[go: up one dir, main page]

CN116212367A - Game formation adjustment method, device, electronic device and storage medium - Google Patents

Game formation adjustment method, device, electronic device and storage medium Download PDF

Info

Publication number
CN116212367A
CN116212367A CN202111478052.6A CN202111478052A CN116212367A CN 116212367 A CN116212367 A CN 116212367A CN 202111478052 A CN202111478052 A CN 202111478052A CN 116212367 A CN116212367 A CN 116212367A
Authority
CN
China
Prior art keywords
formation
virtual player
preset
data
game
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
CN202111478052.6A
Other languages
Chinese (zh)
Other versions
CN116212367B (en
Inventor
王敏杰
陈俊辉
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
Original Assignee
Netease Hangzhou Network Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN202111478052.6A priority Critical patent/CN116212367B/en
Priority claimed from CN202111478052.6A external-priority patent/CN116212367B/en
Publication of CN116212367A publication Critical patent/CN116212367A/en
Application granted granted Critical
Publication of CN116212367B publication Critical patent/CN116212367B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Landscapes

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

Abstract

The application provides a game array adjustment method, a game array adjustment device, electronic equipment and a storage medium, and relates to the technical field of games. The game matrix adjustment method is applied to test equipment, a control panel is displayed on the test equipment, and the control panel is provided with: data of a preset array for a preset game; the method comprises the following steps: and after the adjustment operation is input through the control panel, the adjusted preset array data is sent to the game equipment, so that the graphical user interface display of the adjusted array data can be realized, and the graphical user interface display is clear and visual.

Description

游戏阵型调整方法、装置、电子设备及存储介质Game formation adjustment method, device, electronic device and storage medium

技术领域Technical Field

本发明涉及游戏技术领域,具体而言,涉及一种游戏阵型调整方法、装置、电子设备及存储介质。The present invention relates to the field of game technology, and in particular to a game formation adjustment method, device, electronic equipment and storage medium.

背景技术Background Art

随着移动互联网的迅速发展,越来越多人选择游戏作为休闲娱乐的方式,在众多游戏中,体育类游戏作为一种基于虚拟背景的策略类游戏由于其灵活的战术制定与独特的游戏背景受到玩家的喜爱。With the rapid development of mobile Internet, more and more people choose games as a form of leisure and entertainment. Among many games, sports games, as a strategy game based on a virtual background, are popular among players because of their flexible tactical formulation and unique game background.

游戏开发人员在体育类游戏的开发中通常需要通过对阵型、位置等进行调整以丰富游戏的玩法。目前对阵型、位置的调整依靠人工调整坐标实现,在这种调整方式下,开发人员无法直观地获得当前阵型,无法对阵型进行准确调整,同时这种调整方式非常耗时,调整效率低。When developing sports games, game developers usually need to make adjustments to formations and positions to enrich the gameplay. Currently, formations and positions are adjusted manually by adjusting coordinates. In this adjustment method, developers cannot intuitively obtain the current formation and cannot accurately adjust the formation. At the same time, this adjustment method is very time-consuming and inefficient.

发明内容Summary of the invention

本发明的目的在于,针对上述现有技术中的不足,提供一种游戏阵型调整方法、装置、电子设备及存储介质,以便开发人员可以简单高效实现对游戏阵型的调整。The purpose of the present invention is to provide a game formation adjustment method, device, electronic device and storage medium to address the deficiencies in the above-mentioned prior art, so that developers can adjust the game formation simply and efficiently.

为实现上述目的,本申请实施例采用的技术方案如下:To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:

第一方面,本申请实施例提供了一种游戏阵型调整方法,应用于测试设备,所述测试设备上显示有控制面板,所述控制面板中显示有:针对预设游戏的预设阵型的数据;所述方法包括:In a first aspect, an embodiment of the present application provides a method for adjusting a game formation, which is applied to a test device, wherein a control panel is displayed on the test device, and the control panel displays data of a preset formation for a preset game; the method comprises:

响应通过所述控制面板输入的阵型数据调整操作,对所述预设阵型的数据进行调整;In response to a formation data adjustment operation input through the control panel, adjusting the data of the preset formation;

向游戏设备发送调整后的所述预设阵型的数据,以使得所述游戏设备根据调整后的所述预设阵型的数据在图形用户界面中进行所述预设阵型的显示。The adjusted data of the preset formation is sent to the game device, so that the game device displays the preset formation in a graphical user interface according to the adjusted data of the preset formation.

可选的,所述响应通过所述控制面板输入的阵型数据调整操作,对所述预设阵型的数据进行调整之前,所述方法还包括:Optionally, before adjusting the data of the preset formation in response to the formation data adjustment operation input through the control panel, the method further includes:

从所述预设游戏的阵型文件中,读取针对所述预设游戏的至少一种预设阵型的数据;Reading data of at least one preset formation for the preset game from the formation file of the preset game;

在所述控制面板中显示所述至少一种阵型中所述预设阵型的数据。Data of the preset formation in the at least one formation is displayed on the control panel.

可选的,所述预设阵型为所述至少一种阵型中的第一个阵型。Optionally, the preset formation is the first formation among the at least one formation.

可选的,所述预设阵型的数据包括:所述预设阵型的标识;所述方法还包括:Optionally, the data of the preset formation includes: an identifier of the preset formation; and the method further includes:

响应针对所述预设阵型的标识输入的阵型切换操作,确定所述阵型切换操作切换后的阵型为目标阵型;In response to a formation switching operation inputted for the identification of the preset formation, determining the formation after the formation switching operation is switched as a target formation;

在所述控制面板中显示所述目标阵型的数据;Displaying data of the target formation in the control panel;

向所述游戏设备发送切换后的所述目标阵型的数据,以使得所述游戏设备根据所述目标阵型的数据显示在图形用户界面中显示所述目标阵型。The data of the switched target formation is sent to the game device, so that the game device displays the target formation in a graphical user interface according to the data of the target formation.

可选的,所述方法还包括:Optionally, the method further includes:

响应通过所述控制面板输入的针对所述预设阵型的第一保存操作,对所述预设阵型的数据进行存储。In response to a first saving operation for the preset formation input through the control panel, data of the preset formation is stored.

可选的,所述预设阵型的数据还包括:所述预设阵型的局外阵型数据,所述局外阵型数据用于使得所述游戏设备根据所述局外阵型数据在预设的第一场景图中显示所述预设阵型,所述第一场景图为所述游戏中预设对战区域的虚拟场景图。Optionally, the data of the preset formation also includes: external formation data of the preset formation, and the external formation data is used to enable the game device to display the preset formation in a preset first scene graph according to the external formation data, and the first scene graph is a virtual scene graph of a preset battle area in the game.

可选的,所述局外阵型数据包括:多个虚拟球员卡的交互位置的信息,和每个虚拟球员卡的交互位置对应的战术位置的信息;其中,所述每个虚拟球员卡的交互位置为所述每个虚拟球员卡在所述预设对战区域的位置;Optionally, the off-game formation data includes: information of interactive positions of a plurality of virtual player cards, and information of tactical positions corresponding to the interactive positions of each virtual player card; wherein the interactive position of each virtual player card is the position of each virtual player card in the preset battle area;

所述局外阵型数据用于使得所述游戏设备在所述第一场景图中所述预设对战区域中所述每个虚拟球员卡的交互位置处显示所述每个虚拟球员卡,并在所述每个虚拟球员卡上显示所述每个虚拟球员对应的战术位置的信息。The out-of-game formation data is used to enable the game device to display each virtual player card at the interactive position of each virtual player card in the preset battle area in the first scene graph, and to display information on the tactical position corresponding to each virtual player on each virtual player card.

可选的,所述响应通过所述控制面板输入的阵型数据调整操作,对所述预设阵型的数据进行调整,包括:Optionally, in response to a formation data adjustment operation input through the control panel, adjusting the data of the preset formation includes:

响应通过所述控制面板中第一虚拟球员卡的交互位置的调整操作,对所述局外阵型数据中所述第一虚拟球员卡的交互位置的信息进行调整;In response to the adjustment operation of the interactive position of the first virtual player card in the control panel, adjusting the information of the interactive position of the first virtual player card in the out-of-game formation data;

调整后的所述第一虚拟球员卡的交互位置的信息,用于使得所述游戏设备调整所述第一虚拟球员卡在所述预设对战区域中的显示位置。The information of the adjusted interactive position of the first virtual player card is used to enable the game device to adjust the display position of the first virtual player card in the preset battle area.

可选的,所述响应通过所述控制面板输入的阵型数据调整操作,对所述预设阵型的数据进行调整,包括:Optionally, in response to a formation data adjustment operation input through the control panel, adjusting the data of the preset formation includes:

响应通过所述控制面板中第二虚拟球员卡的战术位置的调整操作,对所述局外阵型数据中所述第二虚拟球员卡的战术位置的信息进行调整;In response to the adjustment operation of the tactical position of the second virtual player card in the control panel, adjusting the information of the tactical position of the second virtual player card in the outfield formation data;

调整后的所述第二虚拟球员卡的战术位置的信息,用于使得所述游戏设备调整所述第二虚拟球员卡上显示的战术位置的信息。The adjusted information of the tactical position of the second virtual player card is used to enable the gaming device to adjust the information of the tactical position displayed on the second virtual player card.

可选的,所述方法还包括:Optionally, the method further includes:

接收所述游戏设备返回的虚拟球员卡选中消息,所述虚拟球员卡选中消息为响应通过所述游戏设备显示的图形用户界面输入的虚拟球员卡选中操作所发送的消息,所述虚拟球员卡选中消息包括:选中虚拟球员卡的交互位置的信息,以及所述选中虚拟球员卡的战术位置的信息;receiving a virtual player card selection message returned by the game device, wherein the virtual player card selection message is a message sent in response to a virtual player card selection operation input through a graphical user interface displayed by the game device, and the virtual player card selection message includes: information about an interactive position of the selected virtual player card and information about a tactical position of the selected virtual player card;

在所述控制面板中显示所述选中虚拟球员卡的交互位置的信息,以及所述选中虚拟球员卡的战术位置的信息。The interactive position information of the selected virtual player card and the tactical position information of the selected virtual player card are displayed in the control panel.

可选的,所述方法还包括:Optionally, the method further includes:

接收所述游戏设备返回的虚拟球员卡变位消息,所述虚拟球员卡变位消息为响应通过所述游戏设备显示的图形用户界面输入的虚拟球员卡拖拽操作发送的消息,所述虚拟球员卡变位消息包括:所述虚拟球员卡拖拽操作的结束位置的信息;receiving a virtual player card position change message returned by the game device, wherein the virtual player card position change message is a message sent in response to a virtual player card drag operation input through a graphical user interface displayed by the game device, and the virtual player card position change message includes: information on an end position of the virtual player card drag operation;

在所述控制面板中将所述虚拟球员卡拖拽操作所作用的第三虚拟球员卡的交互位置更新为所述结束位置的信息。The interactive position of the third virtual player card affected by the virtual player card dragging operation is updated in the control panel as the end position information.

可选的,所述预设阵型的数据还包括:所述预设阵型的局内站位数据,所述局内站位数据用于使得所述游戏设备根据所述局内站位数据在预设的第二场景图中显示所述预设阵型,所述第二场景图为所述游戏中预设对战区域的真实场景图。Optionally, the data of the preset formation also includes: in-game position data of the preset formation, and the in-game position data is used to enable the game device to display the preset formation in a preset second scene graph according to the in-game position data, and the second scene graph is a real scene graph of a preset battle area in the game.

可选的,所述局内站位数据包括:所述预设对战区域中多个虚拟球员的位置信息;Optionally, the in-game position data includes: position information of multiple virtual players in the preset battle area;

所述局内站位数据用于使得所述游戏设备根据每个虚拟球员的位置信息,在所述第二场景图中所述预设对战区域中所述每个虚拟球员的位置处显示所述每个虚拟球员。The in-game position data is used to enable the game device to display each virtual player at the position of each virtual player in the preset battle area in the second scene graph according to the position information of each virtual player.

可选的,所述预设对战区域包括:多个方阵;所述每个虚拟球员的位置信息包括:所述每个虚拟球员所在的方阵的位置信息、所述每个虚拟球员在对应方阵内的初始站位信息,以及所述每个虚拟球员在对应方阵内的偏移信息;Optionally, the preset battle area includes: a plurality of square arrays; the position information of each virtual player includes: position information of the square array where each virtual player is located, initial position information of each virtual player in the corresponding square array, and offset information of each virtual player in the corresponding square array;

所述每个虚拟球员的位置信息,用于使得所述游戏设备根据所述每个虚拟球员所在的方阵的位置信息,确定所述每个虚拟球员在所述预设对战区域内的方阵,根据所述初始站位信息和所述偏移信息,确定所述每个虚拟球员在对应方阵中的实际位置。The position information of each virtual player is used to enable the game device to determine the square array of each virtual player in the preset battle area according to the position information of the square array where each virtual player is located, and determine the actual position of each virtual player in the corresponding square array according to the initial position information and the offset information.

可选的,所述方法还包括:Optionally, the method further includes:

响应通过所述控制面板中当前虚拟球员的位置调整操作,对所述局内站位数据中所述当前虚拟球员的位置信息进行调整;In response to the position adjustment operation of the current virtual player in the control panel, the position information of the current virtual player in the in-game position data is adjusted;

调整后的所述当前虚拟球员的位置信息,用于使得所述游戏设备调整所述当前虚拟球员在所述预设对战区域中的位置。The adjusted position information of the current virtual player is used to enable the game device to adjust the position of the current virtual player in the preset battle area.

可选的,所述方法还包括:Optionally, the method further includes:

接收所述游戏设备返回的虚拟球员变位消息,所述虚拟球员变位消息为响应通过所述游戏设备显示的图形用户界面输入的针对当前方阵的点击操作所发送的消息,所述虚拟球员变位消息包括:所述点击操作的点击位置;receiving a virtual player position change message returned by the game device, wherein the virtual player position change message is a message sent in response to a click operation on the current square input through a graphical user interface displayed by the game device, and the virtual player position change message includes: a click position of the click operation;

根据所述点击位置,在所述控制面板中对所述当前方阵中的虚拟球员的偏移信息进行更新。According to the click position, the offset information of the virtual players in the current square is updated in the control panel.

可选的,所述方法还包括:Optionally, the method further includes:

响应通过所述控制面板输入的针对目标虚拟球员的第二保存操作,对所述目标虚拟球员的位置信息进行存储。In response to a second save operation inputted through the control panel for the target virtual player, the position information of the target virtual player is stored.

第二方面,本申请实施例还提供了一种游戏阵型调整装置,包括:调整模块、发送模块;In a second aspect, the embodiment of the present application further provides a game formation adjustment device, including: an adjustment module, a sending module;

所述调整模块,用于响应通过控制面板输入的阵型数据调整操作,对预设阵型的数据进行调整;The adjustment module is used to adjust the data of the preset formation in response to the formation data adjustment operation input through the control panel;

所述发送模块,用于向游戏设备发送调整后的所述预设阵型的数据,以使得所述游戏设备根据调整后的所述预设阵型的数据在图形用户界面中进行所述预设阵型的显示。The sending module is used to send the adjusted data of the preset formation to the game device, so that the game device displays the preset formation in a graphical user interface according to the adjusted data of the preset formation.

第三方面,本申请实施例还提供了一种电子设备,包括:处理器、存储介质和总线,所述存储介质存储有所述处理器可执行的程序指令,当电子设备运行时,所述处理器与所述存储介质之间通过总线通信,所述处理器执行所述程序指令,以执行时执行如第一方面任一所述的游戏阵型调整方法的步骤。In the third aspect, an embodiment of the present application also provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the program instructions to perform the steps of the game formation adjustment method as described in any one of the first aspects.

第四方面,本申请实施例还提供了一种计算机可读存储介质,所述存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如第一方面任一所述的游戏阵型调整方法的步骤。In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the game formation adjustment method as described in any one of the first aspects are executed.

本申请的有益效果是:本申请实施例提供一种游戏阵型调整方法,响应通过控制面板输入的阵型数据调整操作,对预设阵型数据进行调整,提高了阵型排布和虚拟对象位置设置的效率和精度,能够通过在控制面板输入调整操作,快速实现阵型调整,此后,将调整后的预设阵型数据发送到游戏设备即可实现对调整后阵型数据的图形用户界面显示,清晰直观。The beneficial effects of the present application are as follows: an embodiment of the present application provides a game formation adjustment method, which responds to a formation data adjustment operation input through a control panel, adjusts preset formation data, improves the efficiency and accuracy of formation arrangement and virtual object position setting, and can quickly implement formation adjustment by inputting adjustment operations on the control panel. Thereafter, the adjusted preset formation data can be sent to a gaming device to implement a graphical user interface display of the adjusted formation data, which is clear and intuitive.

附图说明BRIEF DESCRIPTION OF THE DRAWINGS

为了更清楚地说明本发明实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅示出了本发明的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings required for use in the embodiments are briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present invention and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without creative work.

图1为本申请一实施例提供的一种控制面板示意图;FIG1 is a schematic diagram of a control panel provided by an embodiment of the present application;

图2为本申请一实施例提供的一种游戏阵型调整方法的流程图;FIG2 is a flow chart of a method for adjusting a game formation provided by an embodiment of the present application;

图3为本申请又一实施例提供的一种游戏阵型调整方法中显示预设阵型数据的流程图;FIG3 is a flow chart showing preset formation data in a method for adjusting a game formation provided by another embodiment of the present application;

图4为本申请另一实施例提供的一种游戏阵型调整方法的流程图;FIG4 is a flow chart of a method for adjusting a game formation provided by another embodiment of the present application;

图5为本申请实施例提供的一种第一场景图的示意图;FIG5 is a schematic diagram of a first scene graph provided in an embodiment of the present application;

图6为本申请再一实施例提供的一种游戏阵型调整方法的调整预设阵型的数据的流程图;FIG6 is a flow chart of adjusting data of a preset formation in a method for adjusting a game formation provided by yet another embodiment of the present application;

图7为本申请再二实施例提供的一种游戏阵型调整方法的流程图;FIG7 is a flow chart of a method for adjusting a game formation provided in yet another embodiment of the present application;

图8为本申请再三实施例提供的一种游戏阵型调整方法的流程图;FIG8 is a flow chart of a method for adjusting a game formation provided by a third embodiment of the present application;

图9为本申请再四实施例提供的一种游戏阵型调整方法的流程图;FIG9 is a flow chart of a method for adjusting a game formation provided by a fourth embodiment of the present application;

图10为本申请一实施例提供的一种第二场景图示意图;FIG10 is a schematic diagram of a second scene diagram provided by an embodiment of the present application;

图11为本申请再五实施例提供的一种游戏阵型调整方法的流程图;FIG11 is a flow chart of a method for adjusting a game formation provided in a fifth embodiment of the present application;

图12为本申请再一实施例提供的一种控制面板示意图;FIG12 is a schematic diagram of a control panel provided in yet another embodiment of the present application;

图13为本申请再六实施例提供的一种游戏阵型调整方法的流程图;FIG13 is a flow chart of a method for adjusting a game formation provided in a sixth embodiment of the present application;

图14为本申请一实施例提供的一种游戏阵型调整装置的示意图;FIG14 is a schematic diagram of a game formation adjustment device provided by an embodiment of the present application;

图15为本申请实施例提供的一种电子设备的示意图。FIG15 is a schematic diagram of an electronic device provided in an embodiment of the present application.

具体实施方式DETAILED DESCRIPTION

为使本发明实施例的目的、技术方案和优点更加清楚,下面将结合本发明实施例中的附图,对本发明实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例是本发明一部分实施例,而不是全部的实施例。In order to make the purpose, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments.

在本申请中,除非另有明确的规定和限定,术语“第一”、“第二”仅用于描述目的,而不能理解为指示或暗示相对重要性或者隐含指明所指示的技术特征的数量。由此,限定有“第一”、“第二”的特征可以明示或者隐含地包含至少一个特征。在本发明中的描述中,“多个”的含义是至少两个,例如两个、三个,除非另有明确具体的限定。术语“包括”、“包含”或者其任何其他变体意在涵盖非排他性的包含,从而使得包括一系列要素的过程、方法、物品或者设备不仅包括那些要素,而且还包括没有明确列出的其他要素,或者是还包括为这种过程、方法、物品或者设备所固有的要素。在没有更多限制的情况下,由语句“包括一个……”限定的要素,并不排除在包括要素的过程、方法、物品或者设备中还存在另外的相同要素。In this application, unless otherwise clearly specified and limited, the terms "first" and "second" are used only for descriptive purposes and cannot be understood as indicating or implying relative importance or implicitly indicating the number of indicated technical features. Thus, the features defined as "first" and "second" can expressly or implicitly include at least one feature. In the description of the present invention, the meaning of "multiple" is at least two, such as two or three, unless otherwise clearly and specifically limited. The terms "include", "comprise" or any other variant thereof are intended to cover non-exclusive inclusion, so that the process, method, article or equipment including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, article or equipment. In the absence of more restrictions, the elements defined by the sentence "include one..." do not exclude the presence of other identical elements in the process, method, article or equipment including the elements.

首先需要说明的是,本申请的游戏阵型调整方法可以应用于基于虚拟场景的体育类策略类游戏,体育游戏是以体育运动相关规则为蓝本,让玩家可以参与专业的体育运动项目的电视游戏或电脑游戏,例如可以是根据棒球、足球、手球、排球、篮球、冰球、曲棍球等运动项目的相关规则生成的游戏。First of all, it should be explained that the game formation adjustment method of the present application can be applied to sports strategy games based on virtual scenes. Sports games are based on sports-related rules, allowing players to participate in professional sports TV games or computer games. For example, it can be a game generated according to the relevant rules of sports such as baseball, football, handball, volleyball, basketball, ice hockey, and hockey.

此类游戏通常是在运行时显示(或提供)的虚拟场景,玩家通过在此虚拟场景中通过对此虚拟场景中的至少一个虚拟对象移动或者排阵布列来实现游戏操作。该虚拟场景可以是对真实世界的仿真世界(例如足球、篮球等体育类游戏的虚拟场景通常是对真实世界中相关运动场景的仿真),也可以是半仿真半虚构的三维世界,还可以是纯虚构的三维世界。Such games are usually virtual scenes displayed (or provided) during operation, and players can perform game operations by moving or arranging at least one virtual object in the virtual scene. The virtual scene can be a simulation of the real world (for example, the virtual scene of sports games such as football and basketball is usually a simulation of the relevant sports scene in the real world), or a semi-simulated and semi-fictional three-dimensional world, or a purely fictional three-dimensional world.

举例来说,在本申请的游戏阵型调整方法适用的游戏的虚拟场景中,例如,该虚拟场景可用于至少两个虚拟对象或者两个虚拟队伍之间的虚拟场景竞争,可选地,该虚拟场景包括对称的两方区域,通过特定的得分手段,将得分物体更多次数地投掷于对方区域的目标位置/区域作为胜利目标。For example, in a virtual scene of a game to which the game formation adjustment method of the present application is applicable, for example, the virtual scene can be used for a virtual scene competition between at least two virtual objects or two virtual teams. Optionally, the virtual scene includes two symmetrical areas, and through specific scoring means, throwing the scoring object more times at the target position/area of the opponent's area is used as the winning goal.

需要说明的是,上述虚拟对象是指在虚拟场景中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物中的至少一种。可选地,当虚拟场景为三维虚拟场景时,虚拟对象可以是三维虚拟模型,每个虚拟对象在三维虚拟场景中具有自身的形状和体积,占据三维虚拟场景中的一部分空间。可选地,虚拟对象是基于三维人体骨骼技术构建的三维角色,该虚拟对象通过穿戴不同的皮肤来实现不同的外在形象,本申请实施例对此不加以限定。It should be noted that the above-mentioned virtual object refers to an movable object in a virtual scene. The movable object may be at least one of a virtual person, a virtual animal, and a cartoon character. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual object may be a three-dimensional virtual model, each virtual object having its own shape and volume in the three-dimensional virtual scene, and occupying a part of the space in the three-dimensional virtual scene. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object realizes different external images by wearing different skins, which is not limited in the embodiments of the present application.

本申请的游戏阵型调整方法,应用于测试设备,该测试设备例如可以是台式电脑、笔记本电脑等能够运行本申请程序的计算机设备,也可以是服务器设备,本申请对此不做限定。测试设备上可以运行游戏测试平台(例如sunshine平台)。The game formation adjustment method of the present application is applied to a test device, which can be a computer device such as a desktop computer or a laptop computer that can run the program of the present application, or a server device, which is not limited in the present application. A game test platform (such as the sunshine platform) can be run on the test device.

测试设备可以与游戏设备通信连接,游戏设备是能够显示游戏虚拟场景的设备,需要说明的是,根据游戏类型的不同,该游戏设备例如可以是台式电脑、笔记本电脑、平板、手机等计算机设备,本申请对此不做限定,只要该游戏设备能够显示游戏虚拟场景并满足游戏开发人员的使用需要即可。还需要说明的是,测试设备与游戏设备时间的通信连接,可以采用有线连接,例如使用USB数据连接线实现通信连接,也可以为无线连接,例如使用无线局域网实现通信连接,上述仅为示例说明,测试设备与游戏设备支架还可能有其他的通信形式,例如基于远程过程调用(Remote Procedure Call,RPC)通信来实现,或者,将RPC功能模块集成到游戏设备与测试设备的通信相关模块中实现通信等,本申请对此不做限定。The test device can be connected to the game device for communication. The game device is a device that can display the virtual scene of the game. It should be noted that, depending on the type of game, the game device can be, for example, a desktop computer, a laptop computer, a tablet, a mobile phone or other computer device. This application does not limit this, as long as the game device can display the virtual scene of the game and meet the needs of game developers. It should also be noted that the communication connection between the test device and the game device can be a wired connection, such as using a USB data connection line to achieve communication connection, or a wireless connection, such as using a wireless local area network to achieve communication connection. The above is only an example. The test device and the game device bracket may also have other forms of communication, such as based on remote procedure call (RPC) communication to achieve communication, or integrating the RPC function module into the communication-related modules of the game device and the test device to achieve communication, etc. This application does not limit this.

测试设备与游戏设备作为阵列管理工具,可以独自或者协同实现本申请的游戏阵型调整方法。在一种可能的实现方式中,测试设备包括:数据预处理模块、通用数据处理模块、数据后处理及存储模块、局外用户界面调整模块和局内站位调整模块,其中数据预处理模块主要负责预设数据库数据的读取和格式转换,通用数据处理模块负责将数据分发至下面的局外用户界面调整模块和局内站位调整模块中,局外用户界面调整模块负责该功能的控制面板控制以及和游戏设备相关模块的通信,局内站位调整模块负责该功能的控制面板控制及游戏设备的反馈交互,数据后处理及存储模块主要负责将最后的结果数据进行格式转换和存储。游戏设备包括:局外用户界面显示模块、局内虚拟球员位置调整模块。其中局外用户界面显示模块控制阵型摆放的虚拟场景显示及虚拟球员卡的实时调整逻辑,局内球员模块控制局内虚拟场景的显示及和测试设备的实时交互。The test device and the game device, as array management tools, can independently or collaboratively implement the game formation adjustment method of the present application. In one possible implementation, the test device includes: a data preprocessing module, a general data processing module, a data post-processing and storage module, an off-board user interface adjustment module, and an in-board position adjustment module, wherein the data preprocessing module is mainly responsible for reading and format conversion of preset database data, the general data processing module is responsible for distributing data to the following off-board user interface adjustment module and in-board position adjustment module, the off-board user interface adjustment module is responsible for the control panel control of the function and the communication with the game device related modules, the in-board position adjustment module is responsible for the control panel control of the function and the feedback interaction of the game device, and the data post-processing and storage module is mainly responsible for format conversion and storage of the final result data. The game device includes: an off-board user interface display module and an in-board virtual player position adjustment module. The off-board user interface display module controls the virtual scene display of the formation placement and the real-time adjustment logic of the virtual player card, and the in-board player module controls the display of the in-board virtual scene and the real-time interaction with the test device.

在一种具体的实现方式中,通用数据处理模块将数据预处理模块处理后的数据进行整理归纳,然后下发至局外用户界面调整模块和局内站位调整模块中,例如,表1为预设数据库数据示例表,如表1所示:In a specific implementation, the general data processing module organizes and summarizes the data processed by the data preprocessing module, and then sends it to the external user interface adjustment module and the internal station adjustment module. For example, Table 1 is an example table of preset database data, as shown in Table 1:

表1预设数据库数据示例表Table 1 Preset database data example table

Figure BDA0003394302390000081
Figure BDA0003394302390000081

Figure BDA0003394302390000091
Figure BDA0003394302390000091

表1中每一行为一个阵型,针对每个阵型记录了虚拟球员卡位置(即UI位置-1)以及局内的虚拟球员站位信息(例如点阵坐标等)。通用数据处理模块将这些数据依次下发至相对应的后续模块中进行数据的初始化。Each row in Table 1 is a formation, and for each formation, the virtual player card position (i.e., UI position-1) and the virtual player position information in the game (such as dot matrix coordinates, etc.) are recorded. The general data processing module sends these data to the corresponding subsequent modules in sequence for data initialization.

在测试设备的控制面板中,显示的内容可以包括:针对预设游戏的预设阵型数据,例如针对足球类游戏,在控制面板中可以显示足球的预设阵型数据,其可以包括以下一项或几项:阵型编号、阵型标识、中文名、阵型类型、自由虚拟对象数量、虚拟对象ID及虚拟对象位置等。在一种可能的实现方式中,局外用户界面调整模块通过此控制界面进行显示,该模块主要将原数据或者修改后的数据实时显示在游戏设备中,从而达到数据可视化的功能。图1为本申请一实施例提供的一种控制面板示意图,如图1所示,该游戏为足球类型的游戏,控制面板中显示的足球类游戏的预设阵型数据可以为:In the control panel of the test device, the displayed content may include: preset formation data for preset games. For example, for football games, the preset formation data of football can be displayed in the control panel, which may include one or more of the following: formation number, formation logo, Chinese name, formation type, number of free virtual objects, virtual object ID and virtual object position, etc. In one possible implementation, the off-site user interface adjustment module is displayed through this control interface. The module mainly displays the original data or modified data in real time in the game device, thereby achieving the function of data visualization. Figure 1 is a schematic diagram of a control panel provided by an embodiment of the present application. As shown in Figure 1, the game is a football-type game, and the preset formation data of the football game displayed in the control panel can be:

阵型编号:1、阵型标识:tid_Team_Management_Formation_451、中文名:451、阵型类型:2、自由虚拟对象数量:7,且进一步细化显示了虚拟对象ID与虚拟对象位置,例如球员卡1的虚拟对象ID为门将GK(1),其虚拟对象位置为x=9.00,y=-386.00;球员卡2的虚拟对象ID为左后卫LB(3),其虚拟对象位置为×=-401.00,y=-208.00*;球员卡3的虚拟对象ID为中后卫CB(2),其虚拟对象位置为x=-175.00:y-278.00;球员卡4的虚拟对象ID为中后卫CB(2),其虚拟对象位置为×=193.00:y=-278.00等。Formation number: 1, formation identifier: tid_Team_Management_Formation_451, Chinese name: 451, formation type: 2, number of free virtual objects: 7, and the virtual object ID and virtual object position are further refined and displayed. For example, the virtual object ID of player card 1 is goalkeeper GK(1), and its virtual object position is x=9.00, y=-386.00; the virtual object ID of player card 2 is left back LB(3), and its virtual object position is ×=-401.00, y=-208.00*; the virtual object ID of player card 3 is center back CB(2), and its virtual object position is x=-175.00:y-278.00; the virtual object ID of player card 4 is center back CB(2), and its virtual object position is ×=193.00:y=-278.00, etc.

图2为本申请一实施例提供的一种游戏阵型调整方法的流程图;如图2所示,该方法包括:FIG. 2 is a flow chart of a method for adjusting a game formation provided by an embodiment of the present application; as shown in FIG. 2 , the method includes:

步骤101:响应通过控制面板输入的阵型数据调整操作,对预设阵型的数据进行调整。Step 101: In response to a formation data adjustment operation input through a control panel, the data of a preset formation is adjusted.

需要说明的是,游戏开发人员可以在控制面板中通过输入相应的阵型数据调整操作指令,实现阵型选择、阵型新建、阵型删除、阵型中虚拟对象位置调整等操作。例如,局外用户界面调整模块在游戏端的显示装置上通过列表、窗口等形式显示阵型ID、阵型名TID、中文名、阵型类型、自由虚拟对象数量、虚拟对象ID、虚拟对象位置以及阵型列表等信息。还需要说明的是,步骤101的阵型调整操作可以是基于局外用户界面调整模块实现的。It should be noted that game developers can input corresponding formation data adjustment operation instructions in the control panel to implement operations such as formation selection, formation creation, formation deletion, and virtual object position adjustment in the formation. For example, the off-site user interface adjustment module displays information such as formation ID, formation name TID, Chinese name, formation type, number of free virtual objects, virtual object ID, virtual object position, and formation list on the display device of the game end in the form of a list, window, etc. It should also be noted that the formation adjustment operation in step 101 can be implemented based on the off-site user interface adjustment module.

在一种可能的实现方式中,游戏开发人员可以通过触摸、按键、鼠标等操作方式实现对虚拟对象位置信息数据的修改,例如,游戏开发人员选中需要修改数据对应的修改框或者输入框后,通过实体键盘或者软键盘输入需要的数据即可。需要说明的是,上述仅为示例,显示装置的具体操作方式与可执行的操作类型本申请不做限定。In a possible implementation, the game developer can modify the virtual object position information data by touching, pressing, or using a mouse. For example, the game developer selects a modification box or input box corresponding to the data to be modified, and then inputs the required data through a physical keyboard or a soft keyboard. It should be noted that the above is only an example, and the specific operation method of the display device and the executable operation type are not limited in this application.

步骤102:向游戏设备发送调整后的预设阵型的数据,以使得游戏设备根据调整后的预设阵型的数据在图形用户界面中进行预设阵型的显示。Step 102: Sending the adjusted preset formation data to the gaming device, so that the gaming device displays the preset formation in a graphical user interface according to the adjusted preset formation data.

需要说明的是,测试设备可以直接将调整后的预设阵型发送给游戏设备,测试设备也可以将调整后的预设阵型通过服务器进行中转再间接发送给游戏设备,本申请对具体的调整后的预设阵型数据的发送路径不做限定,只要实现测试设备的发送以及游戏设备的接收即可。在一种可能的实现方式中,局外用户界面调整模块向游戏设备的局外用户界面显示模块发送调整后的预设阵型的数据,以使得局外用户界面显示模块根据调整后的预设阵型的数据在图形用户界面中进行预设阵型的显示。It should be noted that the test device can directly send the adjusted preset formation to the game device, and the test device can also transfer the adjusted preset formation through the server and then indirectly send it to the game device. This application does not limit the specific transmission path of the adjusted preset formation data, as long as the transmission of the test device and the reception of the game device are realized. In a possible implementation, the off-site user interface adjustment module sends the data of the adjusted preset formation to the off-site user interface display module of the game device, so that the off-site user interface display module displays the preset formation in the graphical user interface according to the data of the adjusted preset formation.

游戏设备中通过获取解析调整后的预设阵型数据,将调整后的预设阵型的数据在图形用户界面中进行预设阵型的显示。The game device obtains and analyzes the adjusted preset formation data, and displays the adjusted preset formation data in the graphical user interface as a preset formation.

综上,本申请实施例提供一种游戏阵型调整方法,响应通过控制面板输入的阵型数据调整操作,对预设阵型数据进行调整,提高了阵型排布和虚拟对象位置设置的效率和精度,能够通过在控制面板输入调整操作,快速实现阵型调整,此后,将调整后的预设阵型数据发送到游戏设备即可实现对调整后阵型数据的图形用户界面显示,清晰直观。In summary, the embodiments of the present application provide a game formation adjustment method, which responds to the formation data adjustment operation input through the control panel, adjusts the preset formation data, improves the efficiency and accuracy of the formation arrangement and the virtual object position setting, and can quickly implement the formation adjustment by inputting the adjustment operation on the control panel. Thereafter, the adjusted preset formation data can be sent to the game device to realize the graphical user interface display of the adjusted formation data, which is clear and intuitive.

可选的,在上述图2的基础上,本申请还提供一种游戏阵型调整方法中控制面板显示预设阵型数据的可能实现方式,图3为本申请又一实施例提供的一种游戏阵型调整方法中显示预设阵型数据的流程图;如图3所示,响应通过控制面板输入的阵型数据调整操作,对预设阵型数据进行调整之前,该方法包括:Optionally, based on FIG. 2 above, the present application further provides a possible implementation of displaying preset formation data on a control panel in a game formation adjustment method. FIG. 3 is a flow chart of displaying preset formation data in a game formation adjustment method provided by another embodiment of the present application; as shown in FIG. 3 , in response to a formation data adjustment operation input through the control panel, before adjusting the preset formation data, the method includes:

步骤201:从预设游戏的阵型文件中,读取针对预设游戏的至少一种预设阵型的数据。Step 201: Read data of at least one preset formation for a preset game from a formation file of a preset game.

需要说明的是,在预设游戏中,预先设置阵型文件,该阵型文件可以为包含多种阵型数据的使用文件,也可以是仅包含一种阵型数据或者一组空白数据的模板文件,本申请对阵型文件总所包含的至少一组阵型数据内容不做限定,只要其能够实现读取即可。在一种可能的实现方式中,数据预处理模块中包括阵型文件,通用数据处理模块对数据预处理模块处理后的数据进行整理,将至少一种局外的阵型数据发送给局外用户界面调整模块,实现局外用户界面调整模块的读取。It should be noted that in the preset game, a formation file is pre-set, and the formation file can be a usage file containing multiple formation data, or a template file containing only one formation data or a set of blank data. The present application does not limit the content of at least one set of formation data contained in the formation file, as long as it can be read. In a possible implementation, the data preprocessing module includes a formation file, the general data processing module organizes the data processed by the data preprocessing module, and sends at least one external formation data to the external user interface adjustment module to realize the reading of the external user interface adjustment module.

在一种具体的实现方式中,若预设游戏为足球类游戏,在该游戏的阵型文件中保存有24种阵型数据,则可以读取此24中阵型数据中的任意一种。In a specific implementation, if the preset game is a football game, 24 types of formation data are stored in the formation file of the game, and any one of the 24 formation data can be read.

在另一种可能的实现方式中,针对预设游戏的至少一种阵型数据的读取可以是指定的,即游戏开发人员可以选择至少一种阵型数据进行读取;针对预设游戏的至少一种阵型数据的读取也可以是默认的,即设定一种默认阵型数据,在游戏开发人员没有选择或者更改的情况下,读取该预设的阵型数据。上述仅为示例说明,在实际实现中,对阵型数据的读取还可能有其他形式,本申请对此不做限定。In another possible implementation, the reading of at least one formation data for a preset game can be specified, that is, the game developer can select at least one formation data to read; the reading of at least one formation data for a preset game can also be default, that is, a default formation data is set, and when the game developer does not select or change it, the preset formation data is read. The above is only an example. In actual implementation, the reading of formation data may also take other forms, which are not limited in this application.

步骤202:在控制面板中显示至少一种阵型中预设阵型的数据。Step 202: Displaying data of at least one preset formation in the formation on the control panel.

将步骤201中游戏开发人员选择的阵型数据或者默认的阵型数据,读取该预设阵型数据,并将其显示在控制面板中。在一种可能的实现方式中,局外用户界面调整模块实现阵型数据在控制面板中的显示。The formation data selected by the game developer in step 201 or the default formation data is read as the preset formation data and displayed in the control panel. In a possible implementation, the external user interface adjustment module realizes the display of the formation data in the control panel.

通过从预设游戏的阵型文件中,读取针对该预设游戏的至少一种阵型数据,并将其在控制面板中进行显示,游戏开发人员可以根据显示的内容进行阵型调整的相关操作,由此优化了阵型调整方法,使得本申请的阵型调整方法更加灵活,方便游戏开发人员操作。By reading at least one formation data for a preset game from the formation file of the preset game and displaying it in the control panel, the game developer can perform relevant operations for formation adjustment according to the displayed content, thereby optimizing the formation adjustment method, making the formation adjustment method of the present application more flexible and convenient for game developers to operate.

可选的,在上述图3的基础上,本申请还提供一种游戏阵型调整方法中读取至少一种阵型数据的下位实现方式,其中,预设阵型数据为至少一种阵型数据中的第一个阵型数据。Optionally, based on the above-mentioned Figure 3, the present application also provides a lower-level implementation method for reading at least one formation data in a game formation adjustment method, wherein the preset formation data is the first formation data among the at least one formation data.

在一种可能的实现方式中,当预设游戏的阵型文件中有至少一种阵型数据时,将其中的第一个阵型数据作为预设阵型数据,也就是说,在没有其他选择或者指定读取对象操作的情况下,预设阵型数据为阵型文件中第一个阵型数据,从而维护本申请游戏阵型调整方法稳定运行。In one possible implementation, when there is at least one formation data in the formation file of a preset game, the first formation data therein is used as the preset formation data. That is, in the absence of other selections or specified reading object operations, the preset formation data is the first formation data in the formation file, thereby maintaining the stable operation of the game formation adjustment method of the present application.

在另一种可能的实现方式中,可以对预设游戏的阵型文件中的至少一种阵型数据进行排序,例如,可以根据游戏玩家的使用频率进行排序、根据阵型的强度进行排序等,将排序第一的阵型数据设置为预设阵型数据。由此,游戏开发人员无需其他操作即可获取到该阵型数据对应的控制面板,进一步简化了调整操作。In another possible implementation, at least one formation data in the formation file of the preset game can be sorted, for example, it can be sorted according to the frequency of use by game players, according to the strength of the formation, etc., and the formation data ranked first is set as the preset formation data. In this way, the game developer can obtain the control panel corresponding to the formation data without other operations, further simplifying the adjustment operation.

可选的,在上述图3的基础上,本申请还提供一种游戏阵型调整方法的可能实现方式,图4为本申请另一实施例提供的一种游戏阵型调整方法的流程图;目标阵型数据包括:目标阵型标识,如图4所示,该方法包括:Optionally, based on FIG. 3 above, the present application further provides a possible implementation of a method for adjusting a game formation. FIG. 4 is a flow chart of a method for adjusting a game formation provided by another embodiment of the present application; the target formation data includes: a target formation identifier, as shown in FIG. 4 , the method includes:

步骤301:响应针对预设阵型的标识输入的阵型切换操作,确定阵型切换操作切换后的阵型为目标阵型。Step 301: In response to a formation switching operation inputted with respect to an identification of a preset formation, determining that the formation switched by the formation switching operation is a target formation.

需要说明的是,在控制面板中目标阵型数据还包括预设阵型标识,预设阵型标识可以对一种阵型数据进行唯一性地标识,即根据一个预设阵型标识可以唯一地确定一种阵型数据。此预设阵型标识可以是数字形式的标识(例如用001、002、003等序号标识,再例如用433、352、451等阵型代表数字标识)、文字形式的标识(例如用四后卫、三后卫等文字形式标识)、数字文字混合形式的标识(例如tid_Team_Management_Formation_451混合形式标识)等,本申请对预设阵型标识的具体形式不做限定。It should be noted that in the control panel, the target formation data also includes a preset formation identifier, which can uniquely identify a formation data, that is, a formation data can be uniquely determined according to a preset formation identifier. This preset formation identifier can be a digital identifier (for example, a serial number identifier such as 001, 002, 003, and another example is a digital identifier represented by a formation such as 433, 352, 451), a text identifier (for example, a text identifier such as four defenders and three defenders), a mixed digital and text identifier (for example, a mixed form identifier of tid_Team_Management_Formation_451), etc. The present application does not limit the specific form of the preset formation identifier.

游戏开发人员可以针对目标阵型标识,输入的阵型标识切换操作(例如列表选择操作、阵列标识输入操作等),选择一个阵型标识,测试设备针对此操作进行响应,将游戏开发人员选择的阵型标识对应的阵型数据确定为目标阵型数据。The game developer can input a formation identification switching operation (such as a list selection operation, an array identification input operation, etc.) for the target formation identification and select a formation identification. The test device responds to this operation and determines the formation data corresponding to the formation identification selected by the game developer as the target formation data.

步骤302:在控制面板中显示目标阵型的数据。Step 302: Displaying data of the target formation in the control panel.

步骤303:向游戏设备发送切换后的目标阵型数据,以使得游戏设备根据目标阵型数据进行图形用户界面的显示。Step 303: Send the switched target formation data to the game device, so that the game device displays a graphical user interface according to the target formation data.

输入的阵型标识切换操作后,测试设备的控制面板上显示切换后的目标阵型的数据供游戏开发人员查看。此外,测试设备将切换后的目标阵型数据发送给游戏设备,游戏设备可以根据获取的目标阵型数据进行图形用户界面显示。在一种可能的实现方式中,局外用户界面调整模块向局外用户界面显示模块发送切换后的目标阵型数据,局外用户界面显示模块根据目标阵型数据进行图形用户界面的显示。After the input formation identification switching operation is performed, the data of the switched target formation is displayed on the control panel of the test device for the game developer to view. In addition, the test device sends the switched target formation data to the game device, and the game device can display a graphical user interface according to the acquired target formation data. In a possible implementation, the external user interface adjustment module sends the switched target formation data to the external user interface display module, and the external user interface display module displays the graphical user interface according to the target formation data.

通过输入的阵型标识切换操作,确定阵型切换操作切换后的阵型标识的阵型数据为目标阵型数据,即根据切换阵型标识即可实现对目标阵型数据的切换,操作简单,逻辑清晰。将切换后的目标阵型数据发送给游戏设备,以供游戏设备根据获取的目标阵型数据进行图形用户界面显示。By inputting the formation identification switching operation, the formation data of the formation identification after the formation switching operation is determined as the target formation data, that is, the switching of the target formation data can be realized according to the switching formation identification, the operation is simple, and the logic is clear. The switched target formation data is sent to the game device, so that the game device can display the graphical user interface according to the obtained target formation data.

可选的,在上述图2的基础上,本申请还提供一种游戏阵型调整方法的可能实现方式,该方法还包括:Optionally, based on FIG. 2 above, the present application further provides a possible implementation of a method for adjusting a game formation, the method further comprising:

响应通过控制面板输入的针对预设阵型的第一保存操作,对预设阵型的数据进行存储。In response to a first save operation for a preset formation input through the control panel, data of the preset formation is stored.

在一种可能的实现方式中,游戏开发人员可以在控制面板上输入针对预设阵型的第一保存操作,测试设备对此第一保存操作响应后,实现对预设阵型的数据的存储。在另一种可能的实现方式中,第一保存操作可以基于数据后处理及存储模块实现。In one possible implementation, the game developer can input a first save operation for the preset formation on the control panel, and the test device stores the data of the preset formation in response to the first save operation. In another possible implementation, the first save operation can be implemented based on a data post-processing and storage module.

在一种具体的实现方式中,控制面板中还显示有:针对预设阵型的保存控件,保存控件是指在控制面板上,能够响应游戏开发人员操作的元素,其可以以按钮、标签、开关等形式进行显示,本申请对保存控件的具体显示方式不做限定。根据保存控件的具体形式,游戏开发人员可以输入相应的第一保存操作。测试设备相应此第一保存操作,实现对预设阵型的数据的存储。In a specific implementation, the control panel also displays: a save control for a preset formation, which refers to an element on the control panel that can respond to the operation of a game developer, and can be displayed in the form of a button, a label, a switch, etc. The present application does not limit the specific display method of the save control. According to the specific form of the save control, the game developer can input a corresponding first save operation. The test device responds to this first save operation to implement the storage of the data of the preset formation.

在一种可能的实现方式中,若保存控件为按钮,则该控件可以由“暂存”“保存”两个按钮组成,游戏开发人员可以通过触控或者外设输入的方式,在该保存控件上进行点击操作,若点击“暂存”按钮,则测试设备可以将其保存在缓存中,和/或提供相应的可视化图像供游戏开发人员参考;若点击“保存”按钮,则测试设备可以用新的数据覆盖修改以前的各项数据,对预设阵型的数据进行存储。In one possible implementation, if the save control is a button, the control may be composed of two buttons, "Save" and "Save". The game developer may click on the save control by touch or external input. If the "Save" button is clicked, the test device may save it in the cache and/or provide a corresponding visual image for the game developer's reference; if the "Save" button is clicked, the test device may overwrite and modify the previous data with the new data, and store the data of the preset formation.

可选的,在上述图2的基础上,本申请还提供一种游戏阵型调整方法的可能实现方式,预设阵型的数据还包括:预设阵型的局外阵型数据,局外阵型数据用于使得游戏设备根据局外阵型数据在预设的第一场景图中显示预设阵型,第一场景图为游戏中预设对战区域的虚拟场景图。Optionally, based on the above-mentioned Figure 2, the present application also provides a possible implementation method of a game formation adjustment method, and the data of the preset formation also includes: external formation data of the preset formation, and the external formation data is used to enable the game device to display the preset formation in a preset first scene map according to the external formation data, and the first scene map is a virtual scene map of a preset battle area in the game.

需要说明的是,第一场景图为预设对战区域的虚拟场景图,虚拟场景图是对游戏的虚拟场景直观展示,在一种可能的实现方法中,虚拟场景图可以是对虚拟场景进行投影、压缩、删除非必要环境渲染等方式处理后,将其上增加预设阵型得到的图像,该图像可以直观地展示局外阵型数据。在一种可能的实现方式中,第一场景图的显示基于局外用户界面显示模块实现。It should be noted that the first scene graph is a virtual scene graph of a preset battle area. The virtual scene graph is an intuitive display of the virtual scene of the game. In a possible implementation method, the virtual scene graph can be an image obtained by adding a preset formation to the virtual scene after processing it by projection, compression, deletion of unnecessary environment rendering, etc. The image can intuitively display the out-of-game formation data. In a possible implementation method, the display of the first scene graph is implemented based on an out-of-game user interface display module.

例如,图5为本申请实施例提供的一种第一场景图的示意图,如图5所示,在足球类游戏,其虚拟场景可能为三维场景,在场景中包括足球场、教练席、观战席、出场通道等情境设置,对该场景进行处理,保留预设对战区域(即足球场),并对该三维场景中的足球场进行投影、压缩处理,使其以平面的形式展示,删除其中不必要的环境渲染信息(例如为提高真实度的草坪贴图等),仅保留其中的必要的场景信息(例如球门、球门区、罚球区、罚球弧、角球区等),再增加预设阵型即可。For example, Figure 5 is a schematic diagram of a first scene diagram provided by an embodiment of the present application. As shown in Figure 5, in a football game, the virtual scene may be a three-dimensional scene, including situational settings such as a football field, a coach's seat, a spectator seat, and an exit channel. The scene is processed, the preset battle area (i.e., the football field) is retained, and the football field in the three-dimensional scene is projected and compressed to be displayed in a flat form. Unnecessary environmental rendering information (such as lawn maps to improve realism, etc.) is deleted, and only necessary scene information (such as goals, goal areas, penalty areas, penalty arcs, corner kick areas, etc.) is retained, and then a preset formation is added.

由此,将预设阵型在第一场景图中进行展示,游戏开发人员可以更直观地观察到当前的阵型,辅助游戏开发人员进行阵型调整。Thus, the preset formation is displayed in the first scene graph, and the game developers can observe the current formation more intuitively, which assists the game developers in adjusting the formation.

可选的,在上述实施例的基础上,本申请还提供一种游戏阵型调整方法的可能实现方式,其中局外阵型数据包括:多个虚拟球员卡的交互位置的信息,和每个虚拟球员卡的交互位置对应的战术位置的信息;其中,每个虚拟球员卡的交互位置为每个虚拟球员卡在预设对战区域的位置;Optionally, based on the above embodiment, the present application further provides a possible implementation of a method for adjusting a game formation, wherein the out-of-game formation data includes: information of interaction positions of a plurality of virtual player cards, and information of a tactical position corresponding to the interaction position of each virtual player card; wherein the interaction position of each virtual player card is the position of each virtual player card in a preset battle area;

局外阵型数据用于使得游戏设备在第一场景图中预设对战区域中每个虚拟球员卡的交互位置处显示每个虚拟球员卡,并在每个虚拟球员卡上显示每个虚拟球员对应的战术位置的信息。The out-of-game formation data is used to enable the gaming device to display each virtual player card at the interactive position of each virtual player card in the preset battle area in the first scene graph, and to display information on the tactical position corresponding to each virtual player on each virtual player card.

需要说明的是,多个虚拟球员卡的交互位置的信息即为每个虚拟球员卡在预设对战区域中的位置。在一种可能的实现方式中,该交互位置可以通过在虚拟球员卡上设置位置标点、增加图案或者图标的方式进行指示。例如可以设置虚拟球员卡边缘的某一点(例如多边形球员卡的某个顶点、不规则形状球员卡的指定点等)、虚拟球员卡中间的某一点(中心点或者指定点)等以指示该虚拟球员在预设对战区域中的位置。再例如,可以将上例中选择的点用形状、符号等进行标识,方便游戏开发人员确定虚拟球员在预设对战区域中的位置。例如,在足球类游戏,虚拟球员卡为左右对称的倒五边形,设定其下方的孤点所在的位置即代表该虚拟球员的交互位置。It should be noted that the information of the interactive positions of multiple virtual player cards is the position of each virtual player card in the preset battle area. In a possible implementation, the interactive position can be indicated by setting position punctuation, adding patterns or icons on the virtual player card. For example, a point on the edge of the virtual player card (such as a vertex of a polygonal player card, a designated point of an irregularly shaped player card, etc.), a point in the middle of the virtual player card (center point or designated point), etc. can be set to indicate the position of the virtual player in the preset battle area. For another example, the points selected in the above example can be marked with shapes, symbols, etc., so that game developers can easily determine the position of the virtual player in the preset battle area. For example, in a football game, the virtual player card is a bilaterally symmetrical inverted pentagon, and the position of the isolated point below it is set to represent the interactive position of the virtual player.

还需要说明的是,每个虚拟球员卡上还可以以文字、符号等形式显示每个虚拟球员对应的战术位置的信息。例如在足球类游戏中,在球员卡上用文字表示每个虚拟球员的战术位置信息,如LM(Left Mid-Fielder,左前卫)、LB(Left Back,左后卫)、CB(CentreBack,中后卫)、GK(Goal Keeper,守门员)、RB(Right Back,右后卫)、RM(Right Mid-Fielder,右前卫)、CAM(Centre Attack Mid-Fielder,前腰)、CDM(Centre Defender Mid-Fielder,后腰)、ST(Striker,影子前锋)等。It should also be noted that each virtual player card can also display information on the tactical position corresponding to each virtual player in the form of text, symbols, etc. For example, in a football game, the tactical position information of each virtual player is represented by text on the player card, such as LM (Left Mid-Fielder, left forward), LB (Left Back, left back), CB (Centre Back, center back), GK (Goal Keeper, goalkeeper), RB (Right Back, right back), RM (Right Mid-Fielder, right forward), CAM (Centre Attack Mid-Fielder, front waist), CDM (Centre Defender Mid-Fielder, back waist), ST (Striker, shadow striker), etc.

上述局外阵型数据可以用于在游戏设备中对第一场景图以及虚拟球员卡进行图形化展示。由此将复杂的预设阵型的数据直观地进行展示,十分直观地显示出各个虚拟对象在球场中的位置以及该位置对应的战术位置。The above-mentioned off-game formation data can be used to graphically display the first scene map and the virtual player card in the game device, thereby intuitively displaying the data of the complex preset formation, and very intuitively showing the position of each virtual object in the court and the tactical position corresponding to the position.

可选的,在上述实施例的基础上,本申请还提供一种对预设阵型的数据进行调整的下位实现方法,图6为本申请再一实施例提供的一种游戏阵型调整方法的调整预设阵型的数据的流程图;如图6所示,响应通过控制面板输入的阵型数据调整操作,对预设阵型的数据进行调整时,该方法包括:Optionally, based on the above embodiments, the present application further provides a lower-level implementation method for adjusting the data of a preset formation. FIG6 is a flow chart of adjusting the data of a preset formation in a game formation adjustment method provided in yet another embodiment of the present application; as shown in FIG6 , in response to a formation data adjustment operation input through the control panel, when adjusting the data of the preset formation, the method includes:

步骤401:响应通过控制面板中第一虚拟球员卡的交互位置的调整操作,对局外阵型数据中第一虚拟球员卡的交互位置的信息进行调整。Step 401: In response to an adjustment operation of the interactive position of the first virtual player card in the control panel, information on the interactive position of the first virtual player card in the out-of-game formation data is adjusted.

需要说明的是,游戏开发人员可以在控制面板中输入调整操作对第一虚拟球员卡的交互位置进行调整,从而实现对局外阵型数据中第一虚拟球员卡的交互位置信息的调整。It should be noted that the game developer can input an adjustment operation in the control panel to adjust the interactive position of the first virtual player card, thereby adjusting the interactive position information of the first virtual player card in the out-of-game formation data.

在一种可能的实现方式中,游戏开发人员可以通过输入调整后的交互位置坐标的方式进行交互位置调整,例如虚拟球员卡1的交互位置为x=9.00,y=-386.00,游戏开发人员通过选择相应的输入框,在输入框中输入修改后的坐标,例如在x对应的输入框中输入5.00,实现对交互位置的修改,修改后该虚拟球员卡1的交互位置为x=5.00,y=-386.00。In one possible implementation, the game developer can adjust the interaction position by inputting the adjusted interaction position coordinates. For example, the interaction position of the virtual player card 1 is x=9.00, y=-386.00. The game developer selects the corresponding input box and enters the modified coordinates in the input box, such as entering 5.00 in the input box corresponding to x, to modify the interaction position. After the modification, the interaction position of the virtual player card 1 is x=5.00, y=-386.00.

在另一种可能的实现方式中,游戏开发人员可以通过上调或者下调按钮,根据预设的步长对交互位置进行调整,例如在交互位置用x、y两个坐标的形式表示,在每个坐标后都有一组上调、下调按钮,根据预设的步长,点击上调按钮则对应的坐标数据增加预设的步长,点击下调按钮则对应的坐标数据减少预设的步长。例如,在足球类游戏中,第一虚拟球员卡的交互位置为x=9.00,y=-386.00,在每个坐标后都有一组上调、下调按钮,预设的步长为0.2,点击x对应的上调按钮则x坐标对应的数据在现有数据的基础上增加0.2,点击x对应的下调按钮则x坐标对应的坐标数据在现有数据的基础上减少0.2。In another possible implementation, the game developer can adjust the interactive position according to the preset step length by using an up or down button. For example, the interactive position is represented by two coordinates, x and y, and there is a set of up and down buttons after each coordinate. According to the preset step length, clicking the up button increases the corresponding coordinate data by the preset step length, and clicking the down button decreases the corresponding coordinate data by the preset step length. For example, in a football game, the interactive position of the first virtual player card is x=9.00, y=-386.00, and there is a set of up and down buttons after each coordinate. The preset step length is 0.2. Clicking the up button corresponding to x increases the data corresponding to the x coordinate by 0.2 based on the existing data, and clicking the down button corresponding to x decreases the coordinate data corresponding to the x coordinate by 0.2 based on the existing data.

步骤402:调整后的第一虚拟球员卡的交互位置的信息,用于使得游戏设备调整第一虚拟球员卡在预设对战区域中的显示位置。Step 402: The information of the adjusted interactive position of the first virtual player card is used to enable the gaming device to adjust the display position of the first virtual player card in the preset battle area.

根据调整后的第一虚拟球员的交互位置,调整游戏设备中显示的第一虚拟球员卡在预设对战区域中的显示位置。在一种可能的实现方式中,通过调整图1中UI位置对应的x坐标或者y坐标后的坐标值,实现对第一虚拟球员卡在预设对战区域中的显示位置的调整。According to the adjusted interactive position of the first virtual player, the display position of the first virtual player card displayed in the game device in the preset battle area is adjusted. In a possible implementation, the display position of the first virtual player card in the preset battle area is adjusted by adjusting the coordinate value after the x-coordinate or y-coordinate corresponding to the UI position in FIG. 1.

游戏开发人员通过在测试设备上的控制面板中调整虚拟球员卡的交互位置,对交互位置的改动可以实时显示在游戏设备中,游戏开发人员可以通过游戏设备直观地得到交互位置的修改结果,使得修改更加简单直观。Game developers can adjust the interactive position of the virtual player card in the control panel on the test device, and the changes to the interactive position can be displayed in real time on the game device. Game developers can intuitively obtain the modified results of the interactive position through the game device, making the modification simpler and more intuitive.

可选的,在上述实施例的基础上,本申请还提供一种对预设阵型的数据进行调整的下位实现方法,图7为本申请再二实施例提供的一种游戏阵型调整方法的流程图;如图7所示,响应通过控制面板输入的阵型数据调整操作,对预设阵型的数据进行调整时,该方法包括:Optionally, based on the above embodiments, the present application further provides a lower-level implementation method for adjusting the data of a preset formation. FIG7 is a flow chart of a game formation adjustment method provided in a second embodiment of the present application; as shown in FIG7 , in response to a formation data adjustment operation input through the control panel, when the data of the preset formation is adjusted, the method includes:

步骤501:响应通过控制面板中第二虚拟球员卡的战术位置的调整操作,对局外阵型数据中第二虚拟球员卡的战术位置的信息进行调整。Step 501: In response to an adjustment operation of the tactical position of the second virtual player card in the control panel, the information of the tactical position of the second virtual player card in the out-of-game formation data is adjusted.

需要说明的是,游戏开发人员可以在控制面板中输入调整操作对第二虚拟球员卡的战术位置进行调整,从而实现对局外阵型数据中第二虚拟球员卡的战术位置信息的调整。例如可以通过调整图1中pos_id的选择,实现对第二虚拟球员卡的战术位置的信息进行调整。It should be noted that the game developer can input an adjustment operation in the control panel to adjust the tactical position of the second virtual player card, thereby adjusting the tactical position information of the second virtual player card in the out-of-game formation data. For example, the tactical position information of the second virtual player card can be adjusted by adjusting the selection of pos_id in FIG. 1 .

在一种可能的实现方式中,游戏开发人员可以通过战术位置调整按钮,根据其操作形式进行战术位置的选择。例如有战术位置对应的选择按键,利用此选择按钮可以打开或者弹出战术位置的选择窗口,通过点击选择其中任一战术位置,实现对第二虚拟球员卡战术位置的调整。In a possible implementation, the game developer can select the tactical position through the tactical position adjustment button according to its operation form. For example, there is a selection button corresponding to the tactical position, and the selection button can be used to open or pop up a tactical position selection window, and the tactical position of the second virtual player card can be adjusted by clicking to select any tactical position.

在另一种可能的实现方式中,游戏开发人员可以通过键盘或者手写输入调整后战术位置的方式进行战术位置调整,例如第二虚拟球员卡的战术位置为GK(门将),游戏开发人员通过选择相应的输入框,在输入框中输入修改后的战术位置,例如在输入框中输入RM、或者右前卫,实现对交互位置的修改,修改后该第二虚拟球员卡的战术位置RM(右前卫)。In another possible implementation, the game developer can adjust the tactical position by adjusting the tactical position through keyboard or handwriting input. For example, if the tactical position of the second virtual player card is GK (goalkeeper), the game developer can select the corresponding input box and enter the modified tactical position in the input box, such as entering RM, or right midfielder, to modify the interactive position. After modification, the tactical position of the second virtual player card is RM (right midfielder).

步骤502:调整后的第二虚拟球员卡的战术位置的信息,用于使得游戏设备调整第一虚拟球员卡上显示的战术位置的信息。Step 502: The adjusted tactical position information of the second virtual player card is used to enable the gaming device to adjust the tactical position information displayed on the first virtual player card.

根据调整后的第二虚拟球员的战术位置,调整游戏设备中显示的第二虚拟球员卡的战术位置的信息。According to the adjusted tactical position of the second virtual player, the tactical position information of the second virtual player card displayed in the game device is adjusted.

游戏开发人员通过在测试设备上的控制面板中调整虚拟球员卡的战术位置,对战术位置的改动可以实时显示在游戏设备中,游戏开发人员可以通过游戏设备直观地得到交互位置的修改结果,使得修改更加简单直观。Game developers can adjust the tactical position of the virtual player card in the control panel on the test device, and the changes to the tactical position can be displayed in real time on the game device. Game developers can intuitively obtain the modified results of the interactive position through the game device, making the modification simpler and more intuitive.

可选的,在上述实施例的基础上,本申请还提供一种游戏阵型调整方法的可能实现方法,图8为本申请再三实施例提供的一种游戏阵型调整方法的流程图;如图8所示,该方法包括:Optionally, based on the above embodiments, the present application further provides a possible implementation method of a game formation adjustment method. FIG8 is a flow chart of a game formation adjustment method provided by another embodiment of the present application; as shown in FIG8 , the method includes:

步骤601:接收游戏设备返回的虚拟球员卡选中消息,虚拟球员卡选中消息为响应通过游戏设备显示的图形用户界面输入的虚拟球员卡选中操作所发送的消息,虚拟球员卡选中消息包括:选中虚拟球员卡的交互位置的信息,以及选中虚拟球员卡的战术位置的信息;Step 601: receiving a virtual player card selection message returned by a gaming device, wherein the virtual player card selection message is a message sent in response to a virtual player card selection operation input through a graphical user interface displayed by the gaming device, and the virtual player card selection message includes: information about an interactive position of the selected virtual player card, and information about a tactical position of the selected virtual player card;

游戏开发人员可以在游戏设备的图形界面中通过点击或者触控等形式选中一张虚拟球员卡,即在游戏设备上输入虚拟球员卡选中操作,执行操作后,测试设备接收游戏设备的操作的虚拟球员卡选中消息。例如,游戏开发人员通过局外用户界面显示模块进行虚拟球员卡选中,局外用户界面显示模块将虚拟球员卡选中消息发送给局外用户界面调整模块。The game developer can select a virtual player card in the graphical interface of the game device by clicking or touching, that is, inputting a virtual player card selection operation on the game device, and after the operation is performed, the test device receives the virtual player card selection message of the operation of the game device. For example, the game developer selects a virtual player card through the off-site user interface display module, and the off-site user interface display module sends the virtual player card selection message to the off-site user interface adjustment module.

在一种可能的实现方式中,虚拟球员卡选中消息包括:该选中虚拟球员卡的交互位置的信息,以及该选中虚拟球员卡的战术位置的信息,此外,虚拟球员卡选中消息还可以包括该选中虚拟球员卡的历史修改信息、该选中虚拟球员卡的推荐修改信息(即修改指引信息)等,上述仅为示例说明,本申请对选中虚拟球员卡后,获取的具体信息类型不做限定。In one possible implementation, the virtual player card selection message includes: information about the interactive position of the selected virtual player card, and information about the tactical position of the selected virtual player card. In addition, the virtual player card selection message may also include historical modification information of the selected virtual player card, recommended modification information of the selected virtual player card (i.e., modification guidance information), etc. The above is only an example, and the present application does not limit the specific information type obtained after selecting a virtual player card.

步骤602:在控制面板中显示选中虚拟球员卡的交互位置的信息,以及选中虚拟球员卡的战术位置的信息。Step 602: Displaying information about the interactive position of the selected virtual player card and information about the tactical position of the selected virtual player card in the control panel.

测试设备的控制面板中显示游戏开发人员在游戏设备上选中的虚拟球员卡的虚拟球员卡选中消息,其可以列表、弹窗等形式进行显示,本申请对控制面板的具体显示方式不做限定,即用户在游戏设备上执行选中操作之后,控制面板上对该选中虚拟球员卡的选中消息进行显示即可。在一种可能的实现方式中,虚拟球员卡的选中消息显示在控制面板中一特定区域,在此区域中,若未接收游戏设备返回的任何虚拟球员卡选中消息,则此区域不显示或者仅显示空白的目录或者仅显示数据标题,接收到游戏设备返回的虚拟球员卡选中消息后,显示该虚拟球员卡的选中消息。The control panel of the test device displays the virtual player card selection message of the virtual player card selected by the game developer on the game device, which can be displayed in the form of a list, a pop-up window, etc. The present application does not limit the specific display method of the control panel, that is, after the user performs a selection operation on the game device, the control panel displays the selection message of the selected virtual player card. In a possible implementation, the selection message of the virtual player card is displayed in a specific area of the control panel. In this area, if no virtual player card selection message returned by the game device is received, this area does not display or only displays a blank directory or only displays a data title. After receiving the virtual player card selection message returned by the game device, the selection message of the virtual player card is displayed.

在一种可能的实现方式中,局外用户界面调整模块在控制面板中显示选中的虚拟球员卡的交互位置的信息,以及选中虚拟球员卡的战术位置的信息。In a possible implementation, the off-game user interface adjustment module displays information about the interactive position of the selected virtual player card and information about the tactical position of the selected virtual player card in the control panel.

将游戏开发人员通过游戏设备选择的虚拟球员卡的选中信息显示在控制面板上,游戏开发人员可以通过控制面板进一步了解该虚拟球员卡对应的详细数据信息。The selected information of the virtual player card selected by the game developer through the game device is displayed on the control panel, and the game developer can further understand the detailed data information corresponding to the virtual player card through the control panel.

可选的,在上述实施例的基础上,本申请还提供一种游戏阵型调整方法的可能实现方法,图9为本申请再四实施例提供的一种游戏阵型调整方法的流程图;如图9所示,该方法包括:Optionally, based on the above embodiments, the present application further provides a possible implementation method of a game formation adjustment method. FIG9 is a flow chart of a game formation adjustment method provided in another embodiment of the present application; as shown in FIG9 , the method includes:

步骤701:接收游戏设备返回的虚拟球员卡变位消息,虚拟球员卡变位消息为响应通过游戏设备显示的图形用户界面输入的虚拟球员卡拖拽操作发送的消息,虚拟球员卡变位消息包括:虚拟球员卡拖拽操作的结束位置的信息;Step 701: receiving a virtual player card position change message returned by a game device, wherein the virtual player card position change message is a message sent in response to a virtual player card drag operation input through a graphical user interface displayed by the game device, and the virtual player card position change message includes: information on the end position of the virtual player card drag operation;

当游戏开发人员通过游戏设备的图形用户界面输入对虚拟球员卡的拖拽操作,即变动了虚拟球员卡的位置信息后,向测试设备发送变位消息,该变位消息中包括:变位的虚拟球员卡的识别信息以及该虚拟球员卡拖拽操作结束位置的信息。测试设备接收此变位消息。例如,游戏开发人员通过局外用户界面显示模块输入的虚拟球员卡拖拽操作,局外用户界面显示模块将虚拟球员卡变位消息发送给局外用户界面调整模块。When the game developer inputs a drag operation on the virtual player card through the graphical user interface of the game device, that is, changes the position information of the virtual player card, a position change message is sent to the test device, and the position change message includes: identification information of the virtual player card that has been changed and information about the end position of the virtual player card drag operation. The test device receives this position change message. For example, when the game developer inputs a virtual player card drag operation through the off-site user interface display module, the off-site user interface display module sends the virtual player card position change message to the off-site user interface adjustment module.

需要说明的是,游戏开发人员可以在游戏设备上通过触控或者鼠标拖动等方式实现对虚拟球员卡的拖拽操作,本申请对此拖拽操作实现的具体形式不做限定。It should be noted that game developers can implement the dragging operation of the virtual player card on the game device by touching or dragging the mouse, and this application does not limit the specific form of implementing this dragging operation.

步骤702:在控制面板中将虚拟球员卡拖拽操作所作用的第三虚拟球员卡的交互位置更新为结束位置的信息。Step 702: updating the interactive position of the third virtual player card affected by the virtual player card dragging operation to the end position information in the control panel.

测试设备接收到变位消息后,将变位的虚拟球员卡的识别信息(即第三虚拟球员卡)对应的交互位置更新为拖拽操作结束位置。例如,局外用户界面调整模块根据第三虚拟球员卡的结束位置的信息在控制面板中显示。After receiving the position change message, the test device updates the interactive position corresponding to the identification information of the virtual player card (i.e., the third virtual player card) to the end position of the drag operation. For example, the off-site user interface adjustment module displays the end position information of the third virtual player card in the control panel.

游戏开发人员可以在游戏设备上通过拖拽虚拟球员卡实现对虚拟球员卡位置的更改,游戏开发人员在图形用户界面上进行的更改可以实时转化为数据的形式展示在控制面板中,这种变位操作的输入方式摆脱了通过坐标来调整位置的不直观问题。Game developers can change the position of virtual player cards by dragging them on the gaming device. The changes made by game developers on the graphical user interface can be converted into data in real time and displayed on the control panel. This input method of positional operation gets rid of the unintuitive problem of adjusting the position through coordinates.

可选的,在图2实施例的基础上,本申请还提供一种游戏阵型调整方法的可能实现方法,该预设阵型的数据还包括:预设阵型的局内站位数据,局内站位数据用于使得游戏设备根据局内站位数据在预设的第二场景图中显示预设阵型,第二场景图为游戏中预设对战区域的真实场景图。Optionally, based on the embodiment of Figure 2, the present application also provides a possible implementation method of a game formation adjustment method, wherein the data of the preset formation also includes: in-game position data of the preset formation, the in-game position data is used to enable the game device to display the preset formation in a preset second scene graph according to the in-game position data, and the second scene graph is a real scene graph of a preset battle area in the game.

需要说明的是,第二场景图是游戏中预设对战区域的真实场景图,即为游戏的预设对战区域的虚拟场景以及该虚拟场景中设定的虚拟对象实体。虚拟对象的实体根据预设阵型的局内站位数据进行显示。例如图10为本申请一实施例提供的一种第二场景图示意图,如图10所示,在足球类游戏中,第二场景图即为足球场的真实场景图,例如以真实的足球场为背景,同时显示球员的实体(在图10中用点表示)。每个球员的实体根据预设阵型的局内站位数据进行站位。在一种可能的实现方式中,第二场景图基于局内虚拟球员位置调整模块进行显示。It should be noted that the second scene graph is a real scene graph of the preset battle area in the game, that is, a virtual scene of the preset battle area of the game and a virtual object entity set in the virtual scene. The entity of the virtual object is displayed according to the in-game position data of the preset formation. For example, Figure 10 is a schematic diagram of a second scene graph provided by an embodiment of the present application. As shown in Figure 10, in a football game, the second scene graph is a real scene graph of a football field, for example, with a real football field as the background, and the entity of the player is displayed at the same time (represented by dots in Figure 10). Each player's entity is positioned according to the in-game position data of the preset formation. In a possible implementation method, the second scene graph is displayed based on the in-game virtual player position adjustment module.

第二场景图是游戏玩家进行游戏时实际的游戏场景,由此游戏开发人员可以直观地看到实际的游戏场景(即第二场景图),并直观看到此第二场景图上的阵型,通过此真实场景图,游戏开发人员还可以对阵型的美观度以及合理情况进行分析。The second scene graph is the actual game scene when the game players play the game. Through this, game developers can intuitively see the actual game scene (i.e., the second scene graph) and the formation on this second scene graph. Through this real scene graph, game developers can also analyze the beauty and rationality of the formation.

可选的,在上述实施例的基础上,本申请还提供一种游戏阵型调整方法的可能实现方法,其中局内站位数据包括:预设对战区域中多个虚拟球员的位置信息。局内站位数据用于使得游戏设备根据每个虚拟球员的位置信息,在第二场景图中预设对战区域中每个虚拟球员的位置处显示每个虚拟球员。Optionally, based on the above embodiment, the present application further provides a possible implementation method of a game formation adjustment method, wherein the in-game position data includes: position information of multiple virtual players in a preset battle area. The in-game position data is used to enable the game device to display each virtual player at the position of each virtual player in the preset battle area in the second scene graph according to the position information of each virtual player.

需要说明的是,局内站位数据中还包括:在预设对战区域中多个虚拟球员(即虚拟对象的实体)的位置信息,游戏设备可以根据局内站位数据中的各虚拟球员的位置信息,在第二场景图中每个虚拟球员的位置处显示该虚拟球员。It should be noted that the in-game position data also includes: position information of multiple virtual players (i.e. entities of virtual objects) in a preset battle area. The game device can display each virtual player at the position of the virtual player in the second scene graph according to the position information of each virtual player in the in-game position data.

在一种可能的实现方式中,每个虚拟球员根据预设阵型的局内站位数据,处于预设的第二场景图中虚拟球员的位置信息所指示的位置上。例如在足球类游戏中,每个虚拟球员根据预设阵型的局内站位数据,显示在第二场景图中每个虚拟球员的位置处。In a possible implementation, each virtual player is located at a position indicated by the position information of the virtual player in the preset second scene graph according to the in-game position data of the preset formation. For example, in a football game, each virtual player is displayed at the position of each virtual player in the second scene graph according to the in-game position data of the preset formation.

还需要说明的是,局内站位数据中预设对战区域中多个虚拟球员的位置信息可以与虚拟球员卡的交互位置进行转换,例如设定局内站位数据中预设对战区域中多个虚拟球员的位置信息位于UI坐标系,在此坐标系中,每个虚拟球员的位置信息为UI坐标系的坐标;虚拟球员卡的交互位置位于球员卡坐标系中,每个虚拟球员卡的位置信息位于球员卡坐标系中。将UI坐标系的坐标定义为pos(x,y),球员卡坐标系的坐标定义为(posx,posy),α,β分别为UI坐标系中x、y在球员卡坐标系下的缩放系数,例如其可以取α=0.66,β=0.66。It should also be noted that the position information of multiple virtual players in the preset battle area in the in-game position data can be converted with the interactive position of the virtual player card. For example, the position information of multiple virtual players in the preset battle area in the in-game position data is set in the UI coordinate system. In this coordinate system, the position information of each virtual player is the coordinate of the UI coordinate system; the interactive position of the virtual player card is in the player card coordinate system, and the position information of each virtual player card is in the player card coordinate system. The coordinates of the UI coordinate system are defined as pos(x, y), and the coordinates of the player card coordinate system are defined as (posx, posy). α and β are respectively the scaling coefficients of x and y in the UI coordinate system in the player card coordinate system. For example, α = 0.66 and β = 0.66 can be taken.

pos(x,y)=(posx*α,posy*β)。pos(x,y)=(posx*α,posy*β).

由此实现了第二场景图中,每个虚拟球员按照其位置信息进行站位,使用第二场景图使得游戏开发人员可以直观感受游戏效果。This enables each virtual player to stand in the second scene graph according to his position information. The use of the second scene graph allows game developers to intuitively experience the game effect.

可选的,在上述实施例的基础上,本申请还提供一种游戏阵型调整方法的可能实现方法,预设对战区域包括:多个方阵;每个虚拟球员的位置信息包括:每个虚拟球员所在的方阵的位置信息、每个虚拟球员在对应方阵内的初始站位信息,以及每个虚拟球员在对应方阵内的偏移信息;Optionally, based on the above embodiment, the present application further provides a possible implementation method of a game formation adjustment method, wherein the preset battle area includes: a plurality of square arrays; the position information of each virtual player includes: the position information of the square array where each virtual player is located, the initial position information of each virtual player in the corresponding square array, and the offset information of each virtual player in the corresponding square array;

每个虚拟球员的位置信息,用于使得游戏设备根据每个虚拟球员所在的方阵的位置信息,确定每个虚拟球员在预设对战区域内的方阵,根据初始站位信息和偏移信息,确定每个虚拟球员在对应方阵中的实际位置。The position information of each virtual player is used to enable the game device to determine the square array of each virtual player in the preset battle area according to the position information of the square array where each virtual player is located, and determine the actual position of each virtual player in the corresponding square array according to the initial position information and offset information.

需要说明的是,如图10所示,图中用粗实线圈出的部分即为一个方阵,将预设对战区域进行划分,划分为多个方阵,每个虚拟球员的位置信息中都有其所在方阵的位置信息以及该虚拟球员在此方阵的初始站位信息以及该方阵中的偏移信息。在确定虚拟球员的位置时,首先根据其所在方阵的位置信息确定其所在的方阵,其次,在该方阵的初始站位信息中加上该方阵中的偏移信息即可得到该虚拟球员在此方阵中的实际位置。It should be noted that, as shown in FIG10 , the portion encircled by a thick solid line in the figure is a square array, and the preset battle area is divided into multiple square arrays. The position information of each virtual player includes the position information of the square array in which it is located, the initial position information of the virtual player in the square array, and the offset information in the square array. When determining the position of the virtual player, first determine the square array in which it is located according to the position information of the square array in which it is located, and secondly, add the offset information in the square array to the initial position information of the square array to obtain the actual position of the virtual player in the square array.

在一种可能的实现方式中,可以用方阵坐标来表示方阵的位置信息,用以方阵左下角为原点的笛卡尔坐标值来表示虚拟球员在此方阵的初始站位信息,用与笛卡尔坐标值形式相同的坐标形式来表示该方阵中的偏移信息,由此实现对虚拟球员位置的确认。In one possible implementation, the position information of the matrix can be represented by matrix coordinates, the initial position information of the virtual player in the matrix can be represented by Cartesian coordinate values with the lower left corner of the matrix as the origin, and the offset information in the matrix can be represented by a coordinate format that is the same as the Cartesian coordinate format, thereby realizing the confirmation of the position of the virtual player.

例如,在足球类游戏中,可以将预设对战区域划分为30个方阵,左下角为(0,0)方阵,以向上、向右的坐标方向进行编号,例如虚拟球员1所在的方阵坐标为(1.00,2.00)表示该方阵且由下向上第二行,由左向右第三个方阵。确定方阵后,虚拟球员1在此方阵的初始站位信息为(0.00,-10.50),偏移信息为(-0.12,1.69),则该虚拟球员1的位置为(1.00,2.00)方阵中(-0.12,-8.81)位置。For example, in a football game, the preset battle area can be divided into 30 squares, with the lower left corner being the (0,0) square, and numbered in the upward and rightward coordinate directions. For example, the square coordinates of virtual player 1 are (1.00, 2.00), which represents the square and the second row from bottom to top and the third square from left to right. After the square is determined, the initial position information of virtual player 1 in this square is (0.00, -10.50), and the offset information is (-0.12, 1.69), so the position of virtual player 1 is (-0.12, -8.81) in the (1.00, 2.00) square.

通过方阵、初始站位信息、偏移信息,由大区域到小区域,逐步确认虚拟球员的位置。Through the square array, initial position information, and offset information, the position of the virtual player is gradually confirmed from large areas to small areas.

可选的,在上述实施例的基础上,本申请还提供一种游戏阵型调整方法的可能实现方法,图11为本申请再五实施例提供的一种游戏阵型调整方法的流程图;如图11所示,该方法包括:Optionally, based on the above embodiments, the present application further provides a possible implementation method of a game formation adjustment method. FIG11 is a flow chart of a game formation adjustment method provided in another embodiment of the present application; as shown in FIG11 , the method includes:

步骤801:响应通过控制面板中当前虚拟球员的位置调整操作,对局内站位数据中当前虚拟球员的位置信息进行调整;Step 801: In response to the position adjustment operation of the current virtual player in the control panel, the position information of the current virtual player in the in-game position data is adjusted;

控制面板中显示有当前虚拟球员的方阵的位置信息、初始站位信息和偏移信息,游戏开发人员可以通过在控制面板中对上述信息进行调整操作,实现对当前虚拟球员的位置信息进行调整。在一种可能的实现方式中,游戏开发人员可以在相应位置处通过输入调整后的方阵的位置信息、初始站位信息或者偏移信息,实现对当前虚拟球员的方阵的位置信息、初始站位信息或者偏移信息的调整;在另一种可能的实现方式中,游戏开发人员可以通过上调或者下调按钮,根据预设的步长对当前虚拟球员的方阵的位置信息、初始站位信息或者偏移信息进行调整。上述仅为示例说明,对当前虚拟球员的方阵的位置信息、初始站位信息或者偏移信息的调整还可以有其他方式,本申请对此不做限定。The control panel displays the position information, initial position information, and offset information of the current virtual player's phalanx. The game developer can adjust the position information of the current virtual player by adjusting the above information in the control panel. In one possible implementation, the game developer can adjust the position information, initial position information, or offset information of the current virtual player's phalanx by inputting the adjusted position information, initial position information, or offset information of the phalanx at the corresponding position; in another possible implementation, the game developer can adjust the position information, initial position information, or offset information of the current virtual player's phalanx according to a preset step length by pressing the up or down button. The above is only an example, and there may be other ways to adjust the position information, initial position information, or offset information of the current virtual player's phalanx, which is not limited in this application.

图12为本申请再一实施例提供的一种控制面板示意图,如图12所示,控制面板中,游戏开发人员可以在图12中通过修改方阵坐标后的x、y坐标数据,修改方阵的位置信息;通过修改开始站位栏后x、y的坐标数据,修改初始站位信息,通过修改偏移栏后x、y的坐标数据修改偏移信息。Figure 12 is a schematic diagram of a control panel provided by another embodiment of the present application. As shown in Figure 12, in the control panel, the game developer can modify the position information of the square array in Figure 12 by modifying the x, y coordinate data after the square array coordinates; modify the initial position information by modifying the x, y coordinate data after the starting position column; and modify the offset information by modifying the x, y coordinate data after the offset column.

在一种可能的实现方式中,通过对局内站位调整模块中当前虚拟球员的位置调整操作,实现对局内站位数据中当前虚拟球员的位置信息调整。In a possible implementation, the position information of the current virtual player in the in-game position data is adjusted by performing a position adjustment operation on the current virtual player in the in-game position adjustment module.

步骤802:调整后的当前虚拟球员的位置信息,用于使得游戏设备调整当前虚拟球员在预设对战区域中的位置。Step 802: The adjusted position information of the current virtual player is used to enable the gaming device to adjust the position of the current virtual player in the preset battle area.

对当前虚拟球员的方阵的位置信息、初始站位信息或者偏移信息等当前虚拟球员的位置信息进行调整后,游戏设备根据调整后的位置信息调整当前虚拟球员在预设对战区域中的位置。After adjusting the position information of the current virtual player, such as the position information of the square array of the current virtual player, the initial position information or the offset information, the game device adjusts the position of the current virtual player in the preset battle area according to the adjusted position information.

通过这种形式调整当前虚拟球员在预设对战区域中的位置,仅需要对三项数据进行修改,改动简单,游戏开发人员可以根据三项数据实现对虚拟球员大范围的调整或者微调,调整方式简单直观,耗时短。In this way, the position of the current virtual player in the preset battle area can be adjusted by modifying only three data items, and the changes are simple. Game developers can make large-scale adjustments or fine-tuning of virtual players based on the three data items. The adjustment method is simple, intuitive, and time-saving.

可选的,在上述实施例的基础上,本申请还提供一种游戏阵型调整方法的可能实现方法,图13为本申请再六实施例提供的一种游戏阵型调整方法的流程图;如图13所示,该方法包括:Optionally, based on the above embodiments, the present application further provides a possible implementation method of a game formation adjustment method. FIG13 is a flow chart of a game formation adjustment method provided in a sixth embodiment of the present application; as shown in FIG13 , the method includes:

步骤901:接收游戏设备返回的虚拟球员变位消息,虚拟球员变位消息为响应通过游戏设备显示的图形用户界面输入的针对当前方阵的点击操作所发送的消息,虚拟球员变位消息包括:点击操作的点击位置;Step 901: receiving a virtual player position change message returned by a game device, wherein the virtual player position change message is a message sent in response to a click operation on a current square input through a graphical user interface displayed by the game device, and the virtual player position change message includes: a click position of the click operation;

当游戏开发人员通过游戏设备的图形用户界面输入对当前方阵的点击操作,即变动了当前方阵中虚拟球员的位置信息后,向测试设备发送变位消息,该变位消息中包括:输入的点击操作的点击位置。在一种可能的实现方式中,游戏开发人员可以通过局内球员模块输入点击操作,局内球员模块将虚拟球员变位消息发送给局内站位调整模块。When the game developer inputs a click operation on the current square through the graphical user interface of the game device, that is, changes the position information of the virtual player in the current square, a position change message is sent to the test device, and the position change message includes: the click position of the input click operation. In a possible implementation, the game developer can input the click operation through the in-game player module, and the in-game player module sends the virtual player position change message to the in-game position adjustment module.

步骤902:根据点击位置,在控制面板中对当前方阵中的虚拟球员的偏移信息进行更新。Step 902: Update the offset information of the virtual players in the current square in the control panel according to the click position.

根据点击位置,改变控制面板中的偏移信息,从而实现对虚拟球员位置的调整。例如,局内站位调整模块根据点击位置,对当前方阵中的虚拟球员的偏移信息进行更新。According to the click position, the offset information in the control panel is changed to adjust the position of the virtual player. For example, the in-game position adjustment module updates the offset information of the virtual player in the current square according to the click position.

游戏开发人员可以在当前方阵中通过点击操作对虚拟球员的偏移信息进行调整,摆脱了通过输入的方式进行调整不直观的问题。Game developers can adjust the offset information of virtual players in the current square by clicking, getting rid of the unintuitive problem of adjustment through input.

可选的,在上述实施例的基础上,本申请还提供一种游戏阵型调整方法的可能实现方法,该方法包括:Optionally, based on the above embodiment, the present application further provides a possible implementation method of a game formation adjustment method, the method comprising:

响应通过控制面板输入的针对目标虚拟球员的第二保存操作,对目标虚拟球员的位置信息进行存储。在一种可能的实现方式中,第二保存操作可以基于数据后处理及存储模块实现。In response to a second save operation for the target virtual player input through the control panel, the position information of the target virtual player is stored. In a possible implementation, the second save operation can be implemented based on a data post-processing and storage module.

在一种可能的实现方式中,游戏开发人员可以在控制面板上输入针对目标虚拟球员的第二保存操作,测试设备对此第二保存操作响应后,实现对目标虚拟球员的位置信息的存储。第二保存操作也可以基于保存控件实现,本申请对第二保存操作的具体实现方式不做限定。In a possible implementation, the game developer can input a second save operation for the target virtual player on the control panel, and the test device responds to the second save operation to store the position information of the target virtual player. The second save operation can also be implemented based on the save control, and the specific implementation of the second save operation is not limited in this application.

可选的,在上述实施例的基础上,本申请还提供一种游戏阵型调整方法的可能实现方法,该方法包括:Optionally, based on the above embodiment, the present application further provides a possible implementation method of a game formation adjustment method, the method comprising:

接收游戏设备中返回的虚拟球员的位置信息复制消息,该虚拟球员的位置信息复制消息为响应通过游戏设备显示的图形用户界面输入的虚拟球员的位置信息复制操作发送的消息,该虚拟球员的位置信息复制消息包括:虚拟球员所在的方阵的位置信息、初始站位信息以及偏移信息。A virtual player position information copy message returned from a game device is received, wherein the virtual player position information copy message is a message sent in response to a virtual player position information copy operation input through a graphical user interface displayed by the game device, and the virtual player position information copy message includes: position information of the square where the virtual player is located, initial position information, and offset information.

或者接收游戏设备中返回的虚拟球员的位置信息剪切消息,该虚拟球员的位置信息剪切消息为响应通过游戏设备显示的图形用户界面输入的虚拟球员的位置信息剪切操作发送的消息,该虚拟球员的位置信息剪切消息包括:虚拟球员所在的方阵的位置信息、初始站位信息以及偏移信息。Or receive a virtual player's position information cutting message returned from the game device, the virtual player's position information cutting message is a message sent in response to a virtual player's position information cutting operation input through a graphical user interface displayed by the game device, and the virtual player's position information cutting message includes: the position information of the square where the virtual player is located, the initial position information and the offset information.

将接收到的虚拟球员的位置信息复制消息或者虚拟球员的位置信息剪切消息进行存储,存储到剪切板中,需要说明的是,在剪切板中可以以缓存形式存储中,也可以存储在内存中,本申请对此不做限定。The received virtual player position information copy message or the virtual player position information cut message is stored in the clipboard. It should be noted that the clipboard can be stored in a cache form or in a memory, and this application does not limit this.

接收游戏设备中返回的虚拟球员的位置信息粘贴消息,该虚拟球员的位置信息粘贴消息为响应通过游戏设备显示的图形用户界面输入的虚拟球员的位置信息粘贴操作发送的消息,该虚拟球员的位置信息粘贴消息包括:粘贴目标方阵。A virtual player position information paste message returned from a game device is received, wherein the virtual player position information paste message is a message sent in response to a virtual player position information paste operation input through a graphical user interface displayed by the game device, and the virtual player position information paste message includes: a paste target matrix.

根据剪切板中的虚拟球员所在的方阵的位置信息、初始站位信息以及偏移信息,更新目标方阵的虚拟球员所在的方阵的位置信息、初始站位信息以及偏移信息。由此实现对虚拟球员的位置信息的复制粘贴或者剪切粘贴操作,从而可以实现对虚拟球员的位置信息的批量处理。According to the position information, initial position information and offset information of the square where the virtual players are located in the clipboard, the position information, initial position information and offset information of the square where the virtual players are located in the target square are updated, thereby realizing the copy and paste or cut and paste operation of the position information of the virtual players, thereby realizing batch processing of the position information of the virtual players.

可选的,在上述实施例的基础上,本申请还提供一种游戏阵型调整方法的可能实现方法,该方法包括:对预设游戏的虚拟球员进行筛选,不修改位置固定的虚拟球员位置信息。Optionally, based on the above embodiments, the present application also provides a possible implementation method of a game formation adjustment method, the method comprising: screening virtual players of a preset game, and not modifying position information of virtual players with fixed positions.

下述对用以执行本申请所提供的游戏阵型调整装置、电子设备及存储介质等进行说明,其具体的实现过程以及技术效果参见上述,下述不再赘述。The following is a description of the game formation adjustment device, electronic device, storage medium, etc. used to implement the present application. The specific implementation process and technical effects are as mentioned above and will not be repeated below.

本申请实施例提供一种游戏阵型调整装置的可能实现示例,能够执行上述实施例提供的游戏阵型调整方法。图14为本申请一实施例提供的一种游戏阵型调整装置的示意图。如图14所示,上述游戏阵型调整装置100,包括:调整模块1001、发送模块1003;The present application provides a possible implementation example of a game formation adjustment device, which can execute the game formation adjustment method provided in the above embodiment. FIG14 is a schematic diagram of a game formation adjustment device provided in an embodiment of the present application. As shown in FIG14, the game formation adjustment device 100 includes: an adjustment module 1001, a sending module 1003;

调整模块1001,用于响应通过控制面板输入的阵型数据调整操作,对预设阵型的数据进行调整;An adjustment module 1001 is used to adjust the data of a preset formation in response to a formation data adjustment operation input through a control panel;

发送模块1003,用于向游戏设备发送调整后的预设阵型的数据,以使得游戏设备根据调整后的预设阵型的数据在图形用户界面中进行预设阵型的显示。The sending module 1003 is used to send the adjusted preset formation data to the game device, so that the game device displays the preset formation in the graphical user interface according to the adjusted preset formation data.

可选的,上述游戏阵型调整装置,还包括:读取模块、显示模块;Optionally, the above-mentioned game formation adjustment device further includes: a reading module and a display module;

读取模块,用于从预设游戏的阵型文件中,读取针对预设游戏的至少一种预设阵型的数据;A reading module, used for reading data of at least one preset formation for a preset game from a formation file of the preset game;

显示模块,用于在控制面板中显示至少一种阵型中预设阵型的数据。The display module is used to display data of at least one preset formation in the control panel.

可选的,上述游戏阵型调整装置,还包括:处理模块;Optionally, the above-mentioned game formation adjustment device further includes: a processing module;

处理模块,用于响应针对预设阵型的标识输入的阵型切换操作,确定阵型切换操作切换后的阵型为目标阵型;A processing module, used for responding to a formation switching operation inputted for a preset formation, and determining a formation after the formation switching operation is switched as a target formation;

显示模块,用于在控制面板中显示目标阵型的数据;A display module, used for displaying data of the target formation in a control panel;

发送模块1003,用于向游戏设备发送切换后的目标阵型的数据,以使得游戏设备根据目标阵型的数据显示在图形用户界面中显示目标阵型。The sending module 1003 is used to send the data of the switched target formation to the game device, so that the game device displays the target formation in the graphical user interface according to the data of the target formation.

可选的,上述游戏阵型调整装置,还包括:存储模块;Optionally, the above-mentioned game formation adjustment device further includes: a storage module;

存储模块,用于响应通过控制面板输入的针对预设阵型的第一保存操作,对预设阵型的数据进行存储。The storage module is used for storing the data of the preset formation in response to a first saving operation for the preset formation input through the control panel.

可选的,调整模块1001,用于响应通过控制面板中第一虚拟球员卡的交互位置的调整操作,对局外阵型数据中第一虚拟球员卡的交互位置的信息进行调整;调整后的第一虚拟球员卡的交互位置的信息,用于使得游戏设备调整第一虚拟球员卡在预设对战区域中的显示位置。Optionally, the adjustment module 1001 is used to respond to the adjustment operation of the interactive position of the first virtual player card through the control panel, and adjust the information of the interactive position of the first virtual player card in the out-of-game formation data; the adjusted information of the interactive position of the first virtual player card is used to enable the game device to adjust the display position of the first virtual player card in the preset battle area.

可选的,调整模块1001,用于响应通过控制面板中第二虚拟球员卡的战术位置的调整操作,对局外阵型数据中第二虚拟球员卡的战术位置的信息进行调整;调整后的第二虚拟球员卡的战术位置的信息,用于使得游戏设备调整第二虚拟球员卡上显示的战术位置的信息。Optionally, the adjustment module 1001 is used to respond to the adjustment operation of the tactical position of the second virtual player card through the control panel, and adjust the tactical position information of the second virtual player card in the out-of-game formation data; the adjusted tactical position information of the second virtual player card is used to enable the game device to adjust the tactical position information displayed on the second virtual player card.

可选的,上述游戏阵型调整装置,还包括:接收模块;Optionally, the above-mentioned game formation adjustment device further includes: a receiving module;

接收模块,用于接收游戏设备返回的虚拟球员卡选中消息,虚拟球员卡选中消息为响应通过游戏设备显示的图形用户界面输入的虚拟球员卡选中操作所发送的消息,虚拟球员卡选中消息包括:选中虚拟球员卡的交互位置的信息,以及选中虚拟球员卡的战术位置的信息;a receiving module, configured to receive a virtual player card selection message returned by the game device, wherein the virtual player card selection message is a message sent in response to a virtual player card selection operation input through a graphical user interface displayed by the game device, and the virtual player card selection message includes: information about an interactive position of the selected virtual player card, and information about a tactical position of the selected virtual player card;

显示模块,用于在控制面板中显示选中虚拟球员卡的交互位置的信息,以及选中虚拟球员卡的战术位置的信息。The display module is used to display the information of the interactive position of the selected virtual player card and the information of the tactical position of the selected virtual player card in the control panel.

可选的,接收模块,用于接收游戏设备返回的虚拟球员卡变位消息,虚拟球员卡变位消息为响应通过游戏设备显示的图形用户界面输入的虚拟球员卡拖拽操作发送的消息,虚拟球员卡变位消息包括:虚拟球员卡拖拽操作的结束位置的信息;Optionally, the receiving module is used to receive a virtual player card position change message returned by the game device, the virtual player card position change message is a message sent in response to a virtual player card drag operation input through a graphical user interface displayed by the game device, and the virtual player card position change message includes: information on the end position of the virtual player card drag operation;

显示模块,用于在控制面板中将虚拟球员卡拖拽操作所作用的第三虚拟球员卡的交互位置更新为结束位置的信息。The display module is used to update the interactive position of the third virtual player card affected by the virtual player card dragging operation to the end position information in the control panel.

可选的,调整模块1001,用于响应通过控制面板中当前虚拟球员的位置调整操作,对局内站位数据中当前虚拟球员的位置信息进行调整;调整后的当前虚拟球员的位置信息,用于使得游戏设备调整当前虚拟球员在预设对战区域中的位置。Optionally, the adjustment module 1001 is used to respond to the position adjustment operation of the current virtual player through the control panel, and adjust the position information of the current virtual player in the in-game position data; the adjusted position information of the current virtual player is used to enable the game device to adjust the position of the current virtual player in the preset battle area.

可选的,接收模块,用于接收游戏设备返回的虚拟球员变位消息,虚拟球员变位消息为响应通过游戏设备显示的图形用户界面输入的针对当前方阵的点击操作所发送的消息,虚拟球员变位消息包括:点击操作的点击位置;Optionally, the receiving module is used to receive a virtual player position change message returned by the game device, the virtual player position change message is a message sent in response to a click operation on the current square input through the graphical user interface displayed by the game device, and the virtual player position change message includes: a click position of the click operation;

调整模块1001,用于根据点击位置,在控制面板中对当前方阵中的虚拟球员的偏移信息进行更新。The adjustment module 1001 is used to update the offset information of the virtual players in the current square in the control panel according to the click position.

可选的,保存模块,用于响应通过控制面板输入的针对目标虚拟球员的第二保存操作,对目标虚拟球员的位置信息进行存储。Optionally, the saving module is used to store the position information of the target virtual player in response to a second saving operation inputted through the control panel for the target virtual player.

上述装置用于执行前述实施例提供的方法,其实现原理和技术效果类似,在此不再赘述。The above-mentioned device is used to execute the method provided by the aforementioned embodiment, and its implementation principle and technical effect are similar, which will not be repeated here.

以上这些模块可以是被配置成实施以上方法的一个或多个集成电路,例如:一个或多个特定集成电路(Application Specific Integrated Circuit,简称ASIC),或,一个或多个微处理器(digital singnal processor,简称DSP),或,一个或者多个现场可编程门阵列(Field Programmable Gate Array,简称FPGA)等。再如,当以上某个模块通过处理元件调度程序代码的形式实现时,该处理元件可以是通用处理器,例如中央处理器(CentralProcessing Unit,简称CPU)或其它可以调用程序代码的处理器。再如,这些模块可以集成在一起,以片上系统(system-on-a-chip,简称SOC)的形式实现。The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASIC), or one or more digital singnal processors (DSP), or one or more field programmable gate arrays (FPGA). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

本申请实施例提供一种电子设备的可能实现示例,能够执行上述实施例提供的游戏阵型调整方法。图15为本申请实施例提供的一种电子设备的示意图,该设备可以集成于终端设备或者终端设备的芯片,该终端可以是具备数据处理功能的计算设备,在一种可能的实现方式中,该电子设备可以是测试设备。The embodiment of the present application provides a possible implementation example of an electronic device, which can execute the game formation adjustment method provided in the above embodiment. Figure 15 is a schematic diagram of an electronic device provided in an embodiment of the present application. The device can be integrated into a terminal device or a chip of a terminal device. The terminal can be a computing device with data processing function. In a possible implementation, the electronic device can be a test device.

该电子设备包括:处理器1101、存储介质1102和总线,存储介质存储有处理器可执行的程序指令,当控制设备运行时,处理器与存储介质之间通过总线通信,处理器执行程序指令,以执行时执行上述游戏阵型调整方法的步骤。具体实现方式和技术效果类似,这里不再赘述。The electronic device includes: a processor 1101, a storage medium 1102 and a bus, the storage medium stores program instructions executable by the processor, when the control device is running, the processor and the storage medium communicate through the bus, the processor executes the program instructions, and executes the steps of the above-mentioned game formation adjustment method. The specific implementation method and technical effect are similar and will not be repeated here.

本申请实施例提供一种计算机可读存储介质的可能实现示例,能够执行上述实施例提供的游戏阵型调整方法,存储介质上存储有计算机程序,计算机程序被处理器运行时执行上述游戏阵型调整方法的步骤。An embodiment of the present application provides a possible implementation example of a computer-readable storage medium, which can execute the game formation adjustment method provided in the above embodiment. A computer program is stored on the storage medium, and when the computer program is executed by a processor, the steps of the above game formation adjustment method are executed.

存储在一个存储介质中的计算机程序,可以包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)或处理器(英文:processor)执行本发明各个实施例方法的部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(英文:Read-Only Memory,简称:ROM)、随机存取存储器(英文:Random Access Memory,简称:RAM)、磁碟或者光盘等各种可以存储程序代码的介质。A computer program stored in a storage medium may include several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the methods of various embodiments of the present invention. The aforementioned storage medium includes: a USB flash drive, a mobile hard disk, a read-only memory (English: Read-Only Memory, abbreviated: ROM), a random access memory (English: Random Access Memory, abbreviated: RAM), a magnetic disk or an optical disk, and other media that can store program codes.

在本发明所提供的几个实施例中,应该理解到,所揭露的装置和方法,可以通过其它的方式实现。例如,以上所描述的装置实施例仅仅是示意性的,例如,单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。In the several embodiments provided by the present invention, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic, for example, the division of units is only a logical function division, and there may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

另外,在本发明各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用硬件加软件功能单元的形式实现。In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.

上述以软件功能单元的形式实现的集成的单元,可以存储在一个计算机可读取存储介质中。上述软件功能单元存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)或处理器(英文:processor)执行本发明各个实施例方法的部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(英文:Read-Only Memory,简称:ROM)、随机存取存储器(英文:Random Access Memory,简称:RAM)、磁碟或者光盘等各种可以存储程序代码的介质。The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the methods of each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.

以上仅为本申请的具体实施方式,但本申请的保护范围并不局限于此,任何熟悉本技术领域的技术人员在本申请揭露的技术范围内,可轻易想到变化或替换,都应涵盖在本申请的保护范围之内。因此,本申请的保护范围应以权利要求的保护范围为准。The above are only specific implementations of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims (20)

1.一种游戏阵型调整方法,其特征在于,应用于测试设备,所述测试设备上显示有控制面板,所述控制面板中显示有:针对预设游戏的预设阵型的数据;所述方法包括:1. A method for adjusting a game formation, characterized in that it is applied to a test device, a control panel is displayed on the test device, and the control panel displays: the data of the preset formation for the preset game; the method include: 响应通过所述控制面板输入的阵型数据调整操作,对所述预设阵型的数据进行调整;adjusting the data of the preset formation in response to a formation data adjustment operation input through the control panel; 向游戏设备发送调整后的所述预设阵型的数据,以使得所述游戏设备根据调整后的所述预设阵型的数据在图形用户界面中进行所述预设阵型的显示。Sending the adjusted data of the preset formation to the game device, so that the game device displays the preset formation in a graphical user interface according to the adjusted data of the preset formation. 2.根据权利要求1所述的方法,其特征在于,所述响应通过所述控制面板输入的阵型数据调整操作,对所述预设阵型的数据进行调整之前,所述方法还包括:2. The method according to claim 1, wherein the response to the formation data adjustment operation input through the control panel, before adjusting the data of the preset formation, the method further comprises: 从所述预设游戏的阵型文件中,读取针对所述预设游戏的至少一种预设阵型的数据;Reading data of at least one preset formation for the preset game from the formation file of the preset game; 在所述控制面板中显示所述至少一种阵型中所述预设阵型的数据。The data of the preset formation in the at least one formation is displayed on the control panel. 3.根据权利要求2所述的方法,其特征在于,所述预设阵型为所述至少一种阵型中的第一个阵型。3. The method according to claim 2, wherein the preset formation is the first formation in the at least one formation. 4.根据权利要求2所述的方法,其特征在于,所述预设阵型的数据包括:所述预设阵型的标识;所述方法还包括:4. The method according to claim 2, wherein the data of the preset formation comprises: an identification of the preset formation; the method further comprises: 响应针对所述预设阵型的标识输入的阵型切换操作,确定所述阵型切换操作切换后的阵型为目标阵型;Responding to a formation switching operation input with respect to the logo of the preset formation, determine the formation switched by the formation switching operation as the target formation; 在所述控制面板中显示所述目标阵型的数据;displaying data of the target formation in the control panel; 向所述游戏设备发送切换后的所述目标阵型的数据,以使得所述游戏设备根据所述目标阵型的数据显示在图形用户界面中显示所述目标阵型。Sending the switched data of the target formation to the game device, so that the game device displays the target formation in a graphical user interface according to the data display of the target formation. 5.根据权利要求1所述的方法,其特征在于,所述方法还包括:5. The method according to claim 1, wherein the method further comprises: 响应通过所述控制面板输入的针对所述预设阵型的第一保存操作,对所述预设阵型的数据进行存储。The data of the preset formation is stored in response to a first saving operation for the preset formation input through the control panel. 6.根据权利要求1所述的方法,其特征在于,所述预设阵型的数据还包括:所述预设阵型的局外阵型数据,所述局外阵型数据用于使得所述游戏设备根据所述局外阵型数据在预设的第一场景图中显示所述预设阵型,所述第一场景图为所述游戏中预设对战区域的虚拟场景图。6. The method according to claim 1, wherein the data of the preset formation also includes: external formation data of the preset formation, and the external formation data is used to make the game device according to The external formation data displays the preset formation in a preset first scene diagram, and the first scene diagram is a virtual scene diagram of a preset battle area in the game. 7.根据权利要求6所述的方法,其特征在于,所述局外阵型数据包括:多个虚拟球员卡的交互位置的信息,和每个虚拟球员卡的交互位置对应的战术位置的信息;其中,所述每个虚拟球员卡的交互位置为所述每个虚拟球员卡在所述预设对战区域的位置;7. The method according to claim 6, wherein the outside formation data includes: information on the interactive positions of a plurality of virtual player cards, and information on tactical positions corresponding to the interactive positions of each virtual player card; Wherein, the interaction position of each virtual player card is the position of each virtual player card in the preset battle area; 所述局外阵型数据用于使得所述游戏设备在所述第一场景图中所述预设对战区域中所述每个虚拟球员卡的交互位置处显示所述每个虚拟球员卡,并在所述每个虚拟球员卡上显示所述每个虚拟球员对应的战术位置的信息。The outside formation data is used to make the game device display each virtual player card at the interactive position of each virtual player card in the preset battle area in the first scene diagram, and Information about the tactical position corresponding to each virtual player is displayed on the each virtual player card. 8.根据权利要求7所述的方法,其特征在于,所述响应通过所述控制面板输入的阵型数据调整操作,对所述预设阵型的数据进行调整,包括:8. The method according to claim 7, wherein the response to the formation data adjustment operation input through the control panel is to adjust the data of the preset formation, including: 响应通过所述控制面板中第一虚拟球员卡的交互位置的调整操作,对所述局外阵型数据中所述第一虚拟球员卡的交互位置的信息进行调整;In response to the adjustment operation of the interaction position of the first virtual player card in the control panel, the information of the interaction position of the first virtual player card in the outside formation data is adjusted; 调整后的所述第一虚拟球员卡的交互位置的信息,用于使得所述游戏设备调整所述第一虚拟球员卡在所述预设对战区域中的显示位置。The adjusted interactive position information of the first virtual player card is used to enable the game device to adjust the display position of the first virtual player card in the preset battle area. 9.根据权利要求7所述的方法,其特征在于,所述响应通过所述控制面板输入的阵型数据调整操作,对所述预设阵型的数据进行调整,包括:9. The method according to claim 7, wherein the response to the formation data adjustment operation input through the control panel is to adjust the data of the preset formation, including: 响应通过所述控制面板中第二虚拟球员卡的战术位置的调整操作,对所述局外阵型数据中所述第二虚拟球员卡的战术位置的信息进行调整;adjusting the tactical position information of the second virtual player card in the outside formation data in response to the adjustment operation of the tactical position of the second virtual player card in the control panel; 调整后的所述第二虚拟球员卡的战术位置的信息,用于使得所述游戏设备调整所述第二虚拟球员卡上显示的战术位置的信息。The adjusted tactical position information of the second virtual player card is used to enable the game device to adjust the tactical position information displayed on the second virtual player card. 10.根据权利要求7所述的方法,其特征在于,所述方法还包括:10. The method according to claim 7, further comprising: 接收所述游戏设备返回的虚拟球员卡选中消息,所述虚拟球员卡选中消息为响应通过所述游戏设备显示的图形用户界面输入的虚拟球员卡选中操作所发送的消息,所述虚拟球员卡选中消息包括:选中虚拟球员卡的交互位置的信息,以及所述选中虚拟球员卡的战术位置的信息;Receiving the virtual player card selection message returned by the game device, the virtual player card selection message is a message sent in response to the virtual player card selection operation input through the graphical user interface displayed on the game device, the virtual player card selection The message includes: information on the interactive position of the selected virtual player card, and information on the tactical position of the selected virtual player card; 在所述控制面板中显示所述选中虚拟球员卡的交互位置的信息,以及所述选中虚拟球员卡的战术位置的信息。The information of the interaction position of the selected virtual player card and the information of the tactical position of the selected virtual player card are displayed on the control panel. 11.根据权利要求7所述的方法,其特征在于,所述方法还包括:11. The method according to claim 7, further comprising: 接收所述游戏设备返回的虚拟球员卡变位消息,所述虚拟球员卡变位消息为响应通过所述游戏设备显示的图形用户界面输入的虚拟球员卡拖拽操作发送的消息,所述虚拟球员卡变位消息包括:所述虚拟球员卡拖拽操作的结束位置的信息;Receiving the virtual player card displacement message returned by the game device, the virtual player card displacement message is a message sent in response to a virtual player card drag operation input through the graphical user interface displayed by the game device, the virtual player card The card displacement message includes: information about the end position of the virtual player card dragging operation; 在所述控制面板中将所述虚拟球员卡拖拽操作所作用的第三虚拟球员卡的交互位置更新为所述结束位置的信息。In the control panel, the interaction position of the third virtual player card on which the drag operation of the virtual player card acts is updated with the information of the end position. 12.根据权利要求1所述的方法,其特征在于,所述预设阵型的数据还包括:所述预设阵型的局内站位数据,所述局内站位数据用于使得所述游戏设备根据所述局内站位数据在预设的第二场景图中显示所述预设阵型,所述第二场景图为所述游戏中预设对战区域的真实场景图。12. The method according to claim 1, wherein the data of the preset formation further comprises: intra-office position data of the preset formation, and the intra-office position data is used to make the game device according to The in-game position data displays the preset formation in a preset second scene diagram, and the second scene diagram is a real scene diagram of a preset battle area in the game. 13.根据权利要求12所述的方法,其特征在于,所述局内站位数据包括:所述预设对战区域中多个虚拟球员的位置信息;13. The method according to claim 12, wherein the in-game position data includes: position information of a plurality of virtual players in the preset battle area; 所述局内站位数据用于使得所述游戏设备根据每个虚拟球员的位置信息,在所述第二场景图中所述预设对战区域中所述每个虚拟球员的位置处显示所述每个虚拟球员。The in-game station data is used to make the game device display each virtual player at the position of each virtual player in the preset battle area in the second scene graph according to the position information of each virtual player. virtual players. 14.根据权利要求13所述的方法,其特征在于,所述预设对战区域包括:多个方阵;所述每个虚拟球员的位置信息包括:所述每个虚拟球员所在的方阵的位置信息、所述每个虚拟球员在对应方阵内的初始站位信息,以及所述每个虚拟球员在对应方阵内的偏移信息;14. The method according to claim 13, wherein the preset battle area includes: a plurality of square formations; the position information of each virtual player includes: the position information of the square formation where each virtual player is located Position information, the initial position information of each virtual player in the corresponding square, and the offset information of each virtual player in the corresponding square; 所述每个虚拟球员的位置信息,用于使得所述游戏设备根据所述每个虚拟球员所在的方阵的位置信息,确定所述每个虚拟球员在所述预设对战区域内的方阵,根据所述初始站位信息和所述偏移信息,确定所述每个虚拟球员在对应方阵中的实际位置。The position information of each virtual player is used to make the game device determine the square formation of each virtual player in the preset battle area according to the position information of the square formation where each virtual player is located , according to the initial position information and the offset information, determine the actual position of each virtual player in the corresponding square. 15.根据权利要求13所述的方法,其特征在于,所述方法还包括:15. The method of claim 13, further comprising: 响应通过所述控制面板中当前虚拟球员的位置调整操作,对所述局内站位数据中所述当前虚拟球员的位置信息进行调整;In response to the position adjustment operation of the current virtual player in the control panel, adjust the position information of the current virtual player in the in-game position data; 调整后的所述当前虚拟球员的位置信息,用于使得所述游戏设备调整所述当前虚拟球员在所述预设对战区域中的位置。The adjusted position information of the current virtual player is used to make the game device adjust the position of the current virtual player in the preset battle area. 16.根据权利要求14所述的方法,其特征在于,所述方法还包括:16. The method of claim 14, further comprising: 接收所述游戏设备返回的虚拟球员变位消息,所述虚拟球员变位消息为响应通过所述游戏设备显示的图形用户界面输入的针对当前方阵的点击操作所发送的消息,所述虚拟球员变位消息包括:所述点击操作的点击位置;Receiving the virtual player displacement message returned by the game device, the virtual player displacement message is a message sent in response to a click operation on the current phalanx input through the graphical user interface displayed by the game device, and the virtual player The displacement message includes: the click position of the click operation; 根据所述点击位置,在所述控制面板中对所述当前方阵中的虚拟球员的偏移信息进行更新。According to the click position, the offset information of the virtual players in the current square formation is updated in the control panel. 17.根据权利要求13所述的方法,其特征在于,所述方法还包括:17. The method of claim 13, further comprising: 响应通过所述控制面板输入的针对目标虚拟球员的第二保存操作,对所述目标虚拟球员的位置信息进行存储。The location information of the target virtual player is stored in response to a second save operation for the target virtual player input through the control panel. 18.一种游戏阵型调整装置,其特征在于,包括:调整模块、发送模块;18. A game formation adjustment device, characterized in that it comprises: an adjustment module and a sending module; 所述调整模块,用于响应通过控制面板输入的阵型数据调整操作,对预设阵型的数据进行调整;The adjustment module is used to adjust the data of the preset formation in response to the formation data adjustment operation input through the control panel; 所述发送模块,用于向游戏设备发送调整后的所述预设阵型的数据,以使得所述游戏设备根据调整后的所述预设阵型的数据在图形用户界面中进行所述预设阵型的显示。The sending module is configured to send the adjusted data of the preset formation to the game device, so that the game device performs the preset formation in a graphical user interface according to the adjusted data of the preset formation display. 19.一种电子设备,其特征在于,包括:处理器、存储介质和总线,所述存储介质存储有所述处理器可执行的程序指令,当电子设备运行时,所述处理器与所述存储介质之间通过总线通信,所述处理器执行所述程序指令,以执行时执行如权利要求1至17任一所述的游戏阵型调整方法的步骤。19. An electronic device, comprising: a processor, a storage medium, and a bus, the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor and the The storage media communicate through the bus, and the processor executes the program instructions to execute the steps of the game formation adjustment method according to any one of claims 1 to 17. 20.一种计算机可读存储介质,其特征在于,所述存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如权利要求1至17任一所述的游戏阵型调整方法的步骤。20. A computer-readable storage medium, characterized in that a computer program is stored on the storage medium, and when the computer program is run by a processor, the game formation adjustment method according to any one of claims 1 to 17 is executed. step.
CN202111478052.6A 2021-12-06 Game formation adjustment method, device, electronic device and storage medium Active CN116212367B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202111478052.6A CN116212367B (en) 2021-12-06 Game formation adjustment method, device, electronic device and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202111478052.6A CN116212367B (en) 2021-12-06 Game formation adjustment method, device, electronic device and storage medium

Publications (2)

Publication Number Publication Date
CN116212367A true CN116212367A (en) 2023-06-06
CN116212367B CN116212367B (en) 2025-10-14

Family

ID=

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2005195729A (en) * 2004-01-05 2005-07-21 Pioneer Electronic Corp Driving control unit for display panel
CN102637141A (en) * 2011-02-14 2012-08-15 鸿富锦精密工业(深圳)有限公司 RAID (redundant array of independent disk) automation test system and method
US10122600B1 (en) * 2015-05-29 2018-11-06 Alarm.Com Incorporated Endpoint data collection in battery and data constrained environments
CN112274915A (en) * 2020-11-20 2021-01-29 网易(杭州)网络有限公司 Game control method and device and electronic equipment
CN113521733A (en) * 2021-07-27 2021-10-22 咪咕互动娱乐有限公司 Game control method, device and storage medium

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2005195729A (en) * 2004-01-05 2005-07-21 Pioneer Electronic Corp Driving control unit for display panel
CN102637141A (en) * 2011-02-14 2012-08-15 鸿富锦精密工业(深圳)有限公司 RAID (redundant array of independent disk) automation test system and method
US10122600B1 (en) * 2015-05-29 2018-11-06 Alarm.Com Incorporated Endpoint data collection in battery and data constrained environments
CN112274915A (en) * 2020-11-20 2021-01-29 网易(杭州)网络有限公司 Game control method and device and electronic equipment
CN113521733A (en) * 2021-07-27 2021-10-22 咪咕互动娱乐有限公司 Game control method, device and storage medium

Similar Documents

Publication Publication Date Title
CN113069759B (en) Scene processing method and device in game and electronic equipment
US12423488B2 (en) Computer aided systems and methods for creating custom products
US11117058B2 (en) System and method for dynamically valuating players during a fantasy draft
EP2383026A1 (en) Computer system and program
CN111632371B (en) Method, device and electronic device for selecting a target
WO2022247536A1 (en) Method and apparatus for displaying expression in virtual scenario, and device and medium
CN115120974B (en) Method for controlling virtual object and electronic equipment
JP6761562B2 (en) Game systems, game controls, and programs
CN113440848A (en) In-game information marking method and device and electronic device
CN114653059B (en) Method, device and non-volatile storage medium for controlling virtual characters in games
Setiawan et al. Preservation of Gobak Sodor traditional games using augmented reality computer game simulation
WO2024092489A1 (en) Game interaction method, computer device, storage medium, and program product
US9700805B2 (en) System and method for automated fantasy drafting
CN111950407B (en) Immersive badminton trajectory analysis method and system
US10413831B2 (en) Game system, and control method and storage medium used in same
Cannavò et al. A participative system for tactics analysis in sport training based on immersive virtual reality
US9072970B2 (en) System and method for valuating a player in a fantasy draft based on user-defined league rules
CN116212367A (en) Game formation adjustment method, device, electronic device and storage medium
CN116212367B (en) Game formation adjustment method, device, electronic device and storage medium
CN112295224A (en) Three-dimensional special effect generation method and device, computer storage medium and electronic equipment
WO2024060914A1 (en) Virtual object generation method and apparatus, device, medium, and program product
CN113018861B (en) Virtual character display method and device, computer equipment and storage medium
US8951107B2 (en) System and method for non-sequential automated fantasy drafting
CN113426108A (en) Game interface identification processing method, device, equipment and storage medium
JP7174125B2 (en) Control program, control method, computer and terminal device

Legal Events

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