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, an EISA bus, or the like. The buses may be divided into address buses, data buses, control buses, etc. For ease of illustration, only one bi-directional arrow is shown in fig. 9, but not only one bus or one type of bus.
The processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware in the processor 101 or instructions in the form of software. The processor 101 may be a general-purpose processor, including a central processing unit (Central Processing Unit, CPU for short), a network processor (Network Processor, NP for short), etc.; but also digital signal processors (Digital Signal Processor, DSP for short), application specific integrated circuits (Application Specific Integrated Circuit, ASIC for short), field-programmable gate arrays (Field-Programmable Gate Array, FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The disclosed methods, steps, and logic blocks in the embodiments of the present invention may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present invention may be embodied directly in the execution of a hardware decoding processor, or in the execution of a combination of hardware and software modules in a decoding processor. The software modules may be located in a random access memory, flash memory, read only memory, programmable read only memory, or electrically erasable programmable memory, registers, etc. as well known in the art. The storage medium is located in the memory 100 and the processor 101 reads information in the memory 100 and in combination with its hardware performs the steps of the method of the previous embodiments.
The embodiment of the invention also provides a computer readable storage medium, which stores computer executable instructions that, when being called and executed by a processor, cause the processor to implement the method for controlling the virtual character in the game, and the specific implementation can be referred to the method embodiment and will not be repeated herein.
The method, the device and the computer program product of the electronic device for controlling the virtual character in the game provided by the embodiment of the invention comprise a computer readable storage medium storing program codes, and instructions included in the program codes can be used for executing the method in the previous method embodiment, and specific implementation can be referred to the method embodiment and will not be repeated here.
It will be clear to those skilled in the art that, for convenience and brevity of description, specific working procedures of the above-described system and/or apparatus may refer to corresponding procedures in the foregoing method embodiments, which are not repeated herein.
In addition, in the description of embodiments of the present invention, unless explicitly stated and limited otherwise, the terms "mounted," "connected," and "connected" are to be construed broadly, and may be, for example, fixedly connected, detachably connected, or integrally connected; can be mechanically or electrically connected; can be directly connected or indirectly connected through an intermediate medium, and can be communication between two elements. The specific meaning of the above terms in the present invention will be understood in specific cases by those of ordinary skill in the art.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, an electronic device, or a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
In the description of the present invention, it should be noted that the directions or positional relationships indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. are based on the directions or positional relationships shown in the drawings, are merely for convenience of describing the present invention and simplifying the description, and do not indicate or imply that the devices or elements referred to must have a specific orientation, be configured and operated in a specific orientation, and thus should not be construed as limiting the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above examples are only specific embodiments of the present invention, and are not intended to limit the scope of the present invention, but it should be understood by those skilled in the art that the present invention is not limited thereto, and that the present invention is described in detail with reference to the foregoing examples: any person skilled in the art may modify or easily conceive of the technical solution described in the foregoing embodiments, or perform equivalent substitution of some of the technical features, while remaining within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present invention, and are intended to be included in the scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.