Detailed Description
For the purpose of making the objects, technical solutions and advantages of the present application more apparent, the embodiments of the present application will be described in further detail with reference to the accompanying drawings.
First, a brief description will be given of terms involved in the embodiments of the present application.
Virtual scene-is the virtual scene that an application program displays (or provides) while running on a terminal. The virtual scene can be a simulation scene of a real scene, a semi-simulation and semi-fictional scene, or a pure fictional scene. The virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene, which is not limited in the present application. The following embodiments are illustrated with the virtual scene being a three-dimensional virtual scene.
Virtual model is a model used for simulating a real scene in a virtual scene. Illustratively, the virtual model occupies a volume in the virtual scene. Exemplary virtual models include terrain models, building models, animal and plant models, virtual prop models, virtual carrier models, virtual object models. For example, the terrain model comprises ground, mountain, water flow, stone, steps and the like, the building model comprises houses, enclosing walls, containers and fixed facilities inside the building, the animal and plant model comprises trees, flowers, grass, birds and the like, the virtual prop model comprises virtual attack props, medicine boxes, air drops and the like, the virtual carrier model comprises automobiles, ships, helicopters and the like, and the virtual object model comprises characters, animals, cartoon characters and the like.
Virtual character/virtual object-refers to a movable object in a virtual scene. The movable object may be a virtual object, a virtual animal, a cartoon character, etc., such as a character, an animal, a plant, an oil drum, a wall, a stone, etc., displayed in a three-dimensional virtual scene. Optionally, the virtual object is a three-dimensional stereoscopic model created based on animated skeleton techniques. Each virtual object has its own shape and volume in the three-dimensional virtual scene, occupying a portion of the space in the three-dimensional virtual scene.
In the related art, a plurality of virtual objects are typically displayed in an object selection interface corresponding to a game, so that a player selects a master virtual object participating in a virtual game from the plurality of virtual objects according to a daily usage habit or an autonomous selection manner. However, although the method can improve the selectivity and the interestingness of the game through a plurality of virtual objects, the player cannot clearly know the relationship between the virtual objects selected by other players and the displayed plurality of virtual objects, so that the player cannot select the proper virtual object to participate in the virtual game according to the current virtual game, the rationality of the matrix capacity of the virtual game is reduced, and the human-computer interaction efficiency is lower.
In the embodiment of the application, the virtual object selection method is provided, the association condition between the first candidate virtual object and the game virtual object participating in the virtual game can be displayed more intuitively, the pertinence of a player in object selection is improved, the waste of data resources of improper array capacity matching is avoided, and the man-machine interaction efficiency is improved. The virtual object selection method obtained by training comprises at least one of a plurality of virtual scenes such as a virtual fight scene, a virtual shooting scene and the like when the virtual object selection method is applied. It should be noted that the above application scenario is merely an illustrative example, and the virtual object selection method provided in this embodiment may also be applied to other scenarios, which is not limited in this embodiment of the present application.
It should be noted that, before and during the process of collecting the relevant data of the user, the present application may display a prompt interface, a popup window or output voice prompt information, where the prompt interface, popup window or voice prompt information is used to prompt the user to collect the relevant data currently, so that the present application only starts to execute the relevant step of obtaining the relevant data of the user after obtaining the confirmation operation of the user to the prompt interface or popup window, otherwise (i.e. when the confirmation operation of the user to the prompt interface or popup window is not obtained), the relevant step of obtaining the relevant data of the user is finished, i.e. the relevant data of the user is not obtained. In other words, all user data collected by the present application is collected with the consent and authorization of the user, and the collection, use and processing of relevant user data requires compliance with relevant laws and regulations and standards of the relevant region.
The terminal in the present application may be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an electronic book reader, an MP3 (Moving Picture Experts Group Audio Layer III, dynamic video expert compression standard audio plane 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, dynamic video expert compression standard audio plane 4) player, or the like. The terminal has installed and running therein an application supporting a virtual environment, such as an application supporting a three-dimensional virtual environment. The application may be any one of a virtual reality application, a three-dimensional map application, a Third person shooter game (TPS), a First person shooter game (FPS), a multiplayer online tactical game (Multiplayer Online Battle ARENA GAMES, MOBA). Alternatively, the application may be a stand-alone application, such as a stand-alone three-dimensional game, or a network-connected application.
Fig. 1 shows a block diagram of an electronic device according to an exemplary embodiment of the present application. The electronic device 100 includes an operating system 120 and application programs 122.
Operating system 120 is the underlying software that provides applications 122 with secure access to computer hardware.
The application 122 is an application supporting a virtual environment. Alternatively, the application 122 is an application that supports a three-dimensional virtual environment. The application 122 may be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, MOBA game, and a multiplayer gunfight survival game. The application 122 may be a stand-alone application, such as a stand-alone three-dimensional game, or a network-connected application.
FIG. 2 illustrates a block diagram of a computer system provided in accordance with an exemplary embodiment of the present application. The computer system 200 includes a first device 220, a server 240, and a second device 260.
The first device 220 installs and runs an application supporting a virtual environment. The application may be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, MOBA game, and a multiplayer gunfight survival game. The first device 220 is a device used by a first user to control a first virtual object located in a virtual environment using the first device 220 to perform an activity including, but not limited to, at least one of adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing. Illustratively, the first virtual object is a first virtual character, such as an emulated persona or a cartoon persona.
The first device 220 is connected to the server 240 via a wireless network or a wired network.
Server 240 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server 240 is used to provide background services for applications supporting a three-dimensional virtual environment. Optionally, the server 240 performs primary computing, the first device 220 and the second device 260 perform secondary computing, the server 240 performs secondary computing, the first device 220 and the second device 260 perform primary computing, or a distributed computing architecture is used for collaborative computing among the server 240, the first device 220, and the second device 260.
The second device 260 installs and runs an application supporting a virtual environment. The application may be any one of a virtual reality application, a three-dimensional map program, an FPS game, a MOBA game, and a multiplayer gunfight survival game. The second device 260 is a device used by a second user to control a second virtual object located in the virtual environment using the second device 260 to perform activities including, but not limited to, adjusting at least one of body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing. Illustratively, the second virtual object is a second virtual character, such as an emulated persona or a cartoon persona.
Optionally, the first avatar and the second avatar are in the same virtual environment. Alternatively, the first avatar and the second avatar may belong to the same team, the same organization, have a friend relationship, or have temporary communication rights. Alternatively, the first avatar and the second avatar may belong to different teams, different organizations, or two parties with hostility.
Alternatively, the applications installed on the first device 220 and the second device 260 are the same, or the applications installed on the two devices are the same type of application for different control system platforms. The first device 220 may refer broadly to one of a plurality of devices and the second device 260 may refer broadly to one of a plurality of devices, the present embodiment being illustrated with only the first device 220 and the second device 260. The device types of the first device 220 and the second device 260 are the same or different, and include at least one of a game console, a desktop computer, a smart phone, a tablet computer, an electronic book reader, an MP3 player, an MP4 player, and a laptop portable computer. The following embodiments are illustrated with the device being a desktop computer.
Those skilled in the art will appreciate that the number of devices described above may be greater or lesser. Such as the above-mentioned devices may be only one, or the above-mentioned devices may be several tens or hundreds, or more. The number of devices and the types of the devices are not limited in the embodiment of the application.
It should be noted that, the server 240 may be implemented as a physical server or may be implemented as a Cloud server in the Cloud, where Cloud technology refers to a hosting technology that unifies serial resources such as hardware, software, and networks in a wide area network or a local area network to implement calculation, storage, processing, and sharing of data. The cloud technology is based on the general names of network technology, information technology, integration technology, management platform technology, application technology and the like applied by the cloud computing business mode, can form a resource pool, and is flexible and convenient as required.
In some embodiments, the method provided by the embodiment of the application can be applied to a cloud game scene, so that the calculation of data logic in the game process is completed through a cloud server, and the terminal is responsible for displaying a game interface.
In some embodiments, the server 240 described above may also be implemented as a node in a blockchain system.
The virtual object selection method provided by the present application is described with reference to the noun introduction and the application scenario, and is applied to a terminal, for example, as shown in fig. 3, and the method includes the following steps 310 to 330.
Step 310, a virtual object selection interface is displayed.
Illustratively, the virtual object selection interface is used to represent an interface for virtual object selection.
Optionally, the virtual object selection interface is displayed directly after entering the game application, or is displayed based on triggering operation of an object selection control in the game application after entering the game application, or is triggered and displayed based on a voice instruction after entering the game application, for example, the voice instruction is implemented as an opening object selection interface.
In some embodiments, the virtual object selection interface is an interface corresponding to the primary account number.
Illustratively, after entering the game application program, the process of selecting the virtual object and participating in the virtual game is realized through the process of logging in the account number, and the account number logged in by the player is the main control account number.
The virtual object selection interface comprises a plurality of game accounts and a plurality of candidate virtual objects.
The account numbers of the games are account numbers which participate in virtual games together with the main control account numbers. Illustratively, before virtual matching, the main control account number realizes a matching process by triggering a matching function, wherein the matching function is used for matching account numbers which participate in virtual matching for the main control account number, and the account numbers determined by the matching function are the matching account numbers.
The method comprises the steps of determining a plurality of opposite account numbers which participate in virtual opposite office with a main control account number based on an opposite office matching function, wherein the plurality of opposite account numbers are realized as teammate account numbers which belong to the same camp with the main control account number, or the plurality of opposite account numbers are realized as opponent account numbers which belong to different camps with the main control account number, or the plurality of opposite account numbers comprise teammate account numbers which partially belong to the same camp with the main control account number and opponent account numbers which partially belong to different camps with the main control account number.
At least one of the plurality of game accounts selectively controls the game virtual object to participate in the virtual game.
The game virtual object is a virtual object controlled by a game account number, and when a plurality of game account numbers exist, at least one game account number selects the game virtual object controlled by the game account number.
Optionally, the office account number realizes the process of selecting the office virtual object through a virtual object selection interface displayed on the terminal.
Illustratively, taking the office account 1 as an example, the office account 1 is an account logged on the terminal a, after entering a game interface, a virtual object selection interface corresponding to the office account 1 is displayed, and the virtual object selection interface is used for providing a virtual object selection process for the office account 1, and based on the selection operation of the office account 1 on the virtual object selection interface, the selected virtual object is used as the office virtual object corresponding to the office account 1.
Optionally, the game account number determines a game virtual object participating in the virtual game by default allocation.
Illustratively, taking the office account 1 as an example, the office account 1 is an account logged on the terminal a, and after entering the game interface, the system automatically allocates a virtual object for the office account 1 as a office virtual object corresponding to the office account 1.
It should be noted that the above selection determination manner or default allocation manner is merely an illustrative example, and the determination of the game virtual object corresponding to the game account number may be determined by either one of the above single manners or at least one of the multiple manners at random, which is not limited in the embodiment of the present application.
In some embodiments, the account participating in the virtual object is determined to be the master account and the at least one office account based on a relationship between the master account and the office account. Illustratively, when there are a plurality of the office accounts, at least one of the plurality of office accounts selects the office virtual object.
Illustratively, the plurality of candidate virtual objects are virtual objects for object selection by the primary account number. The candidate virtual objects are used for being selected by the main control account number and participating in virtual game.
Optionally, the main control account selects at least one candidate virtual object from the plurality of candidate virtual objects to participate in the virtual game.
Illustratively, the plurality of candidate virtual objects include a candidate virtual object A, a candidate virtual object B, a candidate virtual object C and a candidate virtual object D, the main control account selects one candidate virtual object from the plurality of candidate virtual objects to participate in a virtual game (such as selecting the candidate virtual object C to participate in the virtual game), or the main control account selects the plurality of candidate virtual objects from the plurality of candidate virtual objects to participate in the virtual game (such as selecting the candidate virtual object C and the candidate virtual object D to participate in the virtual game together), and the like.
Optionally, the plurality of candidate virtual objects corresponds to at least one object type, the object type being used to represent a role that the candidate virtual object assumes in the virtual pair, or the object type being used to represent a role that the candidate virtual object plays in the virtual pair.
Optionally, the object types include a teacher type, a tank type, a shooter type, a stab type, and the like. Illustratively, the plurality of candidate virtual objects includes a candidate virtual object a, a candidate virtual object B, a candidate virtual object C, and a candidate virtual object D, the candidate virtual object a belongs to a virtual object of a master type, the candidate virtual object B and the candidate virtual object C belong to a virtual object of a shooter type, the candidate virtual object D belongs to a virtual object of a stab type, and the like.
Illustratively, the plurality of candidate virtual objects are arranged according to the object type, and the candidate virtual objects under the object type are displayed on the virtual object selection interface based on the selection of the object type by the master account, so that the master account executes the selection process of the candidate virtual objects under the object type.
Step 320 receives a triggering operation on a first candidate virtual object among a plurality of candidate virtual objects.
Illustratively, the first candidate virtual object is any one of a plurality of candidate virtual objects.
Optionally, the triggering operation is implemented in a triggering form other than the selection operation on the first candidate virtual object, and is used for viewing object information of the first candidate virtual object.
The object information includes at least one of a plurality of information such as object attribute information (French value, blood volume value, etc.), object association information (association relationship between the first candidate virtual object and the counterpart virtual object, etc.), object rank information, and the like.
The triggering operation is schematically implemented as a clicking operation on the first candidate virtual object, the selecting operation is implemented as a clicking operation on the "lock control" after the triggering operation is performed on the first candidate virtual object, or the triggering operation is implemented as a clicking operation on the first candidate virtual object, the selecting operation is implemented as a long-press operation on the first candidate virtual object, and the like.
In some embodiments, after receiving the triggering operation on the first candidate virtual object in the plurality of candidate virtual objects, the triggering operation on the other candidate virtual objects in the plurality of candidate virtual objects may also be received, and the triggering operation may be based on the first candidate virtual object being any one candidate virtual object in the plurality of candidate virtual objects, so that the other candidate virtual objects may be regarded as the triggered first candidate virtual object.
Illustratively, the plurality of candidate virtual objects includes candidate virtual object A, candidate virtual object B, candidate virtual object C, and candidate virtual object D, and after receiving the triggering operation on candidate virtual object A, triggering operations on other candidate virtual objects (such as candidate virtual object B, candidate virtual object C, or candidate virtual object D) may also be received. That is, the number of times of triggering the trigger operation is not limited herein.
And 330, displaying prompt information in response to the triggering operation.
The prompt information is used for prompting the association relationship between the first candidate virtual object and the game virtual object.
Illustratively, after the master account number triggers a first candidate virtual object in the plurality of candidate virtual objects, a game virtual object participating in virtual game is selected based on the existence of at least one game account number, so that an association relationship between the first candidate virtual object and the at least one game virtual object can be determined.
Optionally, the first candidate virtual object is a candidate virtual object a, the opposite virtual object is a candidate virtual object B and a candidate virtual object C selected from a plurality of candidate virtual objects, the association relationship between the candidate virtual object a and the candidate virtual object B is compared based on a triggering operation, the association relationship between the candidate virtual object a and the candidate virtual object C is compared, and prompt information representing at least one association relationship is displayed based on the two association relationships.
Wherein the association relationship includes at least one of an adaptation relationship and a restriction relationship.
The adaptive relation is used for representing that a gain effect exists between the first candidate virtual object and the game virtual object in the virtual game, and the check relation is used for representing that a loss beneficial effect exists between the first candidate virtual object and the game virtual object in the virtual game.
In some embodiments, when the hint information is used to hint the adaptation relationship between the first candidate virtual object and the game virtual object, at least one game virtual object that has an adaptation relationship with the first candidate virtual object is used as hint content in the hint information.
Schematically, if the prompt message is used for prompting the adaptation relationship, determining that the opposite virtual object having the adaptation relationship with the first candidate virtual object is the opposite virtual object a, and taking the opposite virtual object a as the prompt content in the prompt message.
Or determining that the opposite virtual objects with the adaptation relation with the first candidate virtual object are the opposite virtual object A and the opposite virtual object B, and taking the opposite virtual object A and the opposite virtual object B as prompt contents in prompt information.
Or determining that the match virtual objects with the fit relation with the first candidate virtual object are the match virtual object A and the match virtual object B, and randomly selecting one match virtual object (the match virtual object A or the match virtual object B) from the match virtual object as prompt content in prompt information.
Or determining that the game virtual objects with the adaptation relation with the first candidate virtual object are a game virtual object A and a game virtual object B, and determining one game virtual object as prompt content in prompt information according to the adaptation degree.
The adaptation degree is used for representing the adaptation strength condition of the first candidate virtual object and at least one game virtual object.
Optionally, the adaptation degree is content determined according to object factors respectively corresponding to different virtual objects. The object factor is a parameter determined based on at least one of an object type and an object attribute of the virtual object (candidate virtual object and/or the game virtual object).
Schematically, the object factor of the game virtual object a is 10, the object factor of the first candidate virtual object is 9, and the strong adaptation relationship between the first candidate virtual object and the game virtual object a is determined based on the small difference of the object factors (for example, less than the preset threshold 2).
It should be noted that the above is only an illustrative example, and the embodiments of the present application are not limited thereto.
In some embodiments, when the hint information is used to hint the restriction relationship between the first candidate virtual object and the game virtual object, at least one game virtual object that has a restriction relationship with the first candidate virtual object is used as hint content in the hint information.
Schematically, if the prompt message is used for prompting the restriction relation, determining that the contrast virtual object having the restriction relation with the first candidate virtual object is the contrast virtual object C, and taking the contrast virtual object C as the prompt content in the prompt message.
Or determining that the contrast virtual object having the restriction relation with the first candidate virtual object is the contrast virtual object C and the contrast virtual object D, and taking the contrast virtual object C and the contrast virtual object D as prompt contents in prompt information.
Or determining that the opposite virtual objects with the restriction relation with the first candidate virtual object are an opposite virtual object C and an opposite virtual object D, and randomly selecting one opposite virtual object (the opposite virtual object C or the opposite virtual object D) from the opposite virtual object as prompt content in prompt information.
Or determining that the game virtual objects with the restriction relation with the first candidate virtual object are a game virtual object C and a game virtual object D, and determining one game virtual object as prompt content in prompt information according to the restriction degree.
Wherein the restriction degree is used for representing the restriction intensity conditions of the first candidate virtual object and at least one contrast virtual object,
Optionally, the restriction degree is content determined according to object factors respectively corresponding to different virtual objects.
Illustratively, the object factor of the game virtual object C is 10, the object factor of the first candidate virtual object is-10, and the opposite number relationship exists between the object factors, so that it is determined that the first candidate virtual object has a restriction relationship to the game virtual object B. Alternatively, if the object factors have opposite number relationships and similar absolute values, the restriction degree of the first candidate virtual object on the game virtual object is stronger, and the like.
In an alternative embodiment, the association relationship may be implemented as a plurality of relationships such as an auxiliary relationship, a competitive relationship, a control relationship, and a controlled relationship, in addition to the above-described adaptation relationship and restriction relationship. The auxiliary relationship is used for representing that the first candidate virtual object in the virtual opposite office has an auxiliary effect on the opposite office virtual object, the competitive relationship is used for representing that the first candidate virtual object in the virtual opposite office has competition with the opposite office virtual object, the control relationship is used for representing that the first candidate virtual object in the virtual opposite office can control the opposite office virtual object, the controlled relationship is used for representing that the first candidate virtual object in the virtual opposite office can be controlled by the opposite office virtual object, and the like.
It should be noted that the above is only an illustrative example, and the embodiments of the present application are not limited thereto.
In some embodiments, when the hint information is used to hint the adaptation relationship and the restriction relationship between the first candidate virtual object and the game virtual object together, at least one game virtual object having the adaptation relationship with the first candidate virtual object is taken as one hint content in the hint information, at least one game virtual object having the restriction relationship with the first candidate virtual object is taken as another hint content in the hint information, and the like.
Schematically, the prompt information is realized as an adaptation relation, namely a game virtual object A, a restriction relation, namely a game virtual object C, or the prompt information is realized as an adaptation relation, namely a game virtual object A, a restriction relation, namely a game virtual object C, a game virtual object D, and the like.
In an alternative embodiment, the prompt content included in the prompt message includes, in addition to the above-mentioned game virtual object, at least one of a plurality of content forms, such as a description of association relationship, a description of object level, and a description of object decoration.
The prompting information is schematically implemented as an adaptation relation-a game virtual object A, or is implemented as a game virtual object A which is adapted to be in a class 16, or is implemented as a game virtual object A which is adapted to dress skin X, and the like.
It should be noted that the above is only an illustrative example, and the embodiments of the present application are not limited thereto.
In summary, on the virtual object selection interface, a triggering operation of the first candidate virtual object in the plurality of candidate virtual objects is received, and then prompt information for prompting the association relationship between the first candidate virtual object and the game virtual object is displayed according to the triggering operation. Through the prompt information, the association condition between the first candidate virtual object and the game virtual object participating in virtual game can be displayed more intuitively, so that players can know the game virtual object with the adaptation relation or the restriction relation with the preselected first candidate virtual object more timely, the pertinence of the players in object selection is improved, the rationality of the game matching in virtual game is improved, the waste of data resources of improper game matching is avoided, and the man-machine interaction efficiency is improved.
In an alternative embodiment, the association relationship includes at least one of an adaptation relationship and a restriction relationship, the adaptation relationship is used for representing an association condition between the first candidate virtual object and the teammate virtual object, and the restriction relationship is used for representing an association condition between the first candidate virtual object and the hostile virtual object. Illustratively, as shown in fig. 4, the embodiment shown in fig. 3 may be further implemented as the following steps 410 to 432, and the step 330 shown in fig. 3 may be further implemented as the following step 431 or 432.
Step 410, a virtual object selection interface is displayed.
Optionally, the virtual object selection interface is an interface corresponding to the main control account. The virtual object selection interface comprises a plurality of game accounts and a plurality of candidate virtual objects. The account numbers of the games are account numbers which participate in virtual games together with the main control account numbers.
Schematically, as shown in fig. 5, an interface diagram of an interface 510 is selected for a virtual object. The system comprises a plurality of office accounts on two sides of a split row, such as office account X1, office account X2, office account Y1, office account Y2 and the like. The main control account is realized as an account X5, the main control account X5 and the opposite account X1, the opposite account X2 and the like belong to the same lineup account, so that the opposite account X1, the opposite account X2 and the like can be called teammates account, and the main control account X5 and the opposite account Y1, the opposite account Y2 and the like belong to the same lineup account, so that the opposite account Y1, the opposite account Y2 and the like can be called hostile account.
At least one game account selection control pair game virtual object exists in the plurality of game accounts to participate in virtual game.
Schematically, as shown in fig. 5, after the checking account X1 selects the checking virtual object X1, an object identifier corresponding to the checking virtual object X1 is displayed in an account area corresponding to the checking account X1, which represents that the checking account X1 selects to participate in virtual checking by controlling the checking virtual object X1.
In some embodiments, the account number performs a virtual object selection process through a virtual object selection interface corresponding to the account number, and after the account number first selects a candidate virtual object from the candidate virtual object as the account number, the candidate virtual object is no longer displayed on the virtual object selection interface corresponding to the main control account number, or the candidate virtual object is in an 'unselected' state on the virtual object selection interface corresponding to the main control account number.
Illustratively, the game account X1 first selects a candidate virtual object X1 from a plurality of candidate virtual objects as the game virtual object X1, where the candidate virtual object X1 is no longer displayed on the virtual object selection interface corresponding to the master account, or the candidate virtual object X1 is in a gray non-selectable state on the virtual object selection interface corresponding to the master account.
The candidate virtual objects are used for being selected by the main control account number and participating in virtual game.
Illustratively, as shown in FIG. 5, virtual object selection interface 510 includes a plurality of candidate virtual objects in a middle region 520 in addition to the game accounts on both sides. Alternatively, the plurality of candidate virtual objects are arranged in a categorized manner according to object type, such as including all candidate virtual objects (or all selectable candidate virtual objects) under all options of the middle area 520, including candidate virtual objects of tank type under tank options of the middle area 520, and so on.
In an alternative embodiment, the association tag is displayed on a candidate virtual object that has an association with at least one of the game virtual objects.
The association tag is used for representing the association relation between the candidate virtual object and at least one game virtual object.
Optionally, for a second candidate virtual object of the plurality of candidate virtual objects, in response to the game account being a teammate account and the second candidate virtual object having an adaptation relationship with at least one teammate virtual object, displaying an adaptation tab on the second candidate virtual object.
Wherein the second candidate virtual object is any one of a plurality of candidate virtual objects. And after at least one teammate account number selects the teammate virtual object controlled by the team mate account number, determining the adaptation relationship between the at least one teammate virtual object and the candidate virtual objects.
For example, after the teammate account number X1 selects the teammate virtual object controlled by the teammate account number X1 as the candidate virtual object X1, whether the fit relationship exists between the candidate virtual object X1 and the plurality of candidate virtual objects is determined.
Illustratively, as shown in FIG. 5, when the game account number of the game virtual object is selected to be a teammate account number, and the teammate virtual object selected by the teammate account number has an adaptation relationship with a second candidate virtual object, for example, the second candidate virtual object is implemented as a candidate virtual object 521, and an adaptation tag is displayed on the candidate virtual object 521, where the adaptation tag characterizes that the candidate virtual object has an adaptation relationship with at least one teammate virtual object.
Optionally, in response to the counter account being a hostile account and the second candidate virtual object having a check relationship with the at least one counter virtual object, a check tag is displayed on the second candidate virtual object.
Illustratively, when there is at least one hostile account number selecting the hostile virtual object it controls, a check relationship between the at least one hostile virtual object and the plurality of candidate virtual objects is determined.
For example, after the hostile account Y1 selects the hostile virtual object controlled by the hostile account Y1 as the candidate virtual object x2, whether a restriction relationship exists between the candidate virtual object x2 and the plurality of candidate virtual objects is determined.
Illustratively, as shown in FIG. 5, when the counter account number of the counter virtual object is selected to be a hostile account number, and the hostile virtual object selected by the hostile account number has a restriction relationship with a second candidate virtual object, for example, the second candidate virtual object is implemented as a candidate virtual object 522, and a restriction label is displayed on the candidate virtual object 522, where the restriction label characterizes that the candidate virtual object has a restriction relationship with respect to at least one hostile virtual object.
In an alternative embodiment, the attribute tags are displayed based on a selection of at least one candidate virtual object in the historical virtual game.
Wherein the attribute tags are used to characterize popularity of at least one candidate virtual object.
Illustratively, for any one of the candidate virtual objects, on the virtual object display interface that displays the virtual object including the candidate virtual objects, an attribute tag associated with the selected condition may be displayed according to the selected condition of the candidate virtual object in the history virtual game, so as to characterize history selection information of the candidate virtual object.
The historical virtual counter is optionally implemented as a virtual counter of the master account number in the historical time period, or as a virtual counter of a plurality of account numbers in the historical time period, such as a virtual counter of all account numbers including the master account number in the historical time period, etc.
Illustratively, when a candidate virtual object is selected more times in the historical virtual game, the popularity of representing the candidate virtual object is higher and an attribute tag may be displayed on the candidate virtual object.
As shown in fig. 5, the candidate virtual object 523 is selected a plurality of times in the history virtual game, and the attribute label is displayed as "popular" on the candidate virtual object 523, for characterizing the candidate virtual object 523 as being highly popular, or the like.
In an alternative embodiment, if the currently displayed candidate virtual object and the candidate virtual object of the previous version have improvement in terms of skills, attributes and the like, the attribute label is displayed as "enhancement" on the currently displayed candidate virtual object, so as to embody the "enhancement" effect.
Step 420 receives a triggering operation on a first candidate virtual object among a plurality of candidate virtual objects.
Illustratively, as shown in fig. 5, taking the candidate virtual object 521 as the first candidate virtual object as an example, a single click operation on the candidate virtual object 521 is received as a trigger operation, or a click operation on the candidate virtual object 521 is received as a double click operation as a trigger operation, or a click operation on the candidate virtual object 521 is received as a long click operation as a trigger operation, or the like.
In step 431, in response to the triggering operation, first prompt information characterizing the adaptation relation is displayed.
The first prompt information is used for indicating a first teammate virtual object with an adaptation relation with the first candidate virtual object.
Optionally, the account numbers participating in the virtual office include a main control account number and an office account number, and the office account number includes at least one teammate account number belonging to the same camp with the main control account number.
The virtual counter office comprises two virtual camps, namely a virtual camping 1 and a virtual camping 2, each virtual camping is formed by matching and participating in a plurality of accounts (such as 5 accounts), the main control account belongs to the virtual camping 1, the virtual camping 1 comprises 4 counter accounts as teammate accounts and belongs to the same camping with the main control account, and the virtual camping 2 comprises 5 counter accounts as hostile accounts and belongs to different camps with the main control account.
The teammate account numbers are used for controlling teammate virtual objects in the game virtual objects.
Illustratively, the team account includes a team friend account, and the team virtual object selected by the team friend account in the team account is called a team friend virtual object, that is, the team friend virtual object is a team virtual object controlled by the team friend account.
In some embodiments, the adaptation relationship is an association relationship corresponding to a teammate account number, and is used to characterize that a first candidate virtual object has a gain effect on a first teammate virtual object in the virtual game.
Illustratively, the adaptation relationship is an association relationship determined based on an attribute condition between an object attribute of the first candidate virtual object and an object attribute of the teammate virtual object, and is used for indicating that a gain effect exists between the object attribute of the first candidate virtual object and the object attribute of the first teammate virtual object.
Wherein the object attributes include at least one of a plurality of game attributes such as French force value attributes, attack force attributes, blood volume value attributes, and the like.
For example, if the object attribute of the first candidate virtual object has a gain effect on the object attribute of the teammate virtual object, then an adaptation relationship exists between the first candidate virtual object and the teammate virtual object.
Illustratively, the adaptation relationship is an association relationship determined based on a type matching condition between an object type of the first candidate virtual object and an object type of the teammate virtual object, for indicating that an object attribute of the first candidate virtual object can enhance an object attribute (there is a gain effect) of the first teammate virtual object.
For example, if a gain effect exists between the object type of the first candidate virtual object and the object type of the teammate virtual object, then an adaptation relationship exists between the first candidate virtual object and the teammate virtual object. If the object type of the first candidate virtual object is an auxiliary type, the object type of the teammate virtual object is a shooter type, the auxiliary type can provide combat auxiliary in virtual game for the shooter type, the matching relationship exists between the first candidate virtual object and the teammate virtual object (the first candidate virtual object is adapted to the teammate virtual object), or the object type of the first candidate virtual object is a shooter type, the matching relationship exists between the first candidate virtual object and the teammate virtual object (the teammate virtual object is adapted to the first candidate virtual object), and the like.
It should be noted that the above is only an illustrative example, and the embodiments of the present application are not limited thereto.
In some embodiments, after determining the first candidate virtual object, determining whether an adaptation relationship exists between the first candidate virtual object and the plurality of teammate virtual objects, i.e., determining whether the first candidate virtual object is capable of having a gain effect between the virtual pair and the teammate virtual object. And if the fit relation exists, determining the teammate virtual object with the fit relation with the first candidate virtual object as a first teammate virtual object.
For example, the first candidate virtual object is a candidate virtual object a, in the process of confirming the adaptation relation between the candidate virtual object a and the plurality of teammate virtual objects, when the candidate virtual object a is determined to have the adaptation relation with the teammate virtual object H in the plurality of teammate virtual objects, the teammate virtual object H is taken as the first teammate virtual object.
In some embodiments, the first teammate virtual object is determined to be a hint content in the first hint information based on the first hint information for characterizing the first teammate virtual object that has an adaptation relationship with the first candidate virtual object.
Illustratively, there are a plurality of teammate virtual objects, wherein the teammate virtual object A is the teammate virtual object with the highest adaptation degree with the first candidate virtual object, the teammate virtual object A is used as the first teammate virtual object characterized by the first prompt information, or the teammate virtual object A and the teammate virtual object B are the two teammate virtual objects with the highest adaptation degree with the first candidate virtual object, and the teammate virtual object A and the teammate virtual object B are used as the first teammate virtual object characterized by the first prompt information.
That is, the first teammate virtual object may be implemented as one teammate virtual object or as a plurality of teammate virtual objects.
In some embodiments, the degree of adaptation is determined from a combination of an object factor corresponding to the first candidate virtual object and an object factor corresponding to the teammate virtual object, the object factor being a parameter determined based on at least one of an object type and an object attribute of the virtual object (the candidate virtual object and/or the game virtual object).
In an alternative embodiment, the prompt content included in the first prompt message includes, in addition to the first teammate virtual object, at least one of a plurality of content forms including a description of an adaptation relationship, a description of an object level, a description of object decoration, and the like.
The first prompt information is schematically implemented as an adaptation relation, namely, a game virtual object A, or the first prompt information is implemented as an adaptation relation, namely, a game virtual object A with a grade of 16.
In some embodiments, as shown in fig. 6, an interface diagram of displaying the first prompt information based on the triggering operation is shown.
Taking the first candidate virtual object that is subjected to the triggering operation as an example of the candidate virtual object 610, it is determined that the candidate virtual object 610 and the first teammate virtual object 620 (teammate virtual object controlled by the teammate account X2) have an adaptation relationship based on the triggering operation, so that the displayed first prompt information 630 is implemented as "adapting me+the object identifier of the first teammate virtual object 620", and the object identifier is implemented as at least one of an avatar, a nickname, and the like.
The first prompt information can more intuitively show the first teammate virtual object with the adaptation relation with the first candidate virtual object to the player, and improves the rationality of selecting the candidate virtual object by the player while keeping the flexibility of matching the array capacity of the player in the game, so that the resource waste problem caused by non-targeted selection is avoided.
It should be noted that the above is only an illustrative example, and the embodiments of the present application are not limited thereto.
Step 432, in response to the triggering operation, displaying a second prompt message representing the restriction relation.
The second prompt information is used for indicating a first hostile virtual object with a restriction relation with the first candidate virtual object.
Optionally, the account numbers participating in the virtual office include a main control account number and an office account number, and the office account number includes at least one teammate account number belonging to the same camp with the main control account number and at least one hostile account number belonging to a different camp with the main control account number.
The hostile account is used for controlling hostile virtual objects in the hostile virtual objects.
Illustratively, the opposite account number comprises opposite account numbers, and the opposite virtual object selected by the opposite account number in the opposite account number is called an opposite virtual object, namely, the opposite virtual object is an opposite virtual object controlled by the opposite account number.
In some embodiments, the restriction relationship is an association relationship corresponding to the hostile account number, and is used to characterize that the first candidate virtual object has a damage benefit to the first hostile virtual object in the virtual game.
Illustratively, the restriction relation is an association relation determined based on an attribute condition between an object attribute of the first candidate virtual object and an object attribute of the hostile virtual object, and is used for indicating that the object attribute of the first candidate virtual object has a damage benefit to the object attribute of the first hostile virtual object.
For example, if the object attribute of the first candidate virtual object has a damage effect on the object attribute of the hostile virtual object, it represents that a restriction relationship exists between the first candidate virtual object and the hostile virtual object.
Illustratively, the restriction relation is an association relation determined based on a type matching condition between an object type of the first candidate virtual object and an object type of the hostile virtual object, and is used for indicating that the object type of the first candidate virtual object can restrict the object type of the first hostile virtual object (there is a damage benefit).
For example, if the object type of the first candidate virtual object has a penalty effect on the object type of the hostile virtual object, then a restriction relationship exists between the first candidate virtual object and the hostile virtual object. If the object type of the first candidate virtual object is a stab type, the object type of the hostile virtual object is a teacher type, and the stab type can restrain the teacher type in the virtual game, then a restraint relationship exists between the first candidate virtual object and the hostile virtual object (the first candidate virtual object restrains the hostile virtual object).
In some embodiments, after determining the first candidate virtual object, determining whether a restriction relationship exists between the first candidate virtual object and the plurality of hostile virtual objects, that is, determining whether the first candidate virtual object is capable of exhibiting a disfiguring effect on the hostile virtual object in the virtual game. If the restriction relation exists, the hostile virtual object having the restriction relation with the first candidate virtual object is determined to be the first hostile virtual object.
For example, the first candidate virtual object is a candidate virtual object C, the checking process of the restriction relation between the candidate virtual object C and the plurality of hostile virtual objects is performed, and when it is determined that the candidate virtual object C has the restriction relation with the hostile virtual object G among the plurality of hostile virtual objects, the hostile virtual object G is taken as the first hostile virtual object.
In some embodiments, the first hostile virtual object having a check relationship with the first candidate virtual object is characterized based on the second hint information, and is thus determined to be hint content in the second hint information.
Illustratively, a plurality of hostile virtual objects exist, wherein the hostile virtual object C is the hostile virtual object with the highest restriction degree with the first candidate virtual object, the hostile virtual object C is used as the first hostile virtual object characterized by the second prompt information, or the hostile virtual object C and the hostile virtual object D are the two hostile virtual objects with the highest restriction degree with the first candidate virtual object, and the hostile virtual object C and the hostile virtual object D are used as the first hostile virtual object characterized by the second prompt information.
That is, the first hostile virtual object may be implemented as one hostile virtual object or as a plurality of hostile virtual objects.
In some embodiments, the degree of restriction is content determined from a combination of an object factor corresponding to the first candidate virtual object and an object factor corresponding to the hostile virtual object.
Illustratively, the object factor of the hostile virtual object C is 10, the object factor of the first candidate virtual object is-10, and the opposite number relationship exists between the object factors, so that it is determined that the first candidate virtual object has a restriction relationship to the hostile virtual object C. Alternatively, if the object factors have opposite number relationships and similar absolute values, the restriction strength of the first candidate virtual object to the hostile virtual object is stronger, and the like.
Optionally, the prompt content included in the second prompt message includes, in addition to the first hostile virtual object, at least one of a plurality of content forms including a description of a restriction relationship, a description of an object level, a description of object decoration, and the like.
The second prompt information is schematically implemented as a 'check relation-hostile virtual object B', or the second prompt information is implemented as a 'check 20-minute hostile virtual object B', and the like.
In some embodiments, as shown in fig. 7, an interface diagram of displaying the second prompt information based on the triggering operation is shown.
Taking the first candidate virtual object that is subjected to the triggering operation as the candidate virtual object 710 as an example, it is determined based on the triggering operation that the candidate virtual object 710 and the first hostile virtual object 720 (hostile virtual object controlled by the hostile account Y1) have an adaptation relationship, so that the displayed second prompt information 730 is implemented as "object identifier of the hostile+the first hostile virtual object 720", and the object identifier is implemented as at least one of an avatar, a name, and the like.
The second prompt information can more intuitively show the first hostile virtual object with the restriction relation with the first candidate virtual object to the player, improves the pertinence of the player in selecting the candidate virtual object while keeping the flexibility of the player in performing the lineup collocation in the game, and is beneficial to realizing the effective countermeasure effect of the virtual game by selecting the candidate virtual object with the restriction relation and improving the interestingness of the game.
In an alternative embodiment, at least one of a first hint information characterizing the adaptation relation and a second hint information characterizing the restriction relation is displayed when the hint information is displayed.
The method comprises the steps of displaying first prompt information to represent the fit relation between a first candidate virtual object and a teammate virtual object when the first candidate virtual object has the fit relation with the teammate virtual object and has the check relation with the teammate virtual object, displaying second prompt information to represent the check relation between the first candidate virtual object and the teammate virtual object when the first candidate virtual object has the fit relation with the teammate virtual object and has the check relation with the teammate virtual object, or displaying first prompt information and second prompt information to represent the fit relation between the first candidate virtual object and the teammate virtual object and represent the check relation between the first candidate virtual object and the teammate virtual object when the first candidate virtual object has the fit relation with the teammate virtual object and has the check relation with the teammate virtual object.
It should be noted that the above is only an illustrative example, and the embodiments of the present application are not limited thereto.
In summary, through the prompt information, the association situation between the first candidate virtual object and the game virtual object participating in the virtual game can be displayed more intuitively, so that a player is facilitated to know the game virtual object having the fit relation or the restriction relation with the preselected first candidate virtual object more timely, the pertinence of the player in selecting the object is improved, the rationality of the matching of the array capacity during the participation in the virtual game is facilitated to be improved, the waste of data resources of improper array capacity matching is avoided, and the man-machine interaction efficiency is improved.
In the embodiment of the application, at least one of the first prompt information representing the adapting relation and the second prompt information representing the restriction relation is displayed when the prompt information is displayed. The adaptation conditions of the first candidate virtual object and the teammate virtual object are represented through the adaptation relationship, and the restriction conditions of the first candidate virtual object and the hostile virtual object are represented through the restriction relationship, so that the relationship between the first candidate virtual object and the game virtual object is displayed more intuitively, a player is guided to select a candidate virtual object which is more suitable for the current array, and the array rationality is improved.
In an alternative embodiment, the prompt information is displayed after the triggering operation is performed on the first candidate virtual object, and the prompt identification of the relationship between the first candidate virtual object and the game virtual object is displayed based on the selection operation after the first candidate virtual object is selected. Illustratively, as shown in fig. 8, the step 330 shown in fig. 3 further includes the following steps 810 to 830.
Step 810 receives a selection operation of a first candidate virtual object of a plurality of candidate virtual objects.
The selection operation is used for determining to control the first candidate virtual object to participate in virtual exchange, namely, the first candidate virtual object is locked through the selection operation, and the first candidate virtual object is used as a master control virtual object in the process of participating in virtual exchange by the master control account number.
Illustratively, the first candidate virtual object is a selected candidate virtual object among the plurality of candidate virtual objects, and the first candidate virtual object may be implemented as the first candidate virtual object (n is a positive integer) of the n-th triggered operation, or may be implemented as a candidate virtual object not triggered. That is, the first candidate virtual object to which the selection operation is performed is any one of a plurality of candidate virtual objects.
Optionally, receiving a long-press operation on the first candidate virtual object as a selection operation, or receiving a click operation on the locking control as a selection operation after receiving a trigger operation on the first candidate virtual object.
Schematically, as shown in fig. 9, an interface change diagram for receiving a selection operation and displaying a corresponding interface includes an interface 910 and an interface 920.
As shown in interface 910, the selection operation is accomplished through a lock control 911 within interface 910. Optionally, the selection of the candidate virtual object 912 is achieved by receiving a click operation on the lock control 911 after the candidate virtual object 912 is preselected (e.g., clicking on the preselected) among the plurality of candidate virtual objects, or the selection of the candidate virtual object 912 is achieved by receiving a click operation on the lock control 911 after the candidate virtual object 912 is triggered among the plurality of candidate virtual objects.
In step 820, in response to the selection operation, a first object identifier corresponding to the first candidate virtual object is displayed at an account area corresponding to the main control account.
Schematically, the virtual object display interface includes an account area corresponding to the main control account and account areas corresponding to the plurality of office accounts respectively. As shown in fig. 9, the virtual object display interface includes an account area 931 corresponding to the main control account and a plurality of account areas corresponding to the office accounts (e.g., account area 932 corresponding to the office account X1, etc.).
The object identifier is used for uniquely identifying the candidate virtual object, and the first object identifier corresponding to the first candidate virtual object is used for uniquely identifying the first candidate virtual object. Illustratively, the object identification is implemented as at least one of an identification of a head portrait, a name, etc. of the candidate virtual object.
Schematically, after the main control account selects the first candidate virtual object as the main control virtual object participating in the virtual game, a first object identifier corresponding to the first candidate virtual object is displayed at an account area corresponding to the main control account, so as to determine and display a process of participating in the virtual game through the first candidate virtual object to other game accounts.
As shown in interface 910, after the master account selects the candidate virtual object 912 as the master virtual object participating in the virtual game, the avatar (first object identifier) corresponding to the candidate virtual object 912 is displayed at the account area 931 corresponding to the master account.
In step 830, a hint identifier is displayed at a preset association location of the first object identifier based on an association between the first candidate virtual object and the game virtual object.
Illustratively, after the first candidate virtual object is determined as the selected master virtual object, the association relationship between the first candidate virtual object and the game virtual object is determined, that is, whether the first candidate virtual object and the game virtual object have an adaptation relationship and a restriction relationship is determined.
The preset association position is a preset position related to the first object identifier. Optionally, the preset association position is implemented as a peripheral side of the first object identifier, or the preset association position is implemented as an upper part of the first object identifier, or the preset association position is implemented as a certain area below the first object identifier, and the like.
In an alternative embodiment, the plurality of game accounts includes at least one teammate account for controlling teammate virtual objects of the game virtual objects.
In some embodiments, in response to an adaptation relationship existing between the first candidate virtual object and a second teammate virtual object of the at least one teammate virtual object, the first hint identification is displayed at a preset association location of the first object identification.
Illustratively, after the selection operation is performed on the first candidate virtual object, it is determined whether an adaptation relationship exists between the first candidate virtual object and the teammate virtual object, and whether a restriction relationship exists between the first candidate virtual object and the hostile virtual object. When there is an adaptation relationship between the first candidate virtual object and the teammate virtual object, content is displayed as shown in interface 920.
As shown in the interface 920, taking an example that there is an adaptation relationship between the teammate virtual object controlled by the teammate account 913 and the candidate virtual object 912, the teammate virtual object controlled by the teammate account 913 is the second teammate virtual object, and the first prompt identifier 914 is displayed at the preset association position of the first object identifier.
Wherein the first hint identifier is used to indicate that an adaptation relationship exists between the first candidate virtual object and the second teammate virtual object.
In some embodiments, the first hint identification is displayed at a preset associated location of a second object identification corresponding to the second teammate virtual object.
Illustratively, as shown in fig. 9, taking the circumference side of the first object identifier as an example, where the preset association position is implemented, in addition to displaying the first prompt identifier 914 on the circumference side of the first object identifier, the first prompt identifier 914 is displayed on the circumference side of the second object identifier 915 corresponding to the second teammate virtual object, so as to display the adaptation relationship to other teammate accounts.
In an alternative embodiment, the plurality of game accounts includes at least one hostile account for controlling hostile virtual objects in the game virtual objects.
In some embodiments, in response to a check relationship existing between the first candidate virtual object and a second one of the at least one hostile virtual object, a second hint identification is displayed at a preset associated location of the first object identification.
Schematically, as shown in fig. 10, another interface change schematic for receiving a selection operation and displaying a corresponding interface includes an interface 1010 and an interface 1020.
As shown in interface 1010, by receiving a click operation on lock control 1012 after candidate virtual object 1011 is preselected among a plurality of candidate virtual objects, a selection operation of candidate virtual object 1011 is achieved and content as shown in interface 1020 is displayed.
Illustratively, after the selection operation is performed on the first candidate virtual object, it is determined whether an adaptation relationship exists between the first candidate virtual object and the teammate virtual object, and whether a restriction relationship exists between the first candidate virtual object and the hostile virtual object. When a check relationship exists between the first candidate virtual object and the hostile virtual object, content is displayed as shown in interface 1020.
As shown in the interface 1020, taking an example that a restriction relationship exists between the hostile virtual object controlled by the hostile account 1021 and the candidate virtual object 1011, the hostile virtual object controlled by the hostile account 1021 is the second hostile virtual object, and the second prompt identifier 1030 is displayed at the preset association position of the first object identifier corresponding to the first candidate virtual object.
Wherein the second hint identifier is used to indicate that a restriction relationship exists between the first candidate virtual object and the second hostile virtual object.
In some embodiments, the second hint identifier is displayed at a preset associated location of a third object identifier corresponding to the second hostile virtual object.
Illustratively, as shown in fig. 10, in addition to displaying the second prompt identifier 1030 at the preset associated position of the first object identifier, the second prompt identifier 1030 is displayed at the preset associated position of the third object identifier 1040 corresponding to the second hostile virtual object, so as to display the restriction relationship to other teammate accounts.
In an alternative embodiment, in response to the cue identification being a first cue identification characterizing the adaptation relationship, the first special effect is displayed at a preset associated location of the first cue identification.
The first special effect is used for enhancing the display of the adaptation relation.
Optionally, displaying a 'clapping special effect' at a preset association position of the first prompt identifier as a first special effect, or displaying a 'handshaking special effect' at a preset association position of the first prompt identifier as the first special effect, or displaying a 'dry cup special effect' at a preset association position of the first prompt identifier as the first special effect, and the like.
In an alternative embodiment, in response to the cue identification being a second cue identification characterizing the grammatical relation, a second special effect is displayed at a preset associated location of the second cue identification.
Wherein the second special effect is used for enhancing the display of the restriction relation.
Optionally, displaying the 'hit special effect' at the preset association position of the second prompt identifier as the second special effect, or displaying the 'explosion special effect' at the preset association position of the second prompt identifier as the second special effect, or displaying the 'bad smile special effect' at the preset association position of the second prompt identifier as the second special effect, and the like.
In an alternative embodiment, the first background sound effect is played in response to an adaptation relationship between the first candidate virtual object and the game virtual object.
Illustratively, in the case that the association relationship between the first candidate virtual object and the game virtual object is an adaptation relationship, playing a first background sound effect for applausing the adaptation relationship.
Optionally, the first background sound effect is implemented as a clapping sound effect preconfigured by the system, or the first background sound effect is implemented as a applause sound effect preconfigured by the system, or the first background sound effect is implemented as a wishlist song segment preconfigured by the system, and the like.
In some embodiments, first sound effect data corresponding to the first background sound effect is sent to teammate accounts in the office accounts.
The first sound effect data are used for playing a first background sound effect on a terminal corresponding to the teammate account.
The method includes the steps that first background sound effect data corresponding to first background sound effect are sent to a teammate account besides the first background sound effect played by a terminal corresponding to a main control account, so that the first background sound effect is played on the terminal corresponding to the teammate account, and game interaction atmosphere is enhanced.
In an alternative embodiment, in response to a restriction relationship between the first candidate virtual object and the opposite virtual object, second sound effect data corresponding to a second background sound effect is sent to an opposite account in the opposite account.
The second sound effect data are used for playing a second background sound effect on the terminal corresponding to the hostile account. Illustratively, the second background sound effect is used to exhibit a clipping relationship.
Schematically, in the case that the association relationship between the first candidate virtual object and the opposite virtual object is a restriction relationship, second sound effect data corresponding to the second background sound effect is sent to the opposite account in the opposite account, so that the second background sound effect is played on the terminal corresponding to the opposite account.
Optionally, the second background sound effect is implemented as a hit sound effect preconfigured by the system, or implemented as a drink booing sound effect preconfigured by the system, or the like.
Through the first background sound effect and the second background sound effect, the adaptation relation or the restriction relation can be displayed more vividly, the game interest is improved, and meanwhile, the vivid display force of the game is enhanced.
It should be noted that the above is only an illustrative example, and the embodiments of the present application are not limited thereto.
In summary, through the prompt information, the association situation between the first candidate virtual object and the game virtual object participating in the virtual game can be displayed more intuitively, so that players can know the game virtual object with the adaptation relation or the restriction relation with the preselected first candidate virtual object more timely, the data resource waste caused by improper array capacity matching is avoided, and the human-computer interaction efficiency is improved.
In the embodiment of the application, after the selection operation is performed on the first candidate virtual object, the prompt identifier is displayed at the preset association position of the first object identifier based on the association relation between the first candidate virtual object and the game virtual object, so that the adaptation condition or restriction condition between the first candidate virtual object and the game virtual object is displayed more clearly and intuitively through the prompt identifier, the pertinence of the player in object selection is improved, and the rationality of the game-participating matrix collocation is improved.
In an alternative embodiment, after the master account selects the first candidate virtual object as the master virtual object, based on the relationship between the master virtual object and the opposite virtual object, evaluation prompt information is selectively sent to the teammate account, where the evaluation prompt information is used to instruct the teammate account to evaluate the selection operation. Illustratively, as shown in fig. 11, the step 330 shown in fig. 3 further includes the following steps 1110 to 1130.
At step 1110, a selection operation for a first candidate virtual object is received.
Wherein the selecting operation is used for indicating that the first candidate virtual object is determined to participate in the virtual counter, and therefore, the first candidate virtual object is a selected candidate virtual object in the plurality of candidate virtual objects.
Illustratively, step 1110 is described above in step 810, which is not repeated herein.
In step 1120, in response to the existence of the adaptation relationship between the first candidate virtual object and the teammate virtual object, or in response to the existence of the restriction relationship between the first candidate virtual object and the hostile virtual object, the evaluation prompt information is sent to the game account corresponding to the teammate virtual object.
Illustratively, after the first candidate virtual object is selected as the master virtual object controlled by the master account, an association relationship between the first candidate virtual object and the game virtual object controlled by the game account is determined.
Optionally, in response to the existence of the adaptation relation between the first candidate virtual object and the teammate virtual object, the evaluation prompt information is sent to the game account corresponding to the teammate virtual object, or in response to the existence of the restriction relation between the first candidate virtual object and the opponent virtual object, the evaluation prompt information is sent to the game account corresponding to the teammate virtual object, or in response to the existence of the adaptation relation between the first candidate virtual object and the teammate virtual object, the restriction relation between the first candidate virtual object and the opponent virtual object, the evaluation prompt information is sent to the game account corresponding to the teammate virtual object.
The evaluation prompt information is used for prompting teammate account numbers to evaluate the selection operation.
For example, when an adaptation relationship exists between a first candidate virtual object selected by the main control account and a teammate virtual object, and/or a restriction relationship exists between the first candidate virtual object selected by the main control account and an opponent virtual object, the first candidate virtual object selected by the main control account is more suitable for the current virtual game, and the winning rate of the current virtual game is easy to be improved, so that the evaluation prompt information prompts the teammate account to positively evaluate the selection operation, interaction of different players in the game process is promoted, and interaction interestingness is improved.
Optionally, the interaction operation of the teammate account for the evaluation prompt information is at least one of a plurality of interaction modes, such as praise operation, clapping operation, touch operation, clapping operation and the like.
The clap operation is implemented as triggering the clap information (such as a clap control) indicated by the evaluation prompt information by the teammate account, the clap operation is implemented as clap of the teammate virtual object controlled by the teammate account (such as triggering the control corresponding to the clap operation), the touch operation is implemented as touching the first candidate virtual object corresponding to the main control account by the teammate virtual object controlled by the teammate account (such as triggering the control corresponding to the touch operation), the clapping operation is implemented as clapping the first candidate virtual object corresponding to the main control account by the teammate virtual object controlled by the teammate account (such as triggering the control corresponding to the clapping operation), and the like.
It should be noted that the above form of interaction is merely illustrative, and the embodiments of the present application are not limited thereto.
In some embodiments, the evaluation prompt information indicates praise information and the interactive operation is implemented as praise operation is described as an example. Fig. 12 and fig. 13 are schematic views showing presentation forms of the evaluation prompt information on the terminal corresponding to the teammate account.
(1) Display of evaluation prompt information under adaptation relation
As shown in fig. 12, a master account 1210 and a plurality of game accounts are included, including a teammate account and a hostile account. Taking a game account 1220 (teammate account) of the plurality of game accounts as an example, fig. 12 is a schematic interface diagram corresponding to the game account 1220. When the first candidate virtual object selected by the master account 1210 has an adaptation relationship with at least one teammate virtual object, the evaluation prompt information sent to the game accounts corresponding to the teammate virtual objects includes the evaluation prompt information sent to the game account 1220.
The method comprises the steps that when a first candidate virtual object selected by a main control account has an adaptation relation with a teammate virtual object A, evaluation prompt information is sent to teammate accounts corresponding to the teammate virtual object A, evaluation prompt information can be sent to teammate accounts corresponding to other teammate virtual objects respectively, or when the first candidate virtual object selected by the main control account has an adaptation relation with the teammate virtual object A, the evaluation prompt information is not sent to the teammate accounts corresponding to the teammate virtual object A, and the evaluation prompt information and the like are sent to the teammate accounts corresponding to other teammate virtual objects respectively.
Illustratively, the first candidate virtual object selected by the master account 1210 has an adaptation relationship with the game account 1230 (teammate account) and is displayed on the interface corresponding to the game account 1220, and the evaluation prompt information received by the game account 1220 is implemented as the praise information 1240 shown in fig. 12, so as to indicate that the game account 1220 can implement the process of evaluating and selecting operations through the praise information 1240.
(2) Display of evaluation prompt information under restriction relation
As shown in fig. 13, a master account 1310 and a plurality of game accounts are included, including a teammate account and a hostile account. Taking a game account 1320 (teammate account) of the plurality of game accounts as an example, fig. 13 is a schematic diagram of an interface corresponding to the game account 1320. When a restriction relationship exists between the first candidate virtual object selected by the main control account 1310 and at least one hostile virtual object, evaluation prompt information sent to the game accounts corresponding to the plurality of teammate virtual objects includes the evaluation prompt information sent to the game account 1320.
That is, when the first candidate virtual object selected by the main control account has an adaptation relation with the hostile virtual object C, evaluation prompt information and the like can be sent to the teammate account corresponding to at least one teammate virtual object in the multiple teammate virtual objects.
Illustratively, the first candidate virtual object selected by the main control account 1310 has a restriction relationship with the counter account 1330 (hostile account) and is displayed on the interface corresponding to the counter account 1320, and the evaluation prompt information received by the counter account 1320 is implemented as the praise information 1340 shown in fig. 13, so as to instruct the counter account 1320 to implement the process of evaluating and selecting operations through the praise information 1330.
Step 1130, displaying the evaluation information.
Illustratively, the evaluation information is information transmitted by the office account based on a trigger operation to the evaluation prompt information.
In an alternative embodiment, the evaluation information is displayed in response to the interactive operation performed by the office account number within a preset time period.
The interactive operation is used for generating evaluation information.
Optionally, the evaluation prompt information is implemented as an interactive control, and the interactive operation is implemented as a triggering operation for the interactive control. Schematically, as shown in fig. 14 and 15, an interface schematic for displaying evaluation information for the main control account is shown.
As shown in fig. 12, if the office account 1210 triggers the approval information 1240, which characterizes the interactive control, then the evaluation information 1410, as shown in fig. 14, or as shown in fig. 13, if the office account 1310 triggers the approval information 1340, which characterizes the interactive control, then the evaluation information 1510, as shown in fig. 15, is displayed.
Optionally, the evaluation information includes at least one of an evaluation text and an evaluation object. The evaluation text is evaluation content expressed in text form for an evaluation operation, and the evaluation object is a main control account number for performing a selection operation.
Illustratively, as shown in fig. 14, the evaluation information 1410 includes an evaluation text, which is a legend for the hero (candidate virtual object) selection, and an evaluation object, which is a master account 1420 that performs a selection operation.
Optionally, the evaluation text is based on text content generated by default after triggering the interactive control. For example, the system stores a plurality of text contents in advance, and when the interactive control is triggered, one text content is randomly selected from the plurality of text contents to serve as evaluation text.
Illustratively, the interactive operation includes at least one of a praise operation, a clapping operation, and an evaluation filling operation for representing input of an evaluation text for the selection operation.
That is, the rating text may be implemented as text content generated based on text entered by the teammate account. The method comprises the steps of displaying an evaluation box after triggering an interactive control, and generating an evaluation text based on filling operation of the evaluation box so as to display evaluation information comprising the evaluation text.
It should be noted that the above is only an illustrative example, and the embodiments of the present application are not limited thereto.
In summary, through the prompt information, the association situation between the first candidate virtual object and the game virtual object participating in the virtual game can be displayed more intuitively, so that a player is facilitated to know the game virtual object having the fit relation or the restriction relation with the preselected first candidate virtual object more timely, the pertinence of the player in selecting the object is improved, the rationality of the matching of the array capacity during the participation in the virtual game is facilitated to be improved, the waste of data resources of improper array capacity matching is avoided, and the man-machine interaction efficiency is improved.
In the embodiment of the application, a process of indicating a teammate virtual object to evaluate a selection operation by sending an evaluation prompt message is introduced. When the first candidate virtual object selected by the player and the teammate virtual object have an adaptation relation or a restriction relation with the opponent virtual object, evaluation prompt information is sent to the opponent account corresponding to the teammate virtual object, so that the evaluation information is displayed based on the interaction condition of the teammate account corresponding to the teammate virtual object, the interestingness of the interaction process is improved, the player is guided to select the candidate virtual object which is not very played, the virtual object pool of the player is expanded, and the active liveness of the player and the friendly atmosphere in the game are improved.
In an alternative embodiment, the above-mentioned virtual object selection method is applied to a hero (candidate virtual object) selection scenario before virtual game, and may also be referred to as "a method for guiding a player to select hero". Illustratively, as shown in fig. 16, the above-described virtual object selection method may also be implemented as the following steps 1601 to 1612.
Step 1601, go to the hero selection stage.
Schematically, the hero selection stage is a stage of selecting heros in the game to participate in virtual game play, and the heros are candidate virtual objects. Optionally, the hero selection stage is entered through the virtual object display interface described above.
In some embodiments, the players of both parties select heros according to a fixed order.
Schematically, hero is selected by a lower ranking player first, followed by a higher ranking player, or hero is selected by a player in the normal position first, followed by a player in the cradling position, etc.
In some embodiments, hero is selected using a random selection approach.
Optionally, other players cannot select hero a after the player selects hero a from the plurality of heros, or other players in the same team cannot select hero a after the player selects hero a from the plurality of heros, or other players may still select hero a after the player selects hero a from the plurality of heros, etc.
In some embodiments, taking the main control account number to perform the hero selection stage process as an example, the hero selection results selected by other players are uploaded to the server in real time, so that the terminals corresponding to the other players determine the selection results.
In step 1602, adaptive heros and/or crafted heros are recommended in real time based on the player selected heros and hero influencing factors.
The hero selected by the player is the hero selected by other players than the player corresponding to the master account. For example, before a player corresponding to the master account selects hero, a plurality of other players select hero, and the hero selected by the plurality of other players is regarded as "player-selected hero".
The hero influencing factor is the object factor described above, and is a parameter determined based on at least one of the object type and object attribute of the hero.
Optionally, the process of real-time recommending that hero be adapted and/or withheld is considered as a process of adding labels to different candidate virtual objects on the virtual object display interface. If the method is used for matching hero, an adaptive label is added, and if the method is used for matching hero, a restriction label is added.
Schematically, when a hero O is available, a hero a can be adapted, a hero B can be restrained, a hero influence factor corresponding to the hero O, a hero influence factor corresponding to the hero a, and a hero influence factor corresponding to the hero B are synthesized, the adapted priority and the restraint priority are determined, if the adapted priority is higher, an adapted label is added to the hero O, and if the restraint priority is higher, a restraint label is added to the hero O, and the like.
Namely, adapted hero is used to represent hero in an adapted relationship with a player selected hero and a crafted hero is used to represent hero in a crafted relationship with a player selected hero.
Optionally, the terminal comprehensively determines the adaptive hero and the check hero according to the hero and the hero influence factor selected by the player, adds an 'adaptive' tag for the adaptive hero and a 'check' tag for the check hero, so as to display the adaptive hero and the check hero to the player corresponding to the main control account.
Step 1603, whether the player triggers an adaptation or a restriction of hero.
Schematically, whether the player corresponding to the current main control account triggers the adaptive hero is detected, and whether the player corresponding to the current main control account triggers the check hero is detected.
In some embodiments, the candidate virtual object displayed on the virtual object display interface is represented by a avatar corresponding to the candidate virtual object. I.e. different heros are distinguished by their head portraits.
Illustratively, the player performs the process of triggering the operation by clicking on the hero head. And judging whether the hero is an adaptive hero or a restraining hero according to the hero aimed at by the trigger operation of the player.
If the hero targeted by the player trigger operation is an adapted hero, the following step 16041 is executed, if the hero targeted by the player trigger operation is a crafted hero, the following step 16042 is executed, and if the hero targeted by the player trigger operation is not an adapted hero or crafted hero, no prompt message is displayed, i.e. no relevant prompt of the adaptation or crafted.
Step 16041, click on the selected adapted hero.
Illustratively, the clicking operation is used as a trigger operation of the player corresponding to the main control account on the hero adaptation, and the following step 16051 is executed.
Step 16051, prompt "adapt My X1".
Schematically, based on a triggering operation on the adapted hero, a first prompt is displayed, the first prompt being used for characterizing the hero to which the adapted hero is adapted. For example, the first prompt message is "adapt my X1", which represents that the adapted hero is adapted to the hero (teammate virtual object) corresponding to the teammate account X1 in the camping where the main control account is located.
Optionally, X1 is used for representing a hero name in an adapting relationship with an adapting hero, or X1 is used for representing a hero head portrait in an adapting relationship with an adapting hero, etc.
In some embodiments, the first hint information is displayed in the form of a bubble.
Schematically, after the operation of triggering the adapting hero, a prompt bubble representing the object adapted by the adapting hero is displayed, and the prompt bubble is the first prompt information.
In some embodiments, the first prompt is displayed in the form of a floating window.
Schematically, after the trigger operation is performed on the adaptive hero, a prompt window for representing the object adapted by the adaptive hero is displayed on the virtual object display interface in a superimposed manner, where the prompt window is the first prompt information.
In some embodiments, the first prompt is displayed in the form of a jump control.
Schematically, after the trigger operation is performed on the adaptive hero, a jump control is displayed on the virtual object display interface in a superimposed manner, wherein the jump control is used for indicating to jump to the prompt information viewing interface or displaying the prompt information viewing window on the virtual object display interface in a superimposed manner, so that the first prompt information is displayed through the prompt information viewing interface or the prompt information viewing window. The jump control is used for checking the detailed content of the first prompt information after triggering.
The prompt information is beneficial to helping a player judge whether to lock the currently selected hero.
It should be noted that the above display form of the first prompt message is merely an illustrative example, and the embodiment of the present application is not limited thereto.
Step 16061, whether the player is changing other heros.
Illustratively, whether other heros are replaced after the player performs the triggering operation on one hero is detected, namely, the triggering operation is performed on the other heros. For example, after the player clicks on hero A, whether other heros, such as hero B, etc., will be clicked.
Alternatively, when the player changes other heros (yes), the above step 1603 is performed, and when the player does not change other heros (no), and a selection operation is performed on the currently selected hero, the following step 16071 is performed.
Step 16071, lock-fit hero.
Illustratively, when the player performs a trigger operation on the current hero, a selection operation (e.g., clicking a lock control, etc.) is performed to lock the current adapted hero.
Step 16081, adapting the hero and the adapted hero exhibit "fit" feedback.
The adapted hero is schematically selected by a player, and the adapted hero, namely the hero with the adapted hero, is controlled by a teammate account.
Optionally, based on the operation of selecting the adaptive hero by the main control account, an 'adaptive' feedback (adaptive identification) is displayed in an account area corresponding to the main control account, based on the fact that the adaptive hero is a hero controlled by a teammate account belonging to the same camp as the main control account, an 'adaptive' feedback (adaptive identification) is displayed in an account area corresponding to the teammate account, and the like.
At step 16091, other co-team players see "fit feedback" while locking the player's peripheral side of the fit hero to appear as a praise button.
The 'adaptation' feedback is displayed not only on a virtual object display interface corresponding to the main control account, but also on interfaces corresponding to other players in the same team, namely, the teammate account belonging to the same battle as the main control account knows the adaptation condition between the main control account and the teammate account with the adaptation relationship.
Optionally, in addition to displaying "fit" feedback on the interfaces corresponding to other players in the same team, a like button may appear on the player periphery of the locked fit hero, that is, the like button is displayed in the account area corresponding to the master account.
The praise button is used for indicating praise information, namely evaluation prompt information, and is used for prompting teammate account numbers to evaluate selection operation.
At step 16101, whether the other co-team player clicks the like button within 3 seconds.
Illustratively, whether the co-team player clicks the like button within 3 seconds is determined, wherein 3 seconds is a preset trigger threshold, 3 seconds is only an illustrative example, and the trigger threshold may be implemented in multiple cases such as 1 second, 1.5 seconds, 5 seconds, etc., which is not limited in the embodiment of the present application.
Alternatively, if it is determined that the other co-team players click the like button within 3 seconds, step 16102 is performed, and if it is determined that the other co-team players do not click the like button within 3 seconds, step 1612 is performed.
At step 16111, other co-team players issue commend a document.
Illustratively, when at least one player in the other peer players clicks the like button within 3 seconds, the at least one player sends a commend file, and the commend file is the above evaluation information, which includes at least one of an evaluation text and an evaluation object.
Alternatively, the evaluation text is any one of pre-configured text contents, and the evaluation object is a master account number performing a selection operation.
Step 16042, click select check hero.
Illustratively, the clicking operation is used as a trigger operation of the player corresponding to the main control account to check hero, and the following step 16052 is executed.
In step 16052, the air bubble prompts "gram enemy Y1".
Schematically, based on the triggering operation of the hero, a second prompt message is displayed, and the second prompt message is used for representing the hero restrained by the hero restrained. For example, the second prompt information is "a restricted enemy Y1", which represents that the restricted hero has a restriction effect (damage effect) on heros (enemy virtual objects) corresponding to enemy accounts Y1 of which the main control account belongs to different campaigns.
Alternatively, Y1 is used to represent a hero name in a grammatical relationship with a grammatical hero, or Y1 is used to represent a hero avatar in a grammatical relationship with a grammatical hero, etc.
In some embodiments, the second hint information is displayed in the form of a bubble.
Schematically, after the triggering operation is performed on the hero, a prompt bubble representing the object to be restrained by the hero is displayed, and the prompt bubble is the second prompt information.
In some embodiments, the second hint information is displayed in the form of a floating window.
Schematically, after the hero is triggered, a prompt window for representing the object restrained by the hero is displayed on the virtual object display interface in a superimposed manner, and the prompt window is the second prompt information.
In some embodiments, the second prompt is displayed in the form of a jump control.
Schematically, after the trigger operation is performed on the adaptive hero, a jump control is displayed on the virtual object display interface in a superimposed manner, and the jump control is used for indicating to jump to the prompt information viewing interface or displaying the prompt information viewing window on the virtual object display interface in a superimposed manner, so that the second prompt information is displayed through the prompt information viewing interface or the prompt information viewing window.
The prompt information is beneficial to helping a player judge whether to lock the currently selected hero.
It should be noted that the display form of the above second prompt message is merely an illustrative example, and the embodiment of the present application is not limited thereto.
Step 16062, whether the player is changing other heros.
Illustratively, whether other heros are replaced after the player performs the triggering operation on one hero is detected, namely, the triggering operation is performed on the other heros. For example, after the player clicks on hero A, whether other heros, such as hero B, etc., will be clicked.
Alternatively, when the player changes other heros (yes), step 1603 is performed as above, and when the player does not change other heros (no), and a selection operation is performed on the currently selected hero, step 16072 is performed as follows.
Step 16072, lock the locked hero.
Illustratively, when the player performs a trigger operation on the current hero, a selection operation (e.g., clicking a lock control, etc.) is performed to lock the current game hero.
In step 16082, the crafted hero and crafted hero display a "crafted" feedback.
Schematically, the restriction hero is the hero selected by the player, and the restricted hero is the hero with restriction relation with the restriction hero and is controlled by the hostile account.
Optionally, based on the selection operation of the master control account on the restriction hero, displaying a restriction feedback (restriction identifier) in an account area corresponding to the master control account, based on the restriction hero being a hero controlled by a hostile account belonging to different campaigns with the master control account, displaying a restriction feedback (restriction identifier) in an account area corresponding to the hostile account, and the like.
At step 16092, other co-team players see "crafted feedback" while locking the player fitted with hero with the praise button.
Schematically, the 'restriction' feedback is displayed not only on a virtual object display interface corresponding to the main control account, but also on interfaces corresponding to other players in the same team, namely, a team friend account belonging to the same battle as the main control account knows the restriction condition between the main control account and an opponent account with a restriction relation.
Optionally, in addition to displaying "check" feedback on the interfaces corresponding to other players in the same team, a like button appears on the player periphery side of the locked check hero, that is, the like button is displayed in the account area corresponding to the main control account.
The praise button is used for indicating praise information, namely evaluation prompt information, and is used for prompting teammate account numbers to evaluate selection operation.
In step 16102, other co-team players click the like button within 3 seconds.
Illustratively, it is determined whether the co-team player clicks the like button within 3 seconds. If it is determined that the other co-team players click the like button within 3 seconds, the following step 16112 is performed, and if it is determined that the other co-team players do not click the like button within 3 seconds, the following step 1612 is performed.
At step 16112, other co-team players issue commend a file.
Illustratively, when at least one player in the other peer players clicks the like button within 3 seconds, the at least one player sends a commend file, and the commend file is the above evaluation information, which includes at least one of an evaluation text and an evaluation object.
In step 1612, the feedback and praise buttons disappear.
Illustratively, if it is determined that the other co-team players do not click the like button within 3 seconds, the representative co-team player does not evaluate the selection operation within 3 seconds, and the like button is cancelled.
Alternatively, an identification for indicating "fit" feedback or "check" feedback may be canceled from display in addition to the cancel display praise button.
It should be noted that the above is only an illustrative example, and the embodiments of the present application are not limited thereto.
In summary, through the prompt information, the association situation between the first candidate virtual object and the game virtual object participating in the virtual game can be displayed more intuitively, so that a player is facilitated to know the game virtual object having the fit relation or the restriction relation with the preselected first candidate virtual object more timely, the pertinence of the player in selecting the object is improved, the rationality of the matching of the array capacity during the participation in the virtual game is facilitated to be improved, the waste of data resources of improper array capacity matching is avoided, and the man-machine interaction efficiency is improved.
Fig. 17 is a block diagram of a virtual object selection apparatus according to an exemplary embodiment of the present application, and as shown in fig. 17, the apparatus includes:
The display module 1710 is configured to display a virtual object selection interface, where the virtual object selection interface includes a plurality of opposite account numbers and a plurality of candidate virtual objects, the opposite account numbers are accounts that participate in virtual opposite accounts together with a master account number, at least one opposite account number selection control opposite virtual object in the plurality of opposite account numbers participates in the virtual opposite accounts, and the candidate virtual objects are used for being selected by the master account number and participating in the virtual opposite;
a receiving module 1720, configured to receive a trigger operation on a first candidate virtual object among the plurality of candidate virtual objects;
The display module 1710 is further configured to display prompt information in response to the triggering operation, where the prompt information is configured to prompt an association relationship between the first candidate virtual object and the game virtual object, and the association relationship includes at least one of an adaptation relationship and a restriction relationship.
In an optional embodiment, the game account number includes at least one teammate account number that belongs to the same camp as the master account number, where the teammate account number is used to control teammate virtual objects in the game virtual objects;
The display module 1710 is further configured to display, in response to the triggering operation, a first hint information that characterizes the adaptation relationship, where the first hint information is used to characterize a first teammate virtual object that has the adaptation relationship with the first candidate virtual object, and the adaptation relationship is used to characterize that a gain effect exists between the first candidate virtual object and the first teammate virtual object in the virtual game.
In an optional embodiment, the opposite account number includes at least one hostile account number that belongs to a different campaigns with the main control account number, where the hostile account number is used to control a hostile virtual object in the opposite virtual object;
The display module 1710 is further configured to display, in response to the triggering operation, a second prompt message indicating the restriction relation, where the second prompt message is used to indicate that a first hostile virtual object having the restriction relation with the first candidate virtual object exists, and the restriction relation is used to indicate that the first candidate virtual object has a damage effect on the first hostile virtual object in the virtual game.
In an optional embodiment, the virtual object display interface includes an account area corresponding to the main control account;
The display module 1710 is further configured to receive a selection operation of a first candidate virtual object from the plurality of candidate virtual objects, display, in response to the selection operation, a first object identifier corresponding to the first candidate virtual object at an account area corresponding to the main control account, and display, based on an association relationship between the first candidate virtual object and the game virtual object, a prompt identifier at a preset association position of the first object identifier.
In an alternative embodiment, the plurality of game accounts includes at least one teammate account, where the teammate account is used to control teammate virtual objects in the game virtual objects;
The display module 1710 is further configured to display a first prompt identifier at the preset association position of the first object identifier in response to the adaptation relationship existing between the first candidate virtual object and a first teammate virtual object in the at least one teammate virtual object, and display the first prompt identifier at the preset association position of a second object identifier corresponding to the first teammate virtual object.
In an alternative embodiment, the plurality of counter accounts includes at least one hostile account, and the hostile account is used for controlling hostile virtual objects in the counter virtual objects;
The display module 1710 is further configured to display a second prompt identifier at a preset association position of the first object identifier in response to the existence of the restriction relationship between the first candidate virtual object and a second hostile virtual object of the at least one hostile virtual object, and display the second prompt identifier at the preset association position of a third object identifier corresponding to the second hostile virtual object.
In an optional embodiment, the display module 1710 is further configured to display a first special effect at a preset association location of the first prompt identifier in response to the prompt identifier being a first prompt identifier that characterizes the adaptation relationship, where the first special effect is used to enhance presentation of the adaptation relationship, or display a second special effect at a preset association location of the second prompt identifier in response to the prompt identifier being a second prompt identifier that characterizes the restriction relationship, where the second special effect is used to enhance presentation of the restriction relationship.
In an optional embodiment, the display module 1710 is further configured to, in response to the first candidate virtual object and the opposite virtual object having the adaptation relationship, play a first background sound effect, send first sound effect data corresponding to the first background sound effect to a teammate account in the opposite account, where the first sound effect data is used to play the first background sound effect on a terminal corresponding to the teammate account, or send second sound effect data corresponding to a second background sound effect to an opposite account in the opposite account in response to the first candidate virtual object and the opposite virtual object having the restriction relationship, where the second sound effect data is used to play the second background sound effect on a terminal corresponding to the opposite account.
In an optional embodiment, the display module 1710 is further configured to display an association tag on a candidate virtual object that has an association with the at least one game virtual object, where the association tag is used to represent an association between the candidate virtual object and the at least one game virtual object.
In an optional embodiment, the display module 1710 is further configured to display, for a second candidate virtual object of the plurality of candidate virtual objects, an adaptation tag on the second candidate virtual object in response to the game account being a teammate account and the second candidate virtual object having the adaptation relationship with the at least one game virtual object, or display a restriction tag on the second candidate virtual object in response to the game account being an hostile account and the second candidate virtual object having the restriction relationship with the at least one game virtual object.
In an alternative embodiment, the display module 1710 is further configured to display an attribute tag, based on the selected condition of the at least one candidate virtual object in the historical virtual game, the attribute tag being used to characterize popularity of the at least one candidate virtual object.
As shown in fig. 18, in an alternative embodiment, the virtual object selecting apparatus further includes:
The sending module 1730 is configured to receive a selection operation of the first candidate virtual object, and send evaluation prompt information to a teammate account corresponding to the teammate virtual object in response to the existence of the adaptation relationship between the first candidate virtual object and the teammate virtual object, or in response to the existence of the restriction relationship between the first candidate virtual object and the hostile virtual object, where the evaluation prompt information is configured to prompt the teammate account to evaluate the selection operation.
In an optional embodiment, the display module 1710 is further configured to display evaluation information, where the evaluation information is information that the office account sends based on a triggering operation on the evaluation prompt information.
In an optional embodiment, the display module 1710 is further configured to perform, in response to the game account number, an interaction operation during a preset period of time, to display the evaluation information, where the interaction operation is used to generate the evaluation information, and the interaction operation includes at least one of a praise operation, a clapping operation, and an evaluation filling operation.
It should be noted that, in the virtual object selection apparatus provided in the foregoing embodiment, only the division of the foregoing functional modules is used as an example, in practical application, the foregoing functional allocation may be performed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules, so as to complete all or part of the functions described above. In addition, the virtual object selection apparatus provided in the above embodiment and the virtual object selection method embodiment belong to the same concept, and the specific implementation process of the virtual object selection apparatus is detailed in the method embodiment, which is not repeated herein.
Fig. 19 shows a block diagram of an electronic device 1900 according to an exemplary embodiment of the application. The electronic device 1900 may be a portable mobile terminal such as a smart phone, a car-mounted terminal, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, MPEG 3), an MP4 (Moving Picture Experts Group Audio Layer IV, MPEG 4) player, a notebook computer, or a desktop computer. Electronic device 1900 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or the like.
In general, the electronic device 1900 includes a processor 1901 and a memory 1902.
Processor 1901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1901 may be implemented in at least one hardware form of DSP (DIGITAL SIGNAL Processing), FPGA (Field-Programmable gate array), PLA (Programmable Logic Array ). The processor 1901 may also include a main processor, which is a processor for processing data in the awake state, also referred to as a CPU (Central Processing Unit ), and a coprocessor, which is a low-power-consumption processor for processing data in the standby state. In some embodiments, the processor 1901 may be integrated with a GPU (Graphics Processing Unit, image processor) for rendering and drawing of content that is required to be displayed by the display screen. In some embodiments, the processor 1901 may also include an AI (ARTIFICIAL INTELLIGENCE ) processor for processing computing operations related to machine learning.
Memory 1902 may include one or more computer-readable storage media, which may be non-transitory. Memory 1902 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1902 is used to store at least one instruction for execution by processor 1901 to implement the virtual object selection method provided by the method embodiments of the present application.
In some embodiments, electronic device 1900 also includes one or more sensors. The one or more sensors include, but are not limited to, proximity sensors, gyroscopic sensors, pressure sensors.
A proximity sensor, also referred to as a distance sensor, is typically provided on the front panel of the electronic device 1900. The proximity sensor is used to capture the distance between the user and the front of the electronic device 1900.
The gyro sensor may detect a body direction and a rotation angle of the electronic device 1900, and the gyro sensor may collect 3D actions of the user on the electronic device 1900 in cooperation with the acceleration sensor. The processor 1901 can realize functions such as motion sensing (e.g., changing a UI according to a tilting operation by a user), image stabilization at photographing, game control, and inertial navigation, based on data acquired by the gyro sensor.
The pressure sensor may be disposed on a side frame of the electronic device 1900 and/or on an underlying layer of the display screen. When the pressure sensor is disposed on a side frame of the electronic device 1900, a grip signal of the electronic device 1900 by a user may be detected, and the processor 1901 may perform left-right hand recognition or shortcut operation according to the grip signal collected by the pressure sensor. When the pressure sensor is disposed at the lower layer of the display screen, the processor 1901 controls the operability control on the UI interface according to the pressure operation of the user on the display screen. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
In some embodiments, electronic device 1900 also includes other component parts, and those skilled in the art will appreciate that the structure shown in FIG. 19 is not limiting of electronic device 1900, and may include more or fewer components than shown, or may combine certain components, or may employ a different arrangement of components.
The embodiment of the application also provides a computer device which can be implemented as a terminal or a server as shown in fig. 2. The computer device includes a processor and a memory, where at least one instruction, at least one program, a set of codes, or a set of instructions is stored, where at least one instruction, at least one program, a set of codes, or a set of instructions is loaded and executed by the processor to implement the virtual object selection method provided by the above method embodiments.
Embodiments of the present application also provide a computer readable storage medium having stored thereon at least one instruction, at least one program, a code set, or an instruction set, where the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the virtual object selection method provided by the above method embodiments.
Embodiments of the present application also provide a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to cause the computer device to perform the virtual object selection method according to any one of the above embodiments.
Alternatively, the computer readable storage medium may include a Read Only Memory (ROM), a random access Memory (RAM, random Access Memory), a Solid state disk (SSD, solid STATE DRIVES), an optical disk, or the like. The random access memory may include resistive random access memory (ReRAM, RESISTANCE RANDOM ACCESS MEMORY) and dynamic random access memory (DRAM, dynamic Random Access Memory), among others. The foregoing embodiment numbers of the present application are merely for the purpose of description, and do not represent the advantages or disadvantages of the embodiments.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program for instructing relevant hardware, where the program may be stored in a computer readable storage medium, and the storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The foregoing description of the preferred embodiments of the present application is not intended to limit the application, but rather, the application is to be construed as limited to the appended claims.