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CN115138078A - Game grouping method and device, computer equipment and medium - Google Patents

Game grouping method and device, computer equipment and medium Download PDF

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CN115138078A
CN115138078A CN202210751832.1A CN202210751832A CN115138078A CN 115138078 A CN115138078 A CN 115138078A CN 202210751832 A CN202210751832 A CN 202210751832A CN 115138078 A CN115138078 A CN 115138078A
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team
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CN115138078B (en
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刘彦良
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

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Abstract

本申请提供了一种游戏分组的方法、装置、计算机设备和介质,该方法包括:显示所述组队房间界面中位于所述多个分组区域的多个虚拟玩家标识;响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置;响应游戏开始请求,控制所述组队房间中的所述虚拟玩家进入到对战游戏场景中进入游戏对战阶段;响应处于所述游戏对战阶段中的所述虚拟玩家属于同一队伍,对当前游戏对战阶段进行结算。

Figure 202210751832

The present application provides a method, apparatus, computer equipment and medium for grouping games, the method includes: displaying multiple virtual player identifiers located in the multiple grouping areas in the team room interface; responding to the team room The game preparation progress meets the preset progress requirements, and the virtual players in the team room are randomly formed according to the target team number to obtain a team result, and at least part of the virtual players will be formed according to the team result. The player ID is changed from the first team position to the second team position; in response to the game start request, the virtual players in the team room are controlled to enter the battle game scene and enter the game battle stage; the response is in the game battle stage The virtual players belong to the same team, and the current game battle stage is settled.

Figure 202210751832

Description

一种游戏分组的方法、装置、计算机设备和介质A method, apparatus, computer equipment and medium for game grouping

技术领域technical field

本申请涉及游戏技术领域,具体而言,涉及一种游戏分组的方法、装置、计算机设备和介质。The present application relates to the technical field of games, and in particular, to a method, apparatus, computer device and medium for grouping games.

背景技术Background technique

现阶段,游戏逐渐成为了人们生活中的重要娱乐方式,且游戏类型也越来越多,其中,竞技类游戏中基于其在游戏过程中玩家可以控制虚拟角色进行实时对抗的游戏特点成为吸引玩家的重要特色,让玩家不需要移动自己在现实世界中的位置就能够跟很多玩家参家同一场对抗赛,提高了玩家的游戏体验。At this stage, games have gradually become an important way of entertainment in people's lives, and there are more and more game types. Among them, competitive games are based on the fact that players can control virtual characters for real-time confrontation during the game. Game features have become attractive to players. The important feature of the game allows players to participate in the same game with many players without moving their position in the real world, which improves the player's gaming experience.

在竞技类游戏中,玩家可能需要跟不同阵营的玩家进行对抗,但在每一个阵营中的玩家可能是自己相识的,且了解各自实力的,玩家在组成阵营时,为了比赛取得升级,会尽量拉取实力较强的玩家进行组队,那最终进行比赛时,就有可能出现不同阵营的玩家实力相差较大。In competitive games, players may need to fight against players from different camps, but players in each camp may know themselves and understand their own strengths. When players form a camp, in order to upgrade the game, they will try their best to If players with stronger strength are drawn to form a team, then when the final game is played, there may be a large difference in the strength of players from different camps.

发明内容SUMMARY OF THE INVENTION

有鉴于此,本申请的目的在于提供一种游戏分组的方法、装置、计算机设备和介质,用于解决现有技术中虚拟玩家组队时,不同队伍之间的游戏实力相差较大的问题。In view of this, the purpose of the present application is to provide a game grouping method, apparatus, computer equipment and medium, which are used to solve the problem in the prior art that when virtual players form teams, the game strengths of different teams are quite different.

第一方面,本申请实施例提供了一种游戏分组的方法,通过终端设备显示图形用户界面,所述图形用户界面包括组队房间的组队房间界面,所述组队房间界面包括多个分组区域,所述分组区域配置为显示处于同一队伍中的虚拟玩家信息,所述方法包括:In a first aspect, an embodiment of the present application provides a method for grouping games, displaying a graphical user interface through a terminal device, where the graphical user interface includes a team room interface of a team room, and the team room interface includes a plurality of groups area, the grouping area is configured to display information of virtual players in the same team, and the method includes:

显示所述组队房间界面中位于所述多个分组区域的多个虚拟玩家标识,其中,所述多个虚拟玩家标识为进入所述组队房间并根据预设队伍分配规则分别分配至第一队伍位置的所述虚拟玩家的标识,其中,所述第一队伍位置为所述多个分组区域中的区域;Displaying multiple virtual player IDs located in the multiple grouping areas in the team room interface, wherein the multiple virtual player IDs enter the team room and are respectively assigned to the first team according to the preset team allocation rules. The identification of the virtual player in the team position, wherein the first team position is an area in the plurality of grouped areas;

响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,所述目标队伍数量是根据所述随机组队时所述组队房间内所述虚拟玩家的数量确定的;In response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly formed according to the target number of teams to obtain a team result, and according to the team result changing at least part of the virtual player identifiers from the first team position to the second team position, and the target team number is determined according to the number of virtual players in the team room during the random team formation;

响应游戏开始请求,控制所述组队房间中的所述虚拟玩家进入到对战游戏场景中进入游戏对战阶段;In response to the game start request, control the virtual players in the team room to enter the battle game scene and enter the game battle stage;

响应处于所述游戏对战阶段中的所述虚拟玩家属于同一队伍,对当前游戏对战阶段进行结算。In response to the virtual players in the game competition phase belonging to the same team, the current game competition phase is settled.

可选的,所述响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,包括:Optionally, in response to the game preparation progress of the team room meeting a preset progress requirement, the virtual players in the team room are randomly formed according to the target number of teams to obtain a team result, including: :

响应所述组队房间的游戏准备进度符合预设进度要求,根据所述组队房间中的所述虚拟玩家的数量和队伍容量,确定所述目标队伍数量;In response to the game preparation progress of the team room meeting a preset progress requirement, determining the target team number according to the number of virtual players and team capacity in the team room;

根据所述目标队伍数量对所述组队房间中的所述虚拟玩家进行随机分组,确定每个所述虚拟玩家所属队伍,得到所述组队结果。The virtual players in the team room are randomly grouped according to the number of target teams, the team to which each virtual player belongs is determined, and the team formation result is obtained.

可选的,根据所述目标队伍数量对所述组队房间中的所述虚拟玩家进行随机分组,确定每个所述虚拟玩家所属队伍,得到所述组队结果,包括:Optionally, randomly group the virtual players in the team room according to the number of target teams, determine the team to which each virtual player belongs, and obtain the team formation result, including:

根据所述目标队伍数量,确定每个队伍中的队员数量;不同队伍的队员数量的差值小于预设数值;Determine the number of players in each team according to the number of target teams; the difference between the numbers of players in different teams is less than a preset value;

按照每个队伍的队员数量对所述组队房间中的所述虚拟玩家进行随机分组,确定每个所述虚拟玩家所属队伍,得到所述组队结果。The virtual players in the team room are randomly grouped according to the number of players in each team, the team to which each virtual player belongs is determined, and the team formation result is obtained.

可选的,按照每个队伍的队员数量对所述组队房间中的所述虚拟玩家进行随机分组,确定每个所述虚拟玩家所属队伍,得到所述组队结果,包括:Optionally, randomly group the virtual players in the team room according to the number of players in each team, determine the team to which each virtual player belongs, and obtain the team formation result, including:

根据所述组队房间中所述虚拟玩家的游戏经验值,按照每个队伍的队员数量对所述组队房间中的所述虚拟玩家进行随机分组;According to the game experience value of the virtual players in the team room, randomly group the virtual players in the team room according to the number of players in each team;

确定每个所述虚拟玩家所属队伍,得到所述组队结果;每个队伍的游戏经验值的平均值之差符合预设差异要求。The team to which each virtual player belongs is determined, and the team formation result is obtained; the difference between the averages of the game experience values of each team meets the preset difference requirement.

可选的,响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,包括:Optionally, in response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly formed according to the target number of teams, so as to obtain a team result, and according to the target team number. The team formation result changes at least part of the virtual player identifiers from the first team position to the second team position, including:

响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,以及进入锁定阶段;In response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly formed according to the target number of teams to obtain a team result, and according to the team result changing at least a portion of the virtual player identification from a first team position to a second team position, and entering a lock-in phase;

在所述锁定阶段中,若检测到所述虚拟玩家所发起的队伍选择操作,则不响应所述队伍选择操作,并生成调整失败提示信息;In the locking phase, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt message is generated;

以及在所述锁定阶段中,若检测到非所述组队房间内的虚拟玩家发起的进入所述组队房间的参与请求,则拒绝非所述组队房间内的虚拟玩家进入组队房间。And in the locking stage, if a request for participation in the team room initiated by a virtual player not in the team room is detected, the virtual player who is not in the team room is rejected from entering the team room.

可选的,所述组队房间的游戏准备进度符合预设要求,包括以下要求中的任意一种:Optionally, the game preparation progress of the team room meets preset requirements, including any one of the following requirements:

所述组队房间中的所述虚拟玩家的数量满足第一预设要求,和/或,所述组队房间的开启时间满足第二预设要求;The number of the virtual players in the team room meets the first preset requirement, and/or the opening time of the team room meets the second preset requirement;

响应房主发起的随机分组请求;所述房主为创建所述组队房间的虚拟玩家;Responding to a random grouping request initiated by a homeowner; the homeowner is a virtual player who creates the team room;

响应房主发起的随机分组请求,且所述组队房间中的所述虚拟玩家的数量满足第一预设要求;Responding to a random grouping request initiated by the homeowner, and the number of the virtual players in the team room meets a first preset requirement;

所述组队房间中所述虚拟玩家发起的重新分组请求的数量满足第三预设要求;The number of regrouping requests initiated by the virtual players in the team room meets the third preset requirement;

所述组队房间中所述虚拟玩家发起的重新分组请求的数量满足第三预设要求,且所述组队房间中的所述虚拟玩家的数量满足第一预设要求。The number of regrouping requests initiated by the virtual players in the team room meets the third preset requirement, and the number of the virtual players in the team room meets the first preset requirement.

可选的,所述虚拟玩家包括房主和参与者;显示所述组队房间界面中位于所述多个分组区域的多个虚拟玩家标识参与请求,包括:Optionally, the virtual players include a homeowner and a participant; displaying multiple virtual player identification participation requests located in the multiple grouping areas in the team room interface, including:

响应所述房主发起的进入组队房间的创建请求,控制所述房主进入所述组队房间;所述创建请求中携带有组队模式信息、玩家数量上限信息、队伍数量上限信息;In response to the creation request for entering the team room initiated by the homeowner, control the homeowner to enter the team room; the creation request carries team mode information, information on the upper limit of the number of players, and information on the upper limit of the number of teams;

响应所述参与者发起的进入组队房间的参与请求,控制所述参与者进入所述组队房间;In response to the participation request for entering the team room initiated by the participant, controlling the participant to enter the team room;

将所述房主的虚拟玩家标识和所述参与者的虚拟玩家标识显示在所述组队房间界面的所述多个分组区域。The virtual player ID of the host and the virtual player ID of the participant are displayed in the plurality of grouping areas of the team room interface.

可选的,将所述房主的虚拟玩家标识和所述参与者的虚拟玩家标识显示在所述组队房间界面的所述多个分组区域,包括:Optionally, displaying the virtual player ID of the homeowner and the virtual player ID of the participant in the multiple grouping areas of the team room interface, including:

响应所述虚拟玩家针对存在空闲席位的分组区域的队伍选择操作,将所述虚拟玩家的虚拟玩家标识显示在所述存在空闲席位的分组区域中。In response to a team selection operation by the virtual player with respect to the grouping area with vacant seats, the virtual player ID of the virtual player is displayed in the grouping area with vacant seats.

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

响应所述房主针对所述组队房间的锁定操作,进入锁定阶段;In response to the homeowner's locking operation on the team room, enter the locking phase;

在所述锁定阶段中,若检测到所述虚拟玩家所发起的队伍选择操作,则不响应所述队伍选择操作,并生成调整失败提示信息;In the locking phase, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt message is generated;

以及在所述锁定阶段中,若检测到非所述组队房间内的虚拟玩家发起的进入组队房间的参与请求,则拒绝非所述组队房间内的虚拟玩家进入组队房间。And in the locking stage, if a request to enter the team room initiated by a virtual player not in the team room is detected, the virtual player not in the team room is rejected from entering the team room.

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

在所述锁定阶段,响应房主针对所述组队房间的解锁操作,对所述组队房间进行解锁,进入游戏准备阶段;In the locking stage, in response to the unlocking operation of the team room by the homeowner, the team room is unlocked, and the game preparation stage is entered;

在所述锁定阶段,响应所述虚拟玩家发起的游戏开始请求,对所述组队房间进行解锁,进入游戏准备阶段。In the lock stage, in response to the game start request initiated by the virtual player, the team room is unlocked, and the game preparation stage is entered.

可选的,响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,包括:Optionally, in response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly formed according to the target number of teams, so as to obtain a team result, and according to the target team number. The team formation result changes at least part of the virtual player identifiers from the first team position to the second team position, including:

响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,生成并显示组队动画;所述组队动画中根据所述组队结果将所述虚拟玩家的头像标识依次显示在分组区域中。In response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly formed according to the target number of teams to obtain a team result, and according to the team result Change at least part of the virtual player logo from the first team position to the second team position, and generate and display a team animation; in the team animation, the avatar logos of the virtual players are sequentially displayed in the team animation according to the team results. in the grouping area.

第二方面,本申请实施例提供了一种游戏分组的装置,通过终端设备显示图形用户界面,所述图形用户界面包括组队房间的组队房间界面,所述组队房间界面包括多个分组区域,所述分组区域配置为显示处于同一队伍中的虚拟玩家信息,所述装置包括:In a second aspect, an embodiment of the present application provides an apparatus for grouping games, displaying a graphical user interface through a terminal device, where the graphical user interface includes a team room interface of a team room, and the team room interface includes a plurality of groups area, the grouping area is configured to display information of virtual players in the same team, and the device includes:

显示模块,用于显示所述组队房间界面中位于所述多个分组区域的多个虚拟玩家标识,其中,所述多个虚拟玩家标识为进入所述组队房间并根据预设队伍分配规则分别分配至第一队伍位置的所述虚拟玩家的标识,其中,所述第一队伍位置为所述多个分组区域中的区域;A display module, configured to display multiple virtual player identifiers located in the multiple grouping areas in the team room interface, wherein the multiple virtual player identifiers enter the team room and are assigned according to preset team allocation rules The identifiers of the virtual players respectively assigned to the first team position, wherein the first team position is an area in the plurality of grouping areas;

组队模块,用于响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,所述目标队伍数量是根据所述随机组队时所述组队房间内所述虚拟玩家的数量确定的;The teaming module is configured to randomly form the virtual players in the teaming room according to the target number of teams in response to the game preparation progress of the teaming room meeting the preset progress requirements, so as to obtain the teaming result, and At least part of the virtual player identifiers are changed from the first team position to the second team position according to the team formation result, and the target team number is based on the virtual players in the team room during the random team formation. the quantity is determined;

对战模块,用于响应游戏开始请求,控制所述组队房间中的所述虚拟玩家进入到对战游戏场景中进入游戏对战阶段;The battle module is used to respond to the game start request, and control the virtual players in the team room to enter the battle game scene and enter the game battle stage;

结算模块,用于响应处于所述游戏对战阶段中的所述虚拟玩家属于同一队伍,对当前游戏对战阶段进行结算。The settlement module is configured to settle the current game battle stage in response to the virtual players in the game battle stage belonging to the same team.

第三方面,本申请实施例提供了一种计算机设备,包括存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序,所述处理器执行所述计算机程序时实现上述方法的步骤。In a third aspect, an embodiment of the present application provides a computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, when the processor executes the computer program Implement the steps of the above method.

第四方面,本申请实施例提供了一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行上述方法的步骤。In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and the computer program executes the steps of the above method when the computer program is run by a processor.

本申请实施例提出的游戏组队方法,首先,显示所述组队房间界面中位于所述多个分组区域的多个虚拟玩家标识,其中,所述多个虚拟玩家标识为进入所述组队房间并根据预设队伍分配规则分别分配至第一队伍位置的所述虚拟玩家的标识,其中,所述第一队伍位置为所述多个分组区域中的区域;其次,响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,所述目标队伍数量是根据所述随机组队时所述组队房间内所述虚拟玩家的数量确定的;再次,响应游戏开始请求,控制所述组队房间中的所述虚拟玩家进入到对战游戏场景中进入游戏对战阶段;最后,响应处于所述游戏对战阶段中的所述虚拟玩家属于同一队伍,对当前游戏对战阶段进行结算。In the game team formation method proposed in the embodiment of the present application, first, multiple virtual player identifiers located in the multiple grouping areas in the team room interface are displayed, wherein the multiple virtual player identifiers are for entering the team room and the identifiers of the virtual players who are respectively assigned to the first team position according to the preset team allocation rules, wherein the first team position is an area in the multiple grouping areas; secondly, responding to the team room The game preparation progress meets the preset progress requirements, and the virtual players in the team room are randomly formed according to the number of target teams to obtain a team result, and at least part of the virtual players will be formed according to the team result. The player identification is changed from the first team position to the second team position, and the target team number is determined according to the number of the virtual players in the team room when the random team is formed; again, in response to the game start request, control the The virtual players in the team room enter the battle game scene and enter the game battle stage; finally, in response to the virtual players in the game battle stage belonging to the same team, the current game battle stage is settled.

在某些实施例中,虚拟玩家进入组队房间后,可以通过随机组队的方式,将组队房间内的多个虚拟玩家进行组队,控制随机组队后的虚拟玩家进入到游戏对战阶段进行比赛,这样使得每个队伍中的虚拟玩家不是按照必然的规则进行分配的,减少了一个队伍中的虚拟玩家之间相互认识,实力比较强的虚拟玩家之间相互组队,出现强强联合的情况,增加了游戏的可玩性,让更多的虚拟玩家能够在更公平的游戏环境中进行比赛,使得虚拟玩家能够充分发挥自己的实力,提高了游戏的交互效率。In some embodiments, after the virtual players enter the team room, multiple virtual players in the team room can be teamed up by random teaming, and the virtual players after the random team formation can be controlled to enter the game battle stage Play games, so that the virtual players in each team are not allocated according to certain rules, reducing the mutual understanding of the virtual players in a team, and the virtual players with relatively strong strength form a team with each other, resulting in a strong alliance. It increases the playability of the game, allows more virtual players to play in a fairer game environment, enables virtual players to give full play to their strengths, and improves the interactive efficiency of the game.

为使本申请的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, the preferred embodiments are exemplified below, and are described in detail as follows in conjunction with the accompanying drawings.

附图说明Description of drawings

为了更清楚地说明本申请实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅示出了本申请的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。In order to illustrate the technical solutions of the embodiments of the present application more clearly, the following drawings will briefly introduce the drawings that need to be used in the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore do not It should be regarded as a limitation of the scope, and for those of ordinary skill in the art, other related drawings can also be obtained according to these drawings without any creative effort.

图1为本申请实施例提供的一种游戏组队的方法的流程示意图;1 is a schematic flowchart of a method for forming a game team according to an embodiment of the present application;

图2为本申请实施例提供的第一种图形用户界面的示意图;2 is a schematic diagram of a first graphical user interface provided by an embodiment of the present application;

图3为本申请实施例提供的第二种图形用户界面的示意图;3 is a schematic diagram of a second graphical user interface provided by an embodiment of the present application;

图4为本申请实施例提供的第三种图形用户界面的示意图;4 is a schematic diagram of a third graphical user interface provided by an embodiment of the present application;

图5为本申请实施例提供的一种游戏组队的装置的结构示意图;FIG. 5 is a schematic structural diagram of an apparatus for forming a game team according to an embodiment of the present application;

图6为本申请实施例提供的一种计算机设备的结构示意图。FIG. 6 is a schematic structural diagram of a computer device according to an embodiment of the present application.

具体实施方式Detailed ways

为使本申请实施例的目的、技术方案和优点更加清楚,下面将结合本申请实施例中附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本申请实施例的组件可以以各种不同的配置来布置和设计。因此,以下对在附图中提供的本申请的实施例的详细描述并非旨在限制要求保护的本申请的范围,而是仅仅表示本申请的选定实施例。基于本申请的实施例,本领域技术人员在没有做出创造性劳动的前提下所获得的所有其他实施例,都属于本申请保护的范围。In order to make the purposes, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only It is a part of the embodiments of the present application, but not all of the embodiments. The components of the embodiments of the present application generally described and illustrated in the drawings herein may be arranged and designed in a variety of different configurations. Thus, the following detailed description of the embodiments of the application provided in the accompanying drawings is not intended to limit the scope of the application as claimed, but is merely representative of selected embodiments of the application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative work fall within the protection scope of the present application.

在大型多人在线竞技游戏中,有一种比赛方式是进入比赛之前,组建多个由游戏玩家组成的比赛队伍,在游戏过程中,多个比赛队伍之间进行对抗,最终胜利的一个队伍取得胜利。这中游戏比赛,在游戏开始之前,许多玩家会通过分享房间号的方式让更多的玩家进入组队房间,正是由于这玩家邀请的方式,使得玩家可能知道某些玩家的游戏实力,那在游戏准备阶段的组队房间内,玩家会为了比赛胜利,让自己与实力较强的玩家进行自由组队,那最终的结果会变成强实力和强实力的玩家容易组队,弱实力的玩家与弱实力的玩家组队,导致不同队伍之间游戏实力相差悬殊,游戏体验度不高。In massively multiplayer online competitive games, there is a way of competition, which is to form multiple competition teams composed of game players before entering the competition. During the game, multiple competition teams compete against each other, and the winning team wins. . In this game, before the game starts, many players will let more players enter the team room by sharing the room number. It is precisely because of the way players invite that players may know the game strength of some players. In the team room in the preparation stage of the game, players will allow themselves to form a free team with stronger players in order to win the game. Players team up with weak players, resulting in a huge difference in game strength between different teams, and the game experience is not high.

本申请实施例提供了一种游戏组队的方法,如图1所示,通过终端设备显示图形用户界面,所述图形用户界面包括组队房间的组队房间界面,所述组队房间界面包括多个分组区域,所述分组区域配置为显示处于同一队伍中的虚拟玩家信息,所述方法包括:An embodiment of the present application provides a method for forming a game team. As shown in FIG. 1 , a terminal device displays a graphical user interface, where the graphical user interface includes a team room interface of a team room, and the team room interface includes A plurality of grouping areas, the grouping areas are configured to display information of virtual players in the same team, and the method includes:

S101,显示所述组队房间界面中位于所述多个分组区域的多个虚拟玩家标识,其中,所述多个虚拟玩家标识为进入所述组队房间并根据预设队伍分配规则分别分配至第一队伍位置的所述虚拟玩家的标识,其中,所述第一队伍位置为所述多个分组区域中的区域;S101. Display multiple virtual player IDs located in the multiple grouping areas in the team room interface, wherein the multiple virtual player IDs are entered into the team room and are respectively allocated to the team according to preset team allocation rules. The identifier of the virtual player in the first team position, wherein the first team position is an area in the plurality of grouping areas;

S102,响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,所述目标队伍数量是根据所述随机组队时所述组队房间内所述虚拟玩家的数量确定的;S102, in response to the game preparation progress of the team room meeting a preset progress requirement, randomly form the virtual players in the team room according to the target number of teams, so as to obtain a team result, and according to the team The team result changes at least part of the virtual player identifiers from the first team position to the second team position, and the target team number is determined according to the number of the virtual players in the team room during the random team formation;

S103,响应游戏开始请求,控制所述组队房间中的所述虚拟玩家进入到对战游戏场景中进入游戏对战阶段;S103, in response to the game start request, control the virtual players in the team room to enter the battle game scene and enter the game battle stage;

S104,响应处于所述游戏对战阶段中的所述虚拟玩家属于同一队伍,对当前游戏对战阶段进行结算。S104, in response to the virtual players in the game competition phase belonging to the same team, settle the current game competition phase.

本申请实施例中的游戏分组的方法可以运行于终端设备或者是服务器。其中,终端设备可以为本地终端设备。当游戏分组的方法运行于服务器时,可以为云游戏。The game grouping method in this embodiment of the present application may be executed on a terminal device or a server. The terminal device may be a local terminal device. When the game grouping method runs on the server, it can be a cloud game.

在一可选的实施方式中,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,游戏分组的方法的储存与运行是在云游戏服务器上完成的,终端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,终端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行游戏数据处理的终端设备为云端的云游戏服务器。在进行游戏时,虚拟玩家操作终端设备向云游戏服务器发送操作指令,虚拟玩家是使用终端设备的玩家,云游戏服务器根据操作指令运行游戏,并将游戏画面等数据进行编码压缩,通过网络返回终端设备,最后,通过终端设备进行解码并输出游戏画面。In an optional implementation manner, the cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the main body of the game program and the main body of the game screen are separated, the storage and operation of the game grouping method are completed on the cloud game server, and the function of the terminal device is used for data reception and transmission. And the presentation of the game screen, for example, the terminal device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, handheld computer, etc.; but the terminal device for game data processing is the cloud cloud gaming server. When playing the game, the virtual player operates the terminal device to send operation instructions to the cloud game server. The virtual player is the player who uses the terminal device. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the terminal through the network. The device, finally, decodes and outputs the game screen through the terminal device.

在一可选的实施方式中,终端设备可以为本地终端设备。本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给目标玩家的方式可以包括多种,例如,可以渲染显示在终端设备的显示屏上,或者,通过全息投影提供给目标玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括以下任意一种:游戏对战前的组队房间界面和游戏对战阶段的部分游戏场景,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。In an optional implementation manner, the terminal device may be a local terminal device. The local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded, installed and executed through an electronic device. The local terminal device may provide the graphical user interface to the target player in various ways, for example, it may be rendered and displayed on the display screen of the terminal device, or provided to the target player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, and the graphical user interface includes any one of the following: a team room interface before the game battle and part of the game in the game battle stage scene, the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

本申请以游戏分组的方法运行于终端设备进行说明,其中终端设备为具有触控功能的电子设备,例如智能手机。通过终端设备提供一图形用户界面,图形用户界面是指在终端设备的显示屏渲染的、用于人机交互的界面,在图形用户界面中通过操作区域实现目标玩家与终端设备之间的人机交互。本申请的游戏包括在游戏对战阶段之前,在图形用户界面中显示组队房间界面,组队房间界面中包括多个虚拟玩家,不同的虚拟玩家之间可以属于同一阵营也可以属于不同的阵营,在游戏对战阶段,图形用户界面中显示的内容还包括游戏画面,游戏画面可以是部分游戏场景的游戏画面。终端设备可以响应作用于图形用户界面中操作区域的触控操作,控制目标虚拟角色在游戏场景执行虚拟动作,例如在游戏场景中进行移动、或释放技能等,其中,这里的目标虚拟角色就是本申请所提到的第一虚拟角色或第二虚拟角色。游戏场景可以包括以下游戏元素中的任意一种或多种:地貌、山石、花草、河流、建筑、虚拟对象、游戏道具等。一般而言,游戏场景中设置有虚拟摄像机,显示在图形用户界面上的游戏画面即虚拟摄像机拍摄到的部分游戏场景内容。例如,在第一人称游戏中,虚拟摄像机可以被设置在玩家控制的目标虚拟角色的头部(例如眼睛位置),虚拟摄像机跟随目标虚拟角色的移动而移动,虚拟摄像机的朝向跟随虚拟主体的转动而转动,因此,图形用户界面上呈现的游戏画面为目标虚拟角色前方预设范围的部分游戏场景。又如,在第三人称游戏中,虚拟摄像机可以被设置在玩家控制的目标虚拟角色的正上方或者后上方,因此,图形用户界面上呈现的游戏画面为包括目标虚拟角色在内的部分游戏场景。终端设备上登录有目标虚拟角色的账号,则目标虚拟角色受终端设备所控制。虚拟对象是指在虚拟场景中可被控制的动态对象。可选地,该动态对象可以是虚拟人物、虚拟动物、动漫人物等。该目标虚拟角色是玩家通过终端设备进行控制的角色,或者是通过训练设置在虚拟环境对战中的人工智能(Artificial Intelligence,AI),或者是设置在虚拟场景对战中的非玩家角色(Non-Player Character,NPC)。可选地,目标虚拟角色是在虚拟场景中进行竞技的虚拟人物。In this application, the game grouping method is used to describe the operation of a terminal device, wherein the terminal device is an electronic device with a touch function, such as a smart phone. A graphical user interface is provided through the terminal device. The graphical user interface refers to the interface rendered on the display screen of the terminal device and used for human-computer interaction. In the graphical user interface, the human-computer interaction between the target player and the terminal device is realized through the operation area. interact. The game of the present application includes displaying a team room interface in the graphical user interface before the game battle stage. The team room interface includes a plurality of virtual players, and different virtual players may belong to the same camp or different camps. In the game battle stage, the content displayed in the GUI also includes a game screen, and the game screen may be a game screen of a part of the game scene. The terminal device can control the target virtual character to perform virtual actions in the game scene in response to the touch operation acting on the operation area in the graphical user interface, such as moving in the game scene, or releasing skills, etc. Apply for the mentioned first avatar or second avatar. The game scene may include any one or more of the following game elements: landforms, rocks, flowers and plants, rivers, buildings, virtual objects, game props, and the like. Generally speaking, a virtual camera is set in the game scene, and the game screen displayed on the graphical user interface is part of the game scene content captured by the virtual camera. For example, in a first-person game, a virtual camera can be set on the head (eg, eye position) of the target avatar controlled by the player, the virtual camera moves with the movement of the target avatar, and the orientation of the virtual camera follows the rotation of the virtual body. Rotating, therefore, the game screen presented on the GUI is a part of the game scene in the preset range in front of the target virtual character. For another example, in a third-person game, the virtual camera can be set directly above or behind the target avatar controlled by the player, so the game screen presented on the GUI is part of the game scene including the target avatar. If the account of the target avatar is logged on the terminal device, the target avatar is controlled by the terminal device. Virtual objects refer to dynamic objects that can be controlled in a virtual scene. Optionally, the dynamic object may be a virtual character, a virtual animal, an animation character, or the like. The target virtual character is a character controlled by a player through a terminal device, or an artificial intelligence (Artificial Intelligence, AI) set in a virtual environment battle through training, or a non-player character (Non-Player) set in a virtual scene battle Character, NPC). Optionally, the target avatar is an avatar competing in a virtual scene.

组队房间的组队房间界面是在游戏比赛开始之前的游戏准备阶段在图形用户界面所显示的界面,组队房间是为参与目标游戏的虚拟玩家准备的房间,只有想要参与目标游戏的虚拟玩家才能进入组队房间,组队房间是由房主创建的,在组队房间创建完成后,作为房主的虚拟玩家会直接进入组队房间,而其他虚拟玩家可以用房主分享的房间号进入组队房间,或者组队房间为其他虚拟玩家自由进入的公开房间(虚拟玩家可以自由出入),在组队房间内的虚拟玩家并不是属于同一个队伍,而是组队房间内的虚拟玩家组成不同的队伍,进而在游戏比赛过程中,不同队伍和不同队伍之间的虚拟玩家进行对抗。为了让虚拟玩家更清楚的了解自己的组队情况,会在图形用户界面显示组队房间对应的组队房间界面,所述组队房间界面包括多个分组区域,每个分组区域中包括多个席位,所述分组区域配置为显示处于同一队伍中的虚拟玩家信息,也就是在每个席位处显示对应的虚拟玩家的虚拟玩家信息,虚拟玩家信息可以是虚拟玩家的虚拟玩家标识。如图2所示,在房主XXXXX的组队房间界面中包括多个分组区域,分别是队伍1的分组区域,队伍2的分组区域,队伍3的分组区域,每个分组区域分别有5个席位,分别是席位1、席位2、席位3、席位4、席位5。The team room interface of the team room is the interface displayed on the graphical user interface in the game preparation stage before the start of the game competition. The team room is a room prepared for virtual players participating in the target game, and only virtual players who want to participate in the target game. Only players can enter the team room. The team room is created by the owner. After the team room is created, the virtual player as the owner will directly enter the team room, and other virtual players can use the room number shared by the owner. Enter the team room, or the team room is a public room that other virtual players can freely enter (virtual players can enter and exit freely). The virtual players in the team room do not belong to the same team, but the virtual players in the team room. Form different teams, and then during the game competition, different teams and virtual players between different teams compete. In order to let the virtual players understand their team formation more clearly, the team room interface corresponding to the team room will be displayed on the GUI. The team room interface includes multiple grouping areas, and each grouping area includes multiple grouping areas. Seats, the grouping area is configured to display virtual player information in the same team, that is, display virtual player information of the corresponding virtual player at each seat, and the virtual player information may be the virtual player ID of the virtual player. As shown in Figure 2, the team room interface of the host XXXXX includes multiple grouping areas, namely the grouping area of team 1, the grouping area of team 2, and the grouping area of team 3, each of which has 5 groups respectively. The seats are seat 1, seat 2, seat 3, seat 4, seat 5.

S101,显示所述组队房间界面中位于所述多个分组区域的多个虚拟玩家标识,其中,所述多个虚拟玩家标识为进入所述组队房间并根据预设队伍分配规则分别分配至第一队伍位置的所述虚拟玩家的标识,其中,所述第一队伍位置为所述多个分组区域中的区域。S101. Display multiple virtual player IDs located in the multiple grouping areas in the team room interface, wherein the multiple virtual player IDs are entered into the team room and are respectively allocated to the team according to preset team allocation rules. The identification of the virtual player at a first team location, wherein the first team location is an area in the plurality of grouped areas.

在上述步骤S101中,预设队伍分配规则为预设设置好的,虚拟玩家进入组队房间后,将每个虚拟玩家进行队伍分配的规则,其中,在组队显示界面中以虚拟玩家标识表征该虚拟玩家,通过对虚拟玩家标识进行队伍分配,最终实现虚拟玩家之间的组队。虚拟玩家标识是用于表征虚拟玩家的标识,可以是虚拟玩家的头像、昵称等。第一队伍位置为组队房间界面中同每一个队伍对应的位置,也是组队房间界面中多个分组区域中的其中一个分组区域。In the above-mentioned step S101, the preset team allocation rules are preset and set. After the virtual players enter the team room, each virtual player is assigned a team rule, wherein the virtual player ID is represented in the team display interface. The virtual players finally realize the formation of teams between virtual players by assigning teams to virtual player identifiers. The virtual player identifier is an identifier used to characterize the virtual player, and may be the avatar, nickname, etc. of the virtual player. The first team position is the position corresponding to each team in the team room interface, and is also one of the multiple grouping areas in the team room interface.

具体实施中,虚拟玩家在进入组队房间后,在组队房间界面中会根据预设队伍分配规则对进入组队房间的虚拟玩家的虚拟玩家标识分配至第一队伍位置。预设队伍分配规则可以包括以下规则中的任意一种:根据虚拟玩家进入组队房间内的先后顺序进行组队,根据虚拟玩家的队伍选择操作进行组队。In a specific implementation, after the virtual player enters the team room, the virtual player ID of the virtual player entering the team room will be allocated to the first team position in the team room interface according to the preset team allocation rules. The preset team allocation rule may include any one of the following rules: forming a team according to the order in which the virtual players enter the team room, and forming a team according to the virtual player's team selection operation.

其中,根据虚拟玩家进入组队房间内的先后顺序进行组队,具体体现为,根据虚拟玩家进入组队房间内的先后顺序,依次将虚拟玩家的虚拟玩家标识配置在组队房间界面中多个分组区域中设置虚拟玩家标识的位置,也就是,在组队房间界面中每个虚拟玩家标识的显示顺序跟虚拟玩家进入组队房间内的先后顺序一致。Among them, the team is formed according to the order in which the virtual players enter the team room, which is embodied in that, according to the order in which the virtual players enter the team room, the virtual player IDs of the virtual players are sequentially arranged in the team room interface. The position of the virtual player logo is set in the grouping area, that is, the display order of each virtual player logo in the team room interface is consistent with the order in which the virtual players enter the team room.

根据虚拟玩家的队伍选择操作进行组队,具体体现为:虚拟玩家进入组队房间界面后,根据玩家对空闲的分组区域的选择操作,将虚拟玩家的虚拟玩家标识设置在该空闲的分组区域。空闲的分组区域指的是该分组区域中的虚拟玩家标识的数量还未达到该分组区域对应的队伍容量的区域。其中,队伍容量是房主在进入组队房间之前设置的,也可以是进入组队房间之后设置的,规定的是队伍的人数上限。Form a team according to the virtual player's team selection operation, which is embodied as follows: after the virtual player enters the team room interface, according to the player's selection operation on the idle grouping area, the virtual player ID of the virtual player is set in the idle grouping area. An idle grouping area refers to an area in which the number of virtual player IDs in the grouping area has not yet reached the team capacity corresponding to the grouping area. Among them, the team capacity is set by the owner before entering the team room, or it can be set after entering the team room, and the maximum number of people in the team is stipulated.

S102,响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,所述目标队伍数量是根据所述随机组队时所述组队房间内所述虚拟玩家的数量确定的。S102, in response to the game preparation progress of the team room meeting a preset progress requirement, randomly form the virtual players in the team room according to the target number of teams, so as to obtain a team result, and according to the team The team result changes at least part of the virtual player identifiers from the first team position to the second team position, and the target team number is determined according to the number of the virtual players in the team room during the random team formation.

在上述步骤S102中,游戏准备进度可以是在游戏比赛开始之前,虚拟玩家进入组队房间后的进度。组队房间的游戏准备进度符合预设进度要求包括以下要求中的任意一种:In the above step S102, the game preparation progress may be the progress after the virtual player enters the team room before the game competition starts. The game preparation progress of the team room meets the preset progress requirements, including any of the following requirements:

所述组队房间中的所述虚拟玩家的数量满足第一预设要求,和/或,所述组队房间的开启时间满足第二预设要求;The number of the virtual players in the team room meets the first preset requirement, and/or the opening time of the team room meets the second preset requirement;

响应房主发起的随机分组请求;所述房主为创建所述组队房间的虚拟玩家;Responding to a random grouping request initiated by a homeowner; the homeowner is a virtual player who creates the team room;

响应房主发起的随机分组请求,且所述组队房间中的所述虚拟玩家的数量满足第一预设要求;Responding to a random grouping request initiated by the homeowner, and the number of the virtual players in the team room meets a first preset requirement;

所述组队房间中所述虚拟玩家发起的重新分组请求的数量满足第三预设要求;The number of regrouping requests initiated by the virtual players in the team room meets the third preset requirement;

所述组队房间中所述虚拟玩家发起的重新分组请求的数量满足第三预设要求,且所述组队房间中的所述虚拟玩家的数量满足第一预设要求。The number of regrouping requests initiated by the virtual players in the team room meets the third preset requirement, and the number of the virtual players in the team room meets the first preset requirement.

组队房间的游戏准备进度符合预设进度要求为组队房间中的所述虚拟玩家的数量满足第一预设要求,第一预设要求指的是组队房间中的虚拟玩家的数量达到了预先设置好的数值,比如,第一预设要求是进入组队房间的虚拟玩家的数量达到100人,只要组队房间内的虚拟玩家的数量达到100人,则组队房间内的游戏准备进度符合预设进度要求。The game preparation progress of the team room meets the preset progress requirement that the number of the virtual players in the team room meets the first preset requirement, and the first preset requirement means that the number of virtual players in the team room reaches The preset value, for example, the first preset requirement is that the number of virtual players entering the team room reaches 100. As long as the number of virtual players in the team room reaches 100, the game preparation progress in the team room will be Meet preset schedule requirements.

组队房间的游戏准备进度符合预设进度要求为组队房间的开启时间满足第二预设要求,第二预设要求指的是组队房间从创建到当前的开启时长达到了预先设置好的时长,比如,第二预设要求是组队房间的开启时长达到了半小时,只要组队房间的开启时长达到半小时,则组队房间内的游戏准备进度符合预设进度要求。The game preparation progress of the team room meets the preset progress requirements. The opening time of the team room meets the second preset requirement. The second preset requirement means that the team room's opening time from the creation to the current opening has reached the preset time. Duration, for example, the second preset requirement is that the opening time of the team room reaches half an hour. As long as the opening time of the team room reaches half an hour, the game preparation progress in the team room meets the preset progress requirements.

组队房间的游戏准备进度符合预设进度要求为组队房间中的所述虚拟玩家的数量满足第一预设要求,和组队房间的开启时间满足第二预设要求。也就是进入组队房间中的虚拟玩家的数量达到了预先设置好的数值,并且组队房间的开启时长达到了预先设置好的时长这两个条件,则组队房间内的游戏准备进度符合预设进度要求。The game preparation progress of the team room meets the preset progress requirement that the number of the virtual players in the team room meets the first preset requirement, and the opening time of the team room meets the second preset requirement. That is to say, the number of virtual players entering the team room has reached the preset value, and the opening time of the team room has reached the preset time. Then the game preparation progress in the team room meets the preset value. Set progress requirements.

组队房间的游戏准备进度符合预设进度要求为响应房主发起的随机分组请求,可以是随机分组请求是组队房间的房主对应的虚拟玩家发起的,在房主的组队房间界面设置一对随机组队控件,房主对应的虚拟玩家对随机组队控件进行触控,实现发起随机分组请求,随机分组请求用于控制组队房间内的虚拟玩家进行随机组队,以更改之前的组队房间内各个虚拟玩家之间的组队情况。The game preparation progress of the team room meets the preset progress requirements. In response to the random grouping request initiated by the homeowner, the random grouping request can be initiated by the virtual player corresponding to the homeowner of the team room, and is set on the homeowner's team room interface. A pair of random grouping controls, the virtual player corresponding to the homeowner touches the random grouping control to initiate a random grouping request, and the random grouping request is used to control the virtual players in the grouping room to form a random group to change the previous The teaming situation between each virtual player in the teaming room.

组队房间的游戏准备进度符合预设进度要求为响应房主发起的随机分组请求,且所述组队房间中的所述虚拟玩家的数量满足第一预设要求。并不是只要房主发起随机分组请求就一定会进行随机分组的,如果组队房间内的虚拟玩家的数量过少时,比如,组成一个队伍需要5个虚拟玩家,而在组队房间内只有3个虚拟玩家,则该组队房间完全没有随机组队的必要,因为无论如何组队,也只有一个队伍。所以只有在组队房间内的虚拟玩家的数量达到第一预设要求时,响应房主发起的随机分组请求才算是游戏准备进度符合预设进度要求。The game preparation progress of the team room meeting the preset progress requirement is in response to a random grouping request initiated by the host, and the number of the virtual players in the team room meets the first preset requirement. It is not necessary to perform random grouping as long as the host initiates a random grouping request. If the number of virtual players in the team room is too small, for example, 5 virtual players are required to form a team, but there are only 3 virtual players in the team room. For virtual players, there is absolutely no need to randomly form a team in this team room, because no matter how the team is formed, there is only one team. Therefore, only when the number of virtual players in the team room reaches the first preset requirement, and responding to the random grouping request initiated by the homeowner, can the game preparation progress meet the preset progress requirement.

组队房间的游戏准备进度符合预设进度要求为所述组队房间中所述虚拟玩家发起的重新分组请求的数量满足第三预设要求。可以是重新分组请求是组队房间内的虚拟玩家所发起的,用于在大多数虚拟玩家不满足当前的分组情况时,以使组队房间进行重新分组的请求。第三预设要求指的是组队房间内的虚拟玩家发起的重新分组请求的数量达到预设请求数值,或者是组队房间内的虚拟玩家发起的重新分组请求的数量与组队房间内的虚拟玩家的总数之间的比值达到预设比值。The game preparation progress of the team room meets the preset progress requirement is that the number of regrouping requests initiated by the virtual players in the team room meets a third preset requirement. It may be that the regrouping request is initiated by the virtual players in the team room, and is used to make the team room perform a regrouping request when most of the virtual players do not meet the current grouping situation. The third preset requirement refers to that the number of regrouping requests initiated by virtual players in the team room reaches the preset request value, or the number of regrouping requests initiated by virtual players in the team room is the same as the number of regroup requests initiated by the virtual players in the team room. The ratio between the total numbers of virtual players reaches a preset ratio.

组队房间的游戏准备进度符合预设进度要求为所述组队房间中所述虚拟玩家发起的重新分组请求的数量满足第三预设要求,且所述组队房间中的所述虚拟玩家的数量满足第一预设要求。组队房间内的虚拟玩家发起重新分组的数量达到第三预设要求,会执行随机分组,如果组队房间内的虚拟玩家的数量过少时,比如,组成一个队伍需要5个虚拟玩家,而在组队房间内只有3个虚拟玩家,则该组队房间完全没有随机组队的必要,因为无论如何组队,也只有一个队伍。所以只有在组队房间内的虚拟玩家的数量达到第一预设要求时,组队房间内的虚拟玩家发起重新分组的数量达到第三预设要求才算是游戏准备进度符合预设进度要求。The game preparation progress of the team room meets the preset progress requirement: the number of regrouping requests initiated by the virtual players in the team room meets the third preset requirement, and the virtual players in the team room have The quantity meets the first preset requirement. If the number of virtual players in the team room to initiate regrouping reaches the third preset requirement, random grouping will be performed. If the number of virtual players in the team room is too small, for example, 5 virtual players are required to form a team. If there are only 3 virtual players in the team room, there is no need for random team formation in the team room, because no matter how the team is formed, there is only one team. Therefore, only when the number of virtual players in the team room reaches the first preset requirement, and the number of virtual players in the team room to initiate regrouping reaches the third preset requirement, can the game preparation progress meet the preset progress requirement.

随机组队指的是将原有的队伍顺序打乱,按照不必然的规则将组队房间内的虚拟玩家进行重新组队。目标队伍数量是随机组队时所述组队房间内所述虚拟玩家的数量确定的,在进行随机组队之前,组队房间内每个队伍的队伍容量是已经确定好的,但是可能还会存在非组队房间内的虚拟玩家进入组队房间,所以在随机组队之前,随着组队房间内虚拟玩家的数量的变化目标队伍数量也会随着变化。而在随机组队是,为了防止在组队过程中因非组队房间内的虚拟玩家加入导致的组队不合理的情况,会控制组队房间进行锁定状态,锁定状态指的是控制组队房间不再接收非组队房间内的虚拟玩家进入。第二队伍位置为在随机组队之后,虚拟玩家在重新组队之后所在的队伍位置。Random team formation refers to shuffling the original team order, and re-teaming the virtual players in the team room according to the unnecessary rules. The number of target teams is determined by the number of virtual players in the team room during random team formation. Before the random team formation, the team capacity of each team in the team room has been determined, but there may be There are virtual players in the non-team room entering the team room, so before the random team is formed, the number of target teams will also change as the number of virtual players in the team room changes. In the case of random team formation, in order to prevent the unreasonable team formation caused by the addition of virtual players in the non-team room during the team formation process, the team room will be controlled to lock the state. The lock state refers to the control of the team formation. Rooms no longer accept virtual players from non-teamed rooms. The second team position is the team position where the virtual players are after regrouping after the random team formation.

具体实施中,在组队房间的游戏准备进度符合预设进度要求时,将组队房间内的虚拟玩家进行重新组队,重新组队后得到新的组队结果,在组队结果中包括有每个虚拟玩家所在队伍的信息,调整组队房间内的至少部分虚拟玩家的虚拟玩家标识所在位置,也就是,在组队房间中将部分虚拟玩家标识从第一队伍位置调整为第二队伍位置。本方案通过随机组队的方式将组队房间内的虚拟玩家进行重新组队,使得每个队伍中的虚拟玩家不是按照必然的规则进行分配的,这样减少了一个队伍中的虚拟玩家之间相互认识,实力比较强的虚拟玩家之间相互组队,出现强强联合的情况,增加了游戏的可玩性,让更多的虚拟玩家能够在更公平的游戏环境中进行比赛,使得虚拟玩家能够充分发挥自己的实力,提高了游戏的交互效率。In the specific implementation, when the game preparation progress of the team room meets the preset progress requirements, the virtual players in the team room are regrouped, and a new team formation result is obtained after the regrouping. The team formation result includes: Information about the team of each virtual player, adjust the position of the virtual player IDs of at least some virtual players in the team room, that is, adjust the position of some virtual players from the first team position to the second team position in the team room . This scheme regroups the virtual players in the team room by randomly forming teams, so that the virtual players in each team are not allocated according to certain rules, which reduces the mutual interaction between the virtual players in a team. Recognize that virtual players with relatively strong strength team up with each other, and a situation of strong alliances appears, which increases the playability of the game, allows more virtual players to compete in a fairer game environment, and enables virtual players to Give full play to your own strength and improve the interactive efficiency of the game.

S103,响应游戏开始请求,控制所述组队房间中的所述虚拟玩家进入到对战游戏场景中进入游戏对战阶段。S103, in response to the game start request, control the virtual players in the team room to enter the battle game scene and enter the game battle stage.

在上述步骤S103中,游戏开始请求用于控制从游戏准备阶段进入游子战斗阶段,也就是控制组队房间内组队完成的虚拟玩家进入游戏场景。游戏开始请求可以是创建组队房间的房主对应的虚拟玩家发起的,在房主对应的虚拟玩家发起游戏开始请求后直接控制组队房间内的虚拟玩家进入游戏对战阶段。或者是组队房间内的虚拟玩家发起的,在游戏开始请求的数量达到预设开始要求时,控制组队房间内的虚拟玩家进入游戏对战阶段,其中,预设开始要求可以是开始请求的数量达到预设请求数量,或者开始请求的数量与组队房间内的虚拟玩家的数量的比值达到要求预设比值。或者是在随机组队后自动响应游戏开始请求,进入游戏对战阶段。在游戏对战阶段中,每个队伍各自为营,不同的队伍的虚拟玩家之间进行对抗。In the above-mentioned step S103, the game start request is used to control the entry from the game preparation stage to the wanderer battle stage, that is, to control the virtual players who have completed the team formation in the team formation room to enter the game scene. The game start request may be initiated by the virtual player corresponding to the homeowner who created the team room. After the virtual player corresponding to the homeowner initiates the game start request, the virtual players in the team room are directly controlled to enter the game battle stage. Or it is initiated by virtual players in the team room. When the number of game start requests reaches the preset start request, the virtual players in the team room are controlled to enter the game battle stage, where the preset start request can be the number of start requests. The preset number of requests is reached, or the ratio of the number of start requests to the number of virtual players in the team room reaches the preset ratio required. Or automatically respond to the game start request after forming a random team and enter the game battle stage. In the battle phase of the game, each team operates independently, and virtual players from different teams compete against each other.

在游戏对战阶段中,不同队伍的虚拟玩家之间会进行对抗,在对抗时,虚拟玩家会使用攻击操作攻击敌方虚拟玩家,以使敌方虚拟玩家的游戏属性低于预设属性,则控制敌方虚拟玩家退出游戏对战阶段。具体的,游戏属性可以是虚拟玩家表征存活能力的属性,比如,血量、生命值等属性。在敌方虚拟玩家退出游戏对战阶段后,敌方虚拟玩家可以通过游戏图形用户界面观看比赛,但不能继续参加游戏。In the game battle stage, virtual players of different teams will fight against each other. During the confrontation, the virtual players will use attack operations to attack the enemy virtual players, so that the game attributes of the enemy virtual players are lower than the preset attributes, and control the The enemy virtual player exits the game battle phase. Specifically, the game attribute may be an attribute representing the survivability of the virtual player, for example, attributes such as blood volume and life value. After the enemy virtual player exits the game battle phase, the enemy virtual player can watch the game through the game GUI, but cannot continue to participate in the game.

S104,响应处于所述游戏对战阶段中的所述虚拟玩家属于同一队伍,对当前游戏对战阶段进行结算。S104, in response to the virtual players in the game competition phase belonging to the same team, settle the current game competition phase.

在上述步骤104中,在游戏对战阶段中,只有游戏场景中的剩余的虚拟玩家属于同一个队伍,也就是,在游戏场景中还存活的虚拟玩家的都是同一个队伍的,那游戏才算是结束,对当前游戏对战阶段进行结算,确定最终比赛胜利的队伍。In the above step 104, in the game battle stage, only the remaining virtual players in the game scene belong to the same team, that is, the virtual players still surviving in the game scene belong to the same team, then the game is considered a game. At the end, the current game battle phase is settled to determine the team that wins the final game.

本申请所提供的实施例中,通过上述四个步骤,虚拟玩家进入组队房间后,可以通过随机组队的方式,将组队房间内的多个虚拟玩家进行组队,控制随机组队后的虚拟玩家进入到游戏对战阶段进行比赛,这样使得每个队伍中的虚拟玩家不是按照必然的规则进行分配的,减少了一个队伍中的虚拟玩家之间相互认识,实力比较强的虚拟玩家之间相互组队,出现强强联合的情况,增加了游戏的可玩性,让更多的虚拟玩家能够在更公平的游戏环境中进行比赛,使得虚拟玩家能够充分发挥自己的实力,提高了游戏的交互效率。In the embodiment provided in this application, through the above four steps, after the virtual player enters the team room, multiple virtual players in the team room can be formed into a team by random team formation, and after the random team formation is controlled The virtual players entered the game battle stage to compete, so that the virtual players in each team are not allocated according to certain rules, reducing the mutual understanding between the virtual players in a team and the stronger virtual players. Teaming up with each other and the emergence of strong alliances increases the playability of the game, allowing more virtual players to compete in a fairer game environment, enabling virtual players to give full play to their strengths and improving the game's performance. interactive efficiency.

在对组队房间捏的虚拟玩家进行组队时,每个队伍的队伍容量是确定的,队伍容量可以是在房主创建组队方式时规定的,也可以是房主在创建房间之后,进行组队之前确定的。根据每个队伍的队伍容量,可以将组队房间内的多个虚拟玩家组成多个队伍,也就是,步骤S102,包括:When teaming up virtual players in a team room, the team capacity of each team is determined. The team capacity can be specified when the homeowner creates the team formation method, or the homeowner can set the team capacity after creating the room. Determined before team formation. According to the team capacity of each team, multiple virtual players in the team room can be formed into multiple teams, that is, step S102, including:

步骤1021,响应所述组队房间的游戏准备进度符合预设进度要求,根据所述组队房间中的所述虚拟玩家的数量和队伍容量,确定所述目标队伍数量;Step 1021, in response to the game preparation progress of the team room meeting a preset progress requirement, determine the target team number according to the number of virtual players and team capacity in the team room;

步骤1022,根据所述目标队伍数量对所述组队房间中的所述虚拟玩家进行随机分组,确定每个所述虚拟玩家所属队伍,得到所述组队结果。Step 1022: Randomly group the virtual players in the team room according to the number of target teams, determine the team to which each virtual player belongs, and obtain the team formation result.

在上述步骤1021中,在组队房间的游戏准备进度符合预设进度要求时,就可以进行随机分组了,为了减少组队房间中加入非组队房间内的虚拟玩家会导致组队不准确的情况,所以在组队房间的游戏准备进度符合预设进度要求时,就会控制组队房间不再接收非组队房间内的虚拟玩家。In the above step 1021, when the game preparation progress of the team room meets the preset progress requirements, random grouping can be performed. Therefore, when the game preparation progress of the team room meets the preset progress requirements, the team room will be controlled to no longer receive virtual players in the non-team room.

具体实施中,在知道组队房间中的虚拟玩家的数量和每个队伍的队伍容量后,会根据虚拟玩家的数量与队伍容量的比值,确定目标队伍数量。比如,当虚拟玩家的数量为60时,队伍容量为5人,则目标队伍数量为60÷5=12。In a specific implementation, after knowing the number of virtual players in the team room and the team capacity of each team, the target team number will be determined according to the ratio of the number of virtual players to the team capacity. For example, when the number of virtual players is 60 and the team capacity is 5, the target team size is 60÷5=12.

当然,会存在虚拟玩家的数量与队伍容量的比值出现余数的情况,为了让组队房间内的所有虚拟玩家都能进行组队,则目标队伍数量则会进行向上取整。比如,当虚拟玩家的数量为63时,队伍容量为5人,则目标队伍数量为63÷5=12…3,也就是,根据当前虚拟玩家的数量和队伍容量,可以组成12个满员队伍,剩余3个虚拟玩家,则为了让所有虚拟玩家都能进行组队,则会将目标队伍数量确定为13个。Of course, there will be a remainder in the ratio of the number of virtual players to the team capacity. In order to allow all virtual players in the team room to form a team, the number of target teams will be rounded up. For example, when the number of virtual players is 63 and the team capacity is 5, the target team size is 63÷5=12...3, that is, according to the current number of virtual players and team capacity, 12 full teams can be formed. For the remaining 3 virtual players, in order to allow all virtual players to form a team, the number of target teams will be determined as 13.

在上述步骤1022中,根据目标队伍数量对组队房间内的虚拟玩家进行随机分组,也就是虚拟玩家的当前组队顺序进行打散,按照随机规则对虚拟玩家进行重新排序,并按照重新排序后的虚拟玩家进行组队,每个所述虚拟玩家所属队伍,得到所述组队结果。In the above step 1022, the virtual players in the team room are randomly grouped according to the number of target teams, that is, the current team order of the virtual players is broken up, the virtual players are reordered according to the random rules, and after the reordering The virtual players are formed into a team, and each virtual player belongs to a team, and the team formation result is obtained.

当存在队伍中的虚拟玩家的数量不能达到满员时,为了尽量让每个队伍的平均实力达到平衡,会在根据目标队伍数量进行组队时,对每个队伍的队员数量进行调整,也就是,步骤1022,包括:When the number of virtual players in the existing team cannot reach the full number, in order to balance the average strength of each team as much as possible, the number of players in each team will be adjusted when forming a team according to the number of target teams, that is, Step 1022, including:

步骤10221,根据所述目标队伍数量,确定每个队伍中的队员数量;不同队伍的队员数量的差值小于预设数值;Step 10221: Determine the number of players in each team according to the number of target teams; the difference between the numbers of players in different teams is less than a preset value;

步骤10222,按照每个队伍的队员数量对所述组队房间中的所述虚拟玩家进行随机分组,确定每个所述虚拟玩家所属队伍,得到所述组队结果。Step 10222: Randomly group the virtual players in the team room according to the number of players in each team, determine the team to which each virtual player belongs, and obtain the team formation result.

在上述步骤10221中,在确定出目标队伍数量后,如果存在队伍中虚拟玩家数量无法达到队伍容量的情况,为了保证每个队伍之间的实力更加均衡,则需要让每个队伍之间的队员数量差距小于预设数值。预设数值是人为设置的,可以是2。队员数量是分组时,每个队伍中应有的虚拟玩家的数量,队员数量不必然等于队伍容量。In the above step 10221, after determining the number of target teams, if there is a situation that the number of virtual players in the team cannot reach the team capacity, in order to ensure a more balanced strength between each team, it is necessary to make the players in each team more balanced. The amount difference is smaller than the preset value. The preset value is artificially set and can be 2. The number of players is the number of virtual players that each team should have when grouping. The number of players is not necessarily equal to the team capacity.

具体实施中,如果存在队伍的虚拟玩家数量不满足与队伍的队员数量的差值小于预设数值的情况,会从已经满员的队伍中随机抽取一定数量的队伍,从抽取出来的队伍中调整队员数量,最终使得每个队伍的队员数量之间的差值都小于预设数值。In the specific implementation, if there is a situation where the difference between the number of virtual players in the team and the number of players in the team is less than the preset value, a certain number of teams will be randomly selected from the teams that are already full, and the players will be adjusted from the selected teams. the number of players, so that the difference between the number of players in each team is smaller than the preset value.

比如,当虚拟玩家的数量为63时,队伍容量为5人,则目标队伍数量为63÷5=12…3,也就是,根据当前虚拟玩家的数量和队伍容量,可以组成12个满员队伍,剩余3个虚拟玩家,则为了让所有虚拟玩家都能进行组队,则会将目标队伍数量确定为13个,则会有一个队伍是只有3个虚拟玩家的。而预先设置的不同队伍的队员数量的差值小于2,也就是,每个队伍的队员数量之间的差值为1。则在确定每个队伍的队员数量时,会从已经满员的队伍中随机抽取一个队伍,调整随机抽取的队伍的数量为4,并将最初不满员的队伍的数量也调整为4,则最后每个队伍的队员数量之间的差值均小于2。For example, when the number of virtual players is 63 and the team capacity is 5, the target team size is 63÷5=12...3, that is, according to the current number of virtual players and team capacity, 12 full teams can be formed. For the remaining 3 virtual players, in order to allow all virtual players to form a team, the target number of teams will be determined as 13, and there will be a team with only 3 virtual players. The preset difference between the numbers of players of different teams is less than 2, that is, the difference between the numbers of players of each team is 1. Then, when determining the number of players in each team, a team will be randomly selected from the teams that are already full, the number of randomly selected teams will be adjusted to 4, and the number of initially unfilled teams will also be adjusted to 4. The difference between the number of players in each team is less than 2.

在上述步骤10222中,在确定了每个队伍的队员数量后,根据每个队伍的队员数量进行随机分组,最后确定每个虚拟玩家所属队伍,得到所述组队结果。这种分组的方式,使得每个队伍之间的虚拟玩家的数量相对平衡,进一步的也相当于是使得每个队伍之间的虚拟玩家的游戏实力达到平衡,让更多的虚拟玩家能够在更公平的游戏环境中进行比赛,使得虚拟玩家能够充分发挥自己的实力,提高了游戏的交互效率。In the above step 10222, after the number of players of each team is determined, random grouping is performed according to the number of players of each team, and finally the team to which each virtual player belongs is determined, and the team formation result is obtained. This grouping method makes the number of virtual players in each team relatively balanced, which is further equivalent to balancing the game strength of virtual players between each team, so that more virtual players can play a fairer game. The game is played in a different game environment, so that virtual players can give full play to their strengths and improve the interactive efficiency of the game.

除了调整每个队伍的队员数量以达到每个队伍之间的实力更加平衡之外,也可以直接根据虚拟玩家的游戏经验值,来对虚拟玩家进行分组,也就是,步骤10222,包括:In addition to adjusting the number of players in each team to achieve a more balanced strength between each team, the virtual players can also be grouped directly according to the game experience value of the virtual players. That is, step 10222 includes:

步骤102221,根据所述组队房间中所述虚拟玩家的游戏经验值,按照每个队伍的队员数量对所述组队房间中的所述虚拟玩家进行随机分组;Step 102221: According to the game experience value of the virtual players in the team room, randomly group the virtual players in the team room according to the number of players in each team;

步骤102222,确定每个所述虚拟玩家所属队伍,得到所述组队结果;每个队伍的游戏经验值的平均值之差符合预设差异要求。Step 102222: Determine the team to which each virtual player belongs, and obtain the team formation result; the difference between the averages of the game experience values of each team meets the preset difference requirement.

在上述步骤102221和步骤102222中,游戏经验值可以根据虚拟玩家的比赛次数、胜利次数、登录时间等参数确定。预设差异要求是每个队伍的游戏经验值的平均值之差符合预设差值。In the above steps 102221 and 102222, the game experience value can be determined according to parameters such as the number of games, the number of victories, and the login time of the virtual player. The preset difference requirement is that the difference between the averages of the game experience values of each team conforms to the preset difference.

具体实施中,在知道每个虚拟玩家的游戏经验值后,在对每个虚拟玩家进行分组时,会考虑到每个队伍的平均游戏经验值,对虚拟玩家进行随机分组,也就是,会将虚拟玩家的原有顺序打乱,但是在具体分组时,会考虑到每个虚拟玩家的游戏经验值,对每个队伍安排虚拟玩家。这样分组后的每个队伍中虚拟玩家的游戏平均值之间不会相差太大,进一步的使得每个队伍之间的虚拟玩家的游戏实力达到平衡,让更多的虚拟玩家能够在更公平的游戏环境中进行比赛,使得虚拟玩家能够充分发挥自己的实力,提高了游戏的交互效率。In the specific implementation, after knowing the game experience value of each virtual player, when grouping each virtual player, the average game experience value of each team will be considered, and the virtual players will be randomly grouped. The original order of the virtual players is disrupted, but in the specific grouping, virtual players will be arranged for each team taking into account the game experience value of each virtual player. In this way, the difference between the game averages of the virtual players in each team after the grouping will not be too large, which further balances the game strength of the virtual players between each team, so that more virtual players can play a fairer game. Playing games in the game environment enables virtual players to give full play to their strengths and improves the interactive efficiency of the game.

在上文中提到,在所述组队房间的游戏准备进度符合预设进度要求时,可以进行随机组队,但是为了避免非组队房间内的虚拟玩家进入组队房间对随机组队产生影响,会控制组队房间拒绝非组队房间的虚拟玩家进入组队房间,也就是,步骤S102,包括:As mentioned above, when the game preparation progress of the team room meets the preset progress requirements, random team formation can be performed, but in order to avoid virtual players in the non-team room entering the team room, the random team formation will be affected. , it will control the team room to refuse virtual players who are not in the team room to enter the team room, that is, step S102, including:

步骤1023,响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,以及进入锁定阶段;Step 1023, in response to the game preparation progress of the team room meeting the preset progress requirements, randomly form the virtual players in the team room according to the target number of teams to obtain a team result, and according to the As a result of the team formation, at least part of the virtual player identifiers are changed from the first team position to the second team position, and the lock stage is entered;

步骤1024,在所述锁定阶段中,若检测到所述虚拟玩家所发起的队伍选择操作,则不响应所述队伍选择操作,并生成调整失败提示信息;Step 1024, in the locking stage, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt message is generated;

步骤1025,以及在所述锁定阶段中,若检测到非所述组队房间内的虚拟玩家发起的进入所述组队房间的参与请求,则拒绝非所述组队房间内的虚拟玩家进入组队房间。Step 1025, and in the locking phase, if a request for participation in the team room initiated by a virtual player not in the team room is detected, then the virtual player who is not in the team room is rejected from entering the team. team room.

在上述步骤1023中,锁定阶段可以对虚拟玩家的当前组队房间界面进行功能锁定,也就是,非组队房间内的虚拟玩家不能进入到组队房间,组队房间内的虚拟玩家的数量不会发生变化,且组队房间内的虚拟玩家也不能进行队伍选择操作。队伍选择操作是进入组队房间内的虚拟玩家对存在空闲席位的分组区域的选择操作。In the above step 1023, the current team room interface of the virtual player can be functionally locked in the locking stage, that is, the virtual players in the non-team room cannot enter the team room, and the number of virtual players in the team room does not vary. Changes will occur, and virtual players in the team room cannot perform team selection operations. The team selection operation is the selection operation of the virtual player entering the team room to the grouping area where there are vacant seats.

也就是,在上述步骤1024中,在锁定阶段,如果组队房间内的虚拟玩家进行了队伍调整操,该队伍选择操作不会被响应,并且在该虚拟玩家的组队房间界面会显示调整失败的提示信息,以提示该虚拟玩家无法进行队伍调整。That is, in the above step 1024, in the lock stage, if the virtual player in the team room performs the team adjustment operation, the team selection operation will not be responded, and the adjustment failure will be displayed on the team room interface of the virtual player. , indicating that the virtual player cannot make team adjustments.

在上述步骤1025中,在锁定阶段,如果有非组队房间的虚拟玩家想要加入组队房间,则组队房间会拒绝该非组队房间的虚拟玩家加入,并会生成拒绝进入的提示信息显示在非组队房间的虚拟玩家的图形用户界面。In the above step 1025, in the lock stage, if a virtual player in a non-team room wants to join the team room, the team room will refuse the virtual player of the non-team room to join, and a prompt message of refusal to enter will be generated Graphical user interface to display virtual players in non-teamed rooms.

进入组队房间的条件是发起了请求之后才能进入的,但是进入组队房间的虚拟玩家包括房主和参与者,不同的虚拟玩家进入组队房间的请求也是不一样的,也就是,步骤S101,包括:The conditions for entering the team room are only after a request has been initiated, but the virtual players entering the team room include the owner and the participants, and different virtual players have different requests to enter the team room, that is, step S101 ,include:

步骤1011,响应所述房主发起的进入组队房间的创建请求,控制所述房主进入所述组队房间;所述创建请求中携带有组队模式信息、玩家数量上限信息、玩家数量上限信息;Step 1011: In response to the creation request for entering the team room initiated by the homeowner, control the homeowner to enter the team room; the creation request carries team mode information, information on the upper limit of the number of players, and the upper limit of the number of players information;

步骤1012,响应所述参与者发起的进入组队房间的参与请求,控制所述参与者进入所述组队房间;Step 1012, in response to the participation request for entering the team room initiated by the participant, controlling the participant to enter the team room;

步骤1013,将所述房主的虚拟玩家标识和所述参与者的虚拟玩家标识显示在所述组队房间界面的所述多个分组区域。Step 1013: Display the virtual player ID of the host and the virtual player ID of the participant in the multiple grouping areas of the team room interface.

在上述步骤1011中,创建请求是房主对应的虚拟玩家发起的,在创建请求中可以携带组队模式信息、玩家数量上限信息、队伍数量上限信息。组队模式信息可以限定组队房间中每个队伍的队伍容量,比如,2人、4人、5人等。玩家数量上限信息可以限定组队房间中的虚拟玩家的数量,比如组队房间最多容纳100个虚拟玩家。队伍数量上限信息可以限定组队房间中的队伍的数量,比如组队房间最多容纳20个队伍。In the above-mentioned step 1011, the creation request is initiated by the virtual player corresponding to the homeowner, and the creation request may carry team mode information, information on the upper limit of the number of players, and information on the upper limit of the number of teams. The team mode information can limit the team capacity of each team in the team room, for example, 2 people, 4 people, 5 people, etc. The information on the upper limit of the number of players can limit the number of virtual players in the team room, for example, the team room can accommodate up to 100 virtual players. The information on the upper limit of the number of teams can limit the number of teams in the team room, for example, the team room can accommodate up to 20 teams.

具体实施中,在房主对应的虚拟玩家发起了创建请求后,组队房间会被创建,并且,房主对应的虚拟玩家也会自动进入到组队房间。In a specific implementation, after the virtual player corresponding to the homeowner initiates a creation request, the team room will be created, and the virtual player corresponding to the homeowner will also automatically enter the team room.

在上述步骤1012中,参与请求是非房主的、且非组队房间内的虚拟玩家发起的,用于请求进入组队房间。In the above step 1012, the participation request is initiated by a virtual player who is not the homeowner and is not in the team room, and is used to request to enter the team room.

在上述步骤1013中,在锁定阶段之前,只要组队房间内的虚拟玩家数量未达到玩家数量上限,则虚拟玩家都可以进入到组队房间,进入到组队房间的虚拟玩家的虚拟玩家标识都会显示在组队房间界面中的分组区域中。In the above step 1013, before the locking stage, as long as the number of virtual players in the team room does not reach the upper limit of the number of players, all the virtual players can enter the team room, and the virtual player IDs of the virtual players entering the team room will all be Displayed in the grouping area in the team room interface.

在虚拟玩家进入到组队房间后,可以根据虚拟玩家的选择操作,确定该虚拟玩家的虚拟玩家标识的显示位置,也就是,步骤1013,包括:After the virtual player enters the team room, the display position of the virtual player ID of the virtual player can be determined according to the selection operation of the virtual player. That is, step 1013 includes:

步骤10131,响应所述虚拟玩家针对存在空闲席位的分组区域的选择操作,将所述虚拟玩家的虚拟玩家标识显示在所述存在空闲席位的分组区域中。Step 10131: In response to the virtual player's selection operation on the grouping area with free seats, display the virtual player ID of the virtual player in the grouping area with free seats.

在上述步骤10131中,存在空闲席位的分组区域指的是该分组区域内的虚拟玩家标识的数量还未达到队伍容量。选择操作可以是以下操作中的任意一种:点击操作、滑动操作、长按操作、重按操作等。In the above step 10131, the grouping area with free seats means that the number of virtual player IDs in the grouping area has not yet reached the team capacity. The selection operation can be any one of the following operations: click operation, swipe operation, long press operation, repress operation, etc.

在虚拟玩家进入达到组队房间后,虚拟玩家通过选择存在空闲席位的分组区域,可以是,虚拟玩家直接触控分组区域中的任意一个位置,或者是虚拟玩家直接触控分组区域中空闲席位的位置,实现对存在空闲席位的分组区域的选择。在选择存在空闲席位的分组区域后,将该虚拟玩家的虚拟玩家标识显示在存在空闲席位的分组区域的空闲席位处。After the virtual player enters the team room, the virtual player selects the grouping area where there are free seats. Either the virtual player directly touches any position in the grouping area, or the virtual player directly touches the free seat in the grouping area. Location, to realize the selection of the grouping area where there are free seats. After selecting the grouping area where there are free seats, the virtual player ID of the virtual player is displayed at the free seats in the grouping area where there are free seats.

除了上文中所提到的组队房间的游戏准备进度符合预设进度要求时,可以进入锁定阶段外,房主对应的虚拟玩家也可以使组队房间进入锁定阶段,也就是,本方案还包括:In addition to the above-mentioned game preparation progress of the team room meeting the preset progress requirements, the lock stage can be entered, and the virtual player corresponding to the homeowner can also make the team room enter the lock stage. That is, this solution also includes :

步骤1014,响应所述房主针对所述组队房间的锁定操作,进入锁定阶段;Step 1014, in response to the homeowner's locking operation on the team room, enter the locking stage;

步骤1015,在所述锁定阶段中,若检测到所述虚拟玩家所发起的队伍选择操作,则不响应所述队伍选择操作,并生成调整失败提示信息;Step 1015, in the locking stage, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt message is generated;

步骤1016,以及在所述锁定阶段中,若检测到非所述组队房间内的虚拟玩家发起的进入组队房间的参与请求,则拒绝非所述组队房间内的虚拟玩家进入组队房间。Step 1016, and in the locking phase, if a request for participation in the team room initiated by a virtual player not in the team room is detected, rejecting the virtual player who is not in the team room from entering the team room .

在上述步骤1014中,锁定阶段可以对虚拟玩家的当前组队房间界面进行功能锁定,也就是,非组队房间内的虚拟玩家不能进入到组队房间,组队房间内的虚拟玩家的数量不会发生变化,且组队房间内的虚拟玩家也不能进行队伍选择操作。队伍选择操作是锁定阶段进入组队房间内的虚拟玩家对存在空闲席位的分组区域的选择操作。In the above-mentioned step 1014, the current team room interface of the virtual player can be functionally locked in the locking stage, that is, virtual players in the non-team room cannot enter the team room, and the number of virtual players in the team room does not vary. Changes will occur, and virtual players in the team room cannot perform team selection operations. The team selection operation is the selection operation of the virtual player entering the team room in the lock stage on the group area where there are vacant seats.

具体实施中,在房主的组队房间界面中会显示有一锁定控件,该锁定控件只有房主的组队房间界面中才会有,非房主的虚拟玩家的组队房间界面没有该锁定控件,也就是说,房主可以通过锁定操作对锁定控件进行触控,主动控制组队房间进入锁定阶段。In the specific implementation, a lock control will be displayed in the team room interface of the homeowner. The lock control is only available in the team room interface of the homeowner, and the team room interface of non-homeowner virtual players does not have the lock control. , that is to say, the homeowner can touch the lock control through the lock operation, and actively control the team room to enter the lock stage.

一般图形用户界面的显示区域并不大,如果将所有的控件都显示在图形用户界面中,会覆盖很多的画面,一般会将不常用的控件进行隐藏,通过触发条件进行显示,本申请中锁定控件可以显示在隐藏列表中,也就是,如图3所示,在图形用户界面中显示有一功能列表控件,在功能列表中集成的多个控件中包括锁定控件,当然用于响应房主发起随机分组请求的随机分组控件也可以集成在功能列表中,在触控功能列表控件后,功能列表控件会显示为灰色,并在功能列表控件附近显示被隐藏后的锁定控件和随机分组控件。Generally, the display area of the GUI is not large. If all the controls are displayed in the GUI, it will cover a lot of screens. Generally, the controls that are not commonly used will be hidden and displayed by triggering conditions, which are locked in this application. The controls can be displayed in the hidden list, that is, as shown in Figure 3, a function list control is displayed in the graphical user interface, and the multiple controls integrated in the function list include a lock control, which is of course used to respond to the randomness initiated by the homeowner. The random grouping control for grouping requests can also be integrated in the function list. After touching the function list control, the function list control will be displayed in gray, and the hidden lock control and random grouping control will be displayed near the function list control.

在上述步骤1015中,在锁定阶段,如果组队房间内的虚拟玩家进行了队伍调整操,该队伍选择操作不会被响应,并且在该虚拟玩家的组队房间界面会显示调整失败的提示信息,以提示该虚拟玩家无法进行队伍调整。In the above step 1015, in the lock stage, if the virtual player in the team room performs the team adjustment operation, the team selection operation will not be responded, and a prompt message of adjustment failure will be displayed on the team room interface of the virtual player , to indicate that the virtual player cannot make team adjustments.

在上述步骤1016中,在锁定阶段,如果有非组队房间的虚拟玩家想要加入组队房间,则组队房间会拒绝该非组队房间的虚拟玩家加入,并会生成拒绝进入的提示信息显示在非组队房间的虚拟玩家的图形用户界面。In the above step 1016, in the lock stage, if a virtual player in a non-team room wants to join the team room, the team room will refuse the virtual player of the non-team room to join, and a prompt message of refusal to enter will be generated Graphical user interface to display virtual players in non-teamed rooms.

在进入锁定阶段(无论是组队房间的游戏准备进度符合预设进度要求时进入的锁定阶段,还是通过房主的锁定操作进入的锁定阶段)后,还可对组队房间进行解锁,也就是,本申请的方案还包括:After entering the lock stage (whether it is the lock stage entered when the game preparation progress of the team room meets the preset progress requirements, or the lock stage entered through the lock operation of the homeowner), the team room can also be unlocked, that is , the scheme of this application also includes:

步骤105,在所述锁定阶段,响应房主针对所述组队房间的解锁操作,对所述组队房间进行解锁,进入游戏准备阶段;Step 105, in the locking stage, in response to the unlocking operation of the team room by the homeowner, unlock the team room, and enter the game preparation stage;

步骤106,在所述锁定阶段,响应所述虚拟玩家发起的游戏开始请求,对所述组队房间进行解锁,进入游戏准备阶段。Step 106, in the locking stage, in response to the game start request initiated by the virtual player, unlock the team room, and enter the game preparation stage.

在上述步骤105中,游戏准备阶段是在组队房间进入锁定阶段之前的阶段,在游戏准备阶段,非组队房间内的虚拟玩家可以通过参与请求进入组队房间,以及在组队房间内的虚拟玩家可以通过队伍选择操作选择存在空闲席位的分组区域,以使虚拟玩家可以重新组队。在锁定阶段,锁定控件会被更新为解锁控件。In the above step 105, the game preparation stage is the stage before the team room enters the lock stage. During the game preparation stage, virtual players in the non-team room can enter the team room through a participation request, and virtual players in the team room can enter the team room through a participation request. Virtual players can select a grouping area with free seats through a team selection operation, so that virtual players can regroup. During the locking phase, the locked control is updated to an unlocked control.

在上述步骤105中,解锁操作为房主对组队房间界面中的解锁控件的操作。其中解锁控制只显示在房主的组队房间界面中,也就是,只有房主才能控制组队房间从解锁阶段进入到游戏准备阶段。In the above step 105, the unlocking operation is an operation performed by the homeowner on the unlocking control in the team room interface. The unlock control is only displayed in the homeowner's team room interface, that is, only the homeowner can control the team room from the unlock stage to the game preparation stage.

在上述步骤106中,在进入游戏对战阶段,也就是,响应虚拟玩家发起的游戏开始请求,组队房间也会自动解锁,使得非组队房间内的虚拟玩家可以进入到组队房间,为下一场游戏做准备,也就是进入到下一场游戏的游戏准备阶段。In the above step 106, in the stage of entering the game battle, that is, in response to the game start request initiated by the virtual player, the team room will also be automatically unlocked, so that the virtual players in the non-team room can enter the team room. Preparing for a game means entering the game preparation stage for the next game.

在随机分组时,可以在组队房间界面中显示对应的组队动画,也就是,步骤S102,包括:During random grouping, the corresponding team animation can be displayed in the team room interface, that is, step S102, including:

步骤1026,响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,生成并显示组队动画;所述组队动画中根据所述组队结果将所述虚拟玩家的头像标识依次显示在分组区域中。Step 1026, in response to the game preparation progress of the team room meeting the preset progress requirements, randomly form the virtual players in the team room according to the target number of teams to obtain a team result, and according to the As a result of the team formation, at least part of the virtual player identification is changed from the first team position to the second team position, and a team animation is generated and displayed; in the team animation, the avatar of the virtual player is identified according to the team formation result. are displayed in the grouping area in sequence.

在上述步骤1026中,组队动画可以是将虚拟玩家的头像标识按照组队结果,按照每一个队伍在组队房间内的排序,将向虚拟玩家的头像标识一次显示在组队房间界面中的分组区域中,其类似于,扑克牌游戏中的洗牌动画。In the above-mentioned step 1026, the team animation may be to display the avatars of the virtual players in the team room interface at one time according to the team results and the order of each team in the team room. In the grouping area, it is similar to the shuffling animation in a poker game.

在本申请的方案中,在随机组队之后,也可以是在分组动画显示完之后,为了提示每个虚拟玩家自己的组队情况,所述方法还包括:In the solution of the present application, after randomly forming a team, or after the grouping animation is displayed, in order to prompt each virtual player's own teaming situation, the method further includes:

针对每个虚拟玩家,在所述虚拟玩家的组队房间界面中,将所述虚拟玩家的虚拟玩家标识进行突出显示。For each virtual player, in the team room interface of the virtual player, the virtual player ID of the virtual player is highlighted.

将虚拟玩家的虚拟玩家标识进行突出显示包括以下显示方式:Highlighting the virtual player ID of a virtual player includes the following display modes:

高亮显示、滚动光带显示、描框显示等。Highlight display, scrolling light band display, frame display, etc.

当然有可能会存在组队房间界面中的队伍数量过多,组队房间界面无法全部显示所有的队伍,则针对每个虚拟玩家,在所述虚拟玩家的组队房间界面中,将所述虚拟玩家的虚拟玩家标识进行突出显示,包括:Of course, there may be too many teams in the team room interface, and the team room interface cannot display all teams. For each virtual player, in the team room interface of the virtual player, the virtual The player's virtual player ID is highlighted, including:

若组队房间内的队伍数量过多,针对每个虚拟玩家,在组队房间界面中显示队伍列表,将所述虚拟玩家的虚拟玩家标识所在的分组区域显示在组队房间界面中,并进行突出显示。If there are too many teams in the team room, for each virtual player, display the team list on the team room interface, display the grouping area where the virtual player ID of the virtual player is located in the team room interface, and perform highlight.

也就是,组队房间界面中的队伍数量过多,则将该虚拟玩家所在队伍对应的分组区域调整到显示在组队房间界面。比如,如图4所示,组队房间界面只能显示3个分组区域,而虚拟玩家C所在的队伍是在队伍列表中的第13个,则对显示的队伍列表进行显示位置的调整,将第13个队伍的组队区域显示在组队房间界面中。That is, if there are too many teams in the team room interface, the grouping area corresponding to the team of the virtual player is adjusted to be displayed on the team room interface. For example, as shown in Figure 4, the team room interface can only display 3 grouping areas, and the team where the virtual player C belongs is the 13th team in the team list. The team area for the 13th team is displayed in the team room interface.

本申请实施例提供了一种游戏分组的装置,如图5所示,通过终端设备显示图形用户界面,所述图形用户界面包括组队房间的组队房间界面,所述组队房间界面包括多个分组区域,所述分组区域配置为显示处于同一队伍中的虚拟玩家信息,所述装置包括:An embodiment of the present application provides an apparatus for grouping games. As shown in FIG. 5 , a terminal device displays a graphical user interface, where the graphical user interface includes a team room interface of a team room, and the team room interface includes multiple a grouping area, the grouping area is configured to display information of virtual players in the same team, and the device includes:

显示模块501,用于显示所述组队房间界面中位于所述多个分组区域的多个虚拟玩家标识,其中,所述多个虚拟玩家标识为进入所述组队房间并根据预设队伍分配规则分别分配至第一队伍位置的所述虚拟玩家的标识,其中,所述第一队伍位置为所述多个分组区域中的区域;A display module 501, configured to display multiple virtual player IDs located in the multiple grouping areas in the team room interface, wherein the multiple virtual player IDs are entered into the team room and assigned according to preset teams Rules are respectively assigned to the identifiers of the virtual players in the first team position, wherein the first team position is an area in the plurality of grouping areas;

组队模块502,用于响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,所述目标队伍数量是根据所述随机组队时所述组队房间内所述虚拟玩家的数量确定的;The teaming module 502 is configured to randomly form the virtual players in the teaming room according to the target number of teams in response to the game preparation progress of the teaming room meeting a preset progress requirement, so as to obtain a teaming result, And according to the team formation result, at least part of the virtual player identification is changed from the first team position to the second team position, and the target team number is based on the virtual players in the team room when the random team is formed. the quantity is determined;

对战模块503,用于响应游戏开始请求,控制所述组队房间中的所述虚拟玩家进入到对战游戏场景中进入游戏对战阶段;The battle module 503 is used to respond to the game start request, and control the virtual players in the team room to enter the battle game scene and enter the game battle stage;

结算模块504,用于响应处于所述游戏对战阶段中的所述虚拟玩家属于同一队伍,对当前游戏对战阶段进行结算。The settlement module 504 is configured to settle the current game battle stage in response to the virtual players in the game battle stage belonging to the same team.

可选的,所述组队模块,包括:Optionally, the teaming module includes:

队伍确定单元,用于响应所述组队房间的游戏准备进度符合预设进度要求,根据所述组队房间中的所述虚拟玩家的数量和队伍容量,确定所述目标队伍数量;a team determination unit, configured to determine the target team number according to the number of virtual players and team capacity in the team room in response to the game preparation progress of the team room meeting a preset progress requirement;

分组单元,用于根据所述目标队伍数量对所述组队房间中的所述虚拟玩家进行随机分组,确定每个所述虚拟玩家所属队伍,得到所述组队结果。The grouping unit is configured to randomly group the virtual players in the team room according to the number of target teams, determine the team to which each virtual player belongs, and obtain the team formation result.

可选的,所述分组单元,包括:Optionally, the grouping unit includes:

队员数量确定子单元,用于根据所述目标队伍数量,确定每个队伍中的队员数量;不同队伍的队员数量的差值小于预设数值;a number of players determining subunit, used for determining the number of players in each team according to the number of target teams; the difference between the numbers of players in different teams is less than a preset value;

分组子单元,用于按照每个队伍的队员数量对所述组队房间中的所述虚拟玩家进行随机分组,确定每个所述虚拟玩家所属队伍,得到所述组队结果。The grouping subunit is configured to randomly group the virtual players in the team room according to the number of players in each team, determine the team to which each virtual player belongs, and obtain the team formation result.

可选的,所述分组子单元,包括:Optionally, the grouping subunit includes:

第一确定子单元,用于根据所述组队房间中所述虚拟玩家的游戏经验值,按照每个队伍的队员数量对所述组队房间中的所述虚拟玩家进行随机分组;a first determining subunit, configured to randomly group the virtual players in the team room according to the game experience value of the virtual players in the team room and according to the number of players in each team;

第二确定子单元,用于确定每个所述虚拟玩家所属队伍,得到所述组队结果;每个队伍的游戏经验值的平均值之差符合预设差异要求。The second determination subunit is configured to determine the team to which each virtual player belongs, and obtain the team formation result; the difference between the averages of the game experience values of each team meets the preset difference requirement.

可选的,所述分组模块,包括:Optionally, the grouping module includes:

锁定单元,包括响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,以及进入锁定阶段;在所述锁定阶段中,若检测到所述虚拟玩家所发起的队伍选择操作,则不响应所述队伍选择操作,并生成调整失败提示信息;以及在所述锁定阶段中,若检测到非所述组队房间内的虚拟玩家发起的进入所述组队房间的参与请求,则拒绝非所述组队房间内的虚拟玩家进入组队房间。The locking unit includes, in response to the game preparation progress of the team room meeting the preset progress requirement, randomly forming the virtual players in the team room according to the target number of teams, so as to obtain the team result, and according to the The team formation result changes at least part of the virtual player identifiers from the first team position to the second team position, and enters a locking stage; in the locking stage, if a team selection operation initiated by the virtual player is detected, then do not respond to the team selection operation, and generate adjustment failure prompt information; and in the lock stage, if a request for participation in the team room initiated by a virtual player that is not in the team room is detected, then Refuse virtual players who are not in the team room to enter the team room.

可选的,所述组队房间的游戏准备进度符合预设要求,包括以下要求中的任意一种:Optionally, the game preparation progress of the team room meets preset requirements, including any one of the following requirements:

所述组队房间中的所述虚拟玩家的数量满足第一预设要求,和/或,所述组队房间的开启时间满足第二预设要求;The number of the virtual players in the team room meets the first preset requirement, and/or the opening time of the team room meets the second preset requirement;

响应房主发起的随机分组请求;所述房主为创建所述组队房间的虚拟玩家;Responding to a random grouping request initiated by a homeowner; the homeowner is a virtual player who creates the team room;

响应房主发起的随机分组请求,且所述组队房间中的所述虚拟玩家的数量满足第一预设要求;Responding to a random grouping request initiated by the homeowner, and the number of the virtual players in the team room meets a first preset requirement;

所述组队房间中所述虚拟玩家发起的重新分组请求的数量满足第三预设要求;The number of regrouping requests initiated by the virtual players in the team room meets the third preset requirement;

所述组队房间中所述虚拟玩家发起的重新分组请求的数量满足第三预设要求,且所述组队房间中的所述虚拟玩家的数量满足第一预设要求。The number of regrouping requests initiated by the virtual players in the team room meets the third preset requirement, and the number of the virtual players in the team room meets the first preset requirement.

可选的,所述虚拟玩家包括房主和参与者;所述显示模块,包括:Optionally, the virtual player includes a homeowner and a participant; the display module includes:

创建单元,用于响应所述房主发起的进入组队房间的创建请求,控制所述房主进入所述组队房间;所述创建请求中携带有组队模式信息、玩家数量上限信息、队伍数量上限信息;The creation unit is used to control the homeowner to enter the team room in response to the creation request for entering the team room initiated by the homeowner; the creation request carries the team mode information, the information on the upper limit of the number of players, the team Quantity limit information;

参与单元,用于响应所述参与者发起的进入组队房间的参与请求,控制所述参与者进入所述组队房间;a participating unit, configured to control the participant to enter the team room in response to a participation request for entering the team room initiated by the participant;

显示单元,用于将所述房主的虚拟玩家标识和所述参与者的虚拟玩家标识显示在所述组队房间界面的所述多个分组区域。A display unit, configured to display the virtual player ID of the host and the virtual player ID of the participant in the multiple grouping areas of the team room interface.

可选的,所述显示单元,包括:Optionally, the display unit includes:

显示子单元,用于响应所述虚拟玩家针对存在空闲席位的分组区域的队伍选择操作,将所述虚拟玩家的虚拟玩家标识显示在所述存在空闲席位的分组区域中。The display subunit is configured to display the virtual player ID of the virtual player in the grouping area with vacant seats in response to the virtual player's team selection operation on the grouping area with vacant seats.

可选的,所述装置还包括:Optionally, the device further includes:

锁定模块,用于响应所述房主针对所述组队房间的锁定操作,进入锁定阶段;在所述锁定阶段中,若检测到所述虚拟玩家所发起的队伍选择操作,则不响应所述队伍选择操作,并生成调整失败提示信息;以及在所述锁定阶段中,若检测到非所述组队房间内的虚拟玩家发起的进入组队房间的参与请求,则拒绝非所述组队房间内的虚拟玩家进入组队房间。The locking module is configured to enter the locking stage in response to the locking operation of the team room by the homeowner; in the locking stage, if a team selection operation initiated by the virtual player is detected, it will not respond to the Team selection operation, and generating adjustment failure prompt information; and in the locking phase, if a request for participation in the team room initiated by a virtual player not in the team room is detected, rejecting the non-team room The virtual players inside enter the team room.

可选的,所述装置还包括:Optionally, the device further includes:

第一解锁模块,用于在所述锁定阶段,响应房主针对所述组队房间的解锁操作,对所述组队房间进行解锁,进入游戏准备阶段;The first unlocking module is used for unlocking the team room and entering the game preparation stage in response to the unlocking operation of the team room by the homeowner in the locking stage;

第二解锁模块,用于在所述锁定阶段,响应所述虚拟玩家发起的游戏开始请求,对所述组队房间进行解锁,进入游戏准备阶段。The second unlocking module is configured to, in the locking stage, unlock the team room in response to a game start request initiated by the virtual player, and enter the game preparation stage.

可选的,所述分组模块,包括:Optionally, the grouping module includes:

动画单元,用于响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,生成并显示组队动画;所述组队动画中根据所述组队结果将所述虚拟玩家的头像标识依次显示在分组区域中。The animation unit is used to randomly form the virtual players in the team room according to the target number of teams in response to the game preparation progress of the team room meeting the preset progress requirements, so as to obtain the team result, and according to the The team formation result changes at least part of the virtual player identification from the first team position to the second team position, and generates and displays a team animation; in the team animation, according to the team formation result, the virtual player's The avatar IDs are displayed in sequence in the grouping area.

对应于图1中的游戏分组的方法,本申请实施例还提供了一种计算机设备600,如图6所示,该设备包括存储器601、处理器602及存储在该存储器601上并可在该处理器602上运行的计算机程序,其中,上述处理器602执行上述计算机程序时实现上述游戏分组的方法,所述方法包括:Corresponding to the game grouping method in FIG. 1 , an embodiment of the present application further provides a computer device 600, as shown in FIG. A computer program running on the processor 602, wherein when the processor 602 executes the computer program, the method for implementing the above-mentioned game grouping includes:

显示所述组队房间界面中位于所述多个分组区域的多个虚拟玩家标识,其中,所述多个虚拟玩家标识为进入所述组队房间并根据预设队伍分配规则分别分配至第一队伍位置的所述虚拟玩家的标识,其中,所述第一队伍位置为所述多个分组区域中的区域;Displaying multiple virtual player IDs located in the multiple grouping areas in the team room interface, wherein the multiple virtual player IDs enter the team room and are respectively assigned to the first team according to the preset team allocation rules. The identification of the virtual player in the team position, wherein the first team position is an area in the plurality of grouped areas;

响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,所述目标队伍数量是根据所述随机组队时所述组队房间内所述虚拟玩家的数量确定的;In response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly formed according to the target number of teams to obtain a team result, and according to the team result changing at least part of the virtual player identifiers from the first team position to the second team position, and the target team number is determined according to the number of virtual players in the team room during the random team formation;

响应游戏开始请求,控制所述组队房间中的所述虚拟玩家进入到对战游戏场景中进入游戏对战阶段;In response to the game start request, control the virtual players in the team room to enter the battle game scene and enter the game battle stage;

响应处于所述游戏对战阶段中的所述虚拟玩家属于同一队伍,对当前游戏对战阶段进行结算。In response to the virtual players in the game competition phase belonging to the same team, the current game competition phase is settled.

可选的,所述响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,包括:Optionally, in response to the game preparation progress of the team room meeting a preset progress requirement, the virtual players in the team room are randomly formed according to the target number of teams to obtain a team result, including: :

响应所述组队房间的游戏准备进度符合预设进度要求,根据所述组队房间中的所述虚拟玩家的数量和队伍容量,确定所述目标队伍数量;In response to the game preparation progress of the team room meeting a preset progress requirement, determining the target team number according to the number of virtual players and team capacity in the team room;

根据所述目标队伍数量对所述组队房间中的所述虚拟玩家进行随机分组,确定每个所述虚拟玩家所属队伍,得到所述组队结果。The virtual players in the team room are randomly grouped according to the number of target teams, the team to which each virtual player belongs is determined, and the team formation result is obtained.

可选的,根据所述目标队伍数量对所述组队房间中的所述虚拟玩家进行随机分组,确定每个所述虚拟玩家所属队伍,得到所述组队结果,包括:Optionally, randomly group the virtual players in the team room according to the number of target teams, determine the team to which each virtual player belongs, and obtain the team formation result, including:

根据所述目标队伍数量,确定每个队伍中的队员数量;不同队伍的队员数量的差值小于预设数值;Determine the number of players in each team according to the number of target teams; the difference between the numbers of players in different teams is less than a preset value;

按照每个队伍的队员数量对所述组队房间中的所述虚拟玩家进行随机分组,确定每个所述虚拟玩家所属队伍,得到所述组队结果。The virtual players in the team room are randomly grouped according to the number of players in each team, the team to which each virtual player belongs is determined, and the team formation result is obtained.

可选的,按照每个队伍的队员数量对所述组队房间中的所述虚拟玩家进行随机分组,确定每个所述虚拟玩家所属队伍,得到所述组队结果,包括:Optionally, randomly group the virtual players in the team room according to the number of players in each team, determine the team to which each virtual player belongs, and obtain the team formation result, including:

根据所述组队房间中所述虚拟玩家的游戏经验值,按照每个队伍的队员数量对所述组队房间中的所述虚拟玩家进行随机分组;According to the game experience value of the virtual players in the team room, randomly group the virtual players in the team room according to the number of players in each team;

确定每个所述虚拟玩家所属队伍,得到所述组队结果;每个队伍的游戏经验值的平均值之差符合预设差异要求。The team to which each virtual player belongs is determined, and the team formation result is obtained; the difference between the averages of the game experience values of each team meets the preset difference requirement.

可选的,响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,包括:Optionally, in response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly formed according to the target number of teams, so as to obtain a team result, and according to the target team number. The team formation result changes at least part of the virtual player identifiers from the first team position to the second team position, including:

响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,以及进入锁定阶段;In response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly formed according to the target number of teams to obtain a team result, and according to the team result changing at least a portion of the virtual player identification from a first team position to a second team position, and entering a lock-in phase;

在所述锁定阶段中,若检测到所述虚拟玩家所发起的队伍选择操作,则不响应所述队伍选择操作,并生成调整失败提示信息;In the locking phase, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt message is generated;

以及在所述锁定阶段中,若检测到非所述组队房间内的虚拟玩家发起的进入所述组队房间的参与请求,则拒绝非所述组队房间内的虚拟玩家进入组队房间。And in the locking stage, if a request for participation in the team room initiated by a virtual player not in the team room is detected, the virtual player who is not in the team room is rejected from entering the team room.

可选的,所述组队房间的游戏准备进度符合预设要求,包括以下要求中的任意一种:Optionally, the game preparation progress of the team room meets preset requirements, including any one of the following requirements:

所述组队房间中的所述虚拟玩家的数量满足第一预设要求,和/或,所述组队房间的开启时间满足第二预设要求;The number of the virtual players in the team room meets the first preset requirement, and/or the opening time of the team room meets the second preset requirement;

响应房主发起的随机分组请求;所述房主为创建所述组队房间的虚拟玩家;Responding to a random grouping request initiated by a homeowner; the homeowner is a virtual player who creates the team room;

响应房主发起的随机分组请求,且所述组队房间中的所述虚拟玩家的数量满足第一预设要求;Responding to a random grouping request initiated by the homeowner, and the number of the virtual players in the team room meets a first preset requirement;

所述组队房间中所述虚拟玩家发起的重新分组请求的数量满足第三预设要求;The number of regrouping requests initiated by the virtual players in the team room meets the third preset requirement;

所述组队房间中所述虚拟玩家发起的重新分组请求的数量满足第三预设要求,且所述组队房间中的所述虚拟玩家的数量满足第一预设要求。The number of regrouping requests initiated by the virtual players in the team room meets the third preset requirement, and the number of the virtual players in the team room meets the first preset requirement.

可选的,所述虚拟玩家包括房主和参与者;显示所述组队房间界面中位于所述多个分组区域的多个虚拟玩家标识参与请求,包括:Optionally, the virtual players include a homeowner and a participant; displaying multiple virtual player identification participation requests located in the multiple grouping areas in the team room interface, including:

响应所述房主发起的进入组队房间的创建请求,控制所述房主进入所述组队房间;所述创建请求中携带有组队模式信息、玩家数量上限信息、队伍数量上限信息;In response to the creation request for entering the team room initiated by the homeowner, control the homeowner to enter the team room; the creation request carries team mode information, information on the upper limit of the number of players, and information on the upper limit of the number of teams;

响应所述参与者发起的进入组队房间的参与请求,控制所述参与者进入所述组队房间;In response to the participation request for entering the team room initiated by the participant, controlling the participant to enter the team room;

将所述房主的虚拟玩家标识和所述参与者的虚拟玩家标识显示在所述组队房间界面的所述多个分组区域。The virtual player ID of the host and the virtual player ID of the participant are displayed in the plurality of grouping areas of the team room interface.

可选的,将所述房主的虚拟玩家标识和所述参与者的虚拟玩家标识显示在所述组队房间界面的所述多个分组区域,包括:Optionally, displaying the virtual player ID of the homeowner and the virtual player ID of the participant in the multiple grouping areas of the team room interface, including:

响应所述虚拟玩家针对存在空闲席位的分组区域的队伍选择操作,将所述虚拟玩家的虚拟玩家标识显示在所述存在空闲席位的分组区域中。In response to a team selection operation by the virtual player with respect to the grouping area with vacant seats, the virtual player ID of the virtual player is displayed in the grouping area with vacant seats.

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

响应所述房主针对所述组队房间的锁定操作,进入锁定阶段;In response to the homeowner's locking operation on the team room, enter the locking phase;

在所述锁定阶段中,若检测到所述虚拟玩家所发起的队伍选择操作,则不响应所述队伍选择操作,并生成调整失败提示信息;In the locking phase, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt message is generated;

以及在所述锁定阶段中,若检测到非所述组队房间内的虚拟玩家发起的进入组队房间的参与请求,则拒绝非所述组队房间内的虚拟玩家进入组队房间。And in the locking stage, if a request to enter the team room initiated by a virtual player not in the team room is detected, the virtual player not in the team room is rejected from entering the team room.

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

在所述锁定阶段,响应房主针对所述组队房间的解锁操作,对所述组队房间进行解锁,进入游戏准备阶段;In the locking stage, in response to the unlocking operation of the team room by the homeowner, the team room is unlocked, and the game preparation stage is entered;

在所述锁定阶段,响应所述虚拟玩家发起的游戏开始请求,对所述组队房间进行解锁,进入游戏准备阶段。In the lock stage, in response to the game start request initiated by the virtual player, the team room is unlocked, and the game preparation stage is entered.

可选的,响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,包括:Optionally, in response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly formed according to the target number of teams, so as to obtain a team result, and according to the target team number. The team formation result changes at least part of the virtual player identifiers from the first team position to the second team position, including:

响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,生成并显示组队动画;所述组队动画中根据所述组队结果将所述虚拟玩家的头像标识依次显示在分组区域中。In response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly formed according to the target number of teams to obtain a team result, and according to the team result Change at least part of the virtual player logo from the first team position to the second team position, and generate and display a team animation; in the team animation, the avatar logos of the virtual players are sequentially displayed in the team animation according to the team results. in the grouping area.

具体地,上述存储器601和处理器602能够为通用的存储器和处理器,这里不做具体限定,当处理器602运行存储器601存储的计算机程序时,能够执行上述游戏分组的方法,解决了现有技术中虚拟玩家组队时,不同队伍之间的游戏实力相差较大的问题。本申请中虚拟玩家进入组队房间后,可以通过随机组队的方式,将组队房间内的多个虚拟玩家进行组队,控制随机组队后的虚拟玩家进入到游戏对战阶段进行比赛,这样使得每个队伍中的虚拟玩家不是按照必然的规则进行分配的,减少了一个队伍中的虚拟玩家之间相互认识,实力比较强的虚拟玩家之间相互组队,出现强强联合的情况,增加了游戏的可玩性,让更多的虚拟玩家能够在更公平的游戏环境中进行比赛,使得虚拟玩家能够充分发挥自己的实力,提高了游戏的交互效率。Specifically, the above-mentioned memory 601 and processor 602 can be general-purpose memories and processors, which are not specifically limited here. When the processor 602 runs the computer program stored in the memory 601, it can execute the above-mentioned game grouping method, which solves the problem of existing In technology, when virtual players form a team, the game strength of different teams varies greatly. In this application, after a virtual player enters the team room, multiple virtual players in the team room can be teamed up by randomly forming a team, and the virtual players after the random team formation can be controlled to enter the game battle stage to compete. The virtual players in each team are not allocated according to certain rules, which reduces the mutual understanding of the virtual players in a team, and the virtual players with relatively strong strength form a team with each other. It improves the playability of the game, allows more virtual players to compete in a fairer game environment, enables virtual players to give full play to their strengths, and improves the interactive efficiency of the game.

对应于图1中的游戏分组的方法,本申请实施例还提供了一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时执行上述游戏分组的方法的步骤,所述步骤包括:Corresponding to the method for game grouping in FIG. 1 , an embodiment of the present application further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and the computer program is executed by a processor to execute the above-mentioned game grouping. The steps of the method, the steps include:

显示所述组队房间界面中位于所述多个分组区域的多个虚拟玩家标识,其中,所述多个虚拟玩家标识为进入所述组队房间并根据预设队伍分配规则分别分配至第一队伍位置的所述虚拟玩家的标识,其中,所述第一队伍位置为所述多个分组区域中的区域;Displaying multiple virtual player IDs located in the multiple grouping areas in the team room interface, wherein the multiple virtual player IDs enter the team room and are respectively assigned to the first team according to the preset team allocation rules. The identification of the virtual player in the team position, wherein the first team position is an area in the plurality of grouped areas;

响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,所述目标队伍数量是根据所述随机组队时所述组队房间内所述虚拟玩家的数量确定的;In response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly formed according to the target number of teams to obtain a team result, and according to the team result changing at least part of the virtual player identifiers from the first team position to the second team position, and the target team number is determined according to the number of virtual players in the team room during the random team formation;

响应游戏开始请求,控制所述组队房间中的所述虚拟玩家进入到对战游戏场景中进入游戏对战阶段;In response to the game start request, control the virtual players in the team room to enter the battle game scene and enter the game battle stage;

响应处于所述游戏对战阶段中的所述虚拟玩家属于同一队伍,对当前游戏对战阶段进行结算。In response to the virtual players in the game competition phase belonging to the same team, the current game competition phase is settled.

可选的,所述响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,包括:Optionally, in response to the game preparation progress of the team room meeting a preset progress requirement, the virtual players in the team room are randomly formed according to the target number of teams to obtain a team result, including: :

响应所述组队房间的游戏准备进度符合预设进度要求,根据所述组队房间中的所述虚拟玩家的数量和队伍容量,确定所述目标队伍数量;In response to the game preparation progress of the team room meeting a preset progress requirement, determining the target team number according to the number of virtual players and team capacity in the team room;

根据所述目标队伍数量对所述组队房间中的所述虚拟玩家进行随机分组,确定每个所述虚拟玩家所属队伍,得到所述组队结果。The virtual players in the team room are randomly grouped according to the number of target teams, the team to which each virtual player belongs is determined, and the team formation result is obtained.

可选的,根据所述目标队伍数量对所述组队房间中的所述虚拟玩家进行随机分组,确定每个所述虚拟玩家所属队伍,得到所述组队结果,包括:Optionally, randomly group the virtual players in the team room according to the number of target teams, determine the team to which each virtual player belongs, and obtain the team formation result, including:

根据所述目标队伍数量,确定每个队伍中的队员数量;不同队伍的队员数量的差值小于预设数值;Determine the number of players in each team according to the number of target teams; the difference between the numbers of players in different teams is less than a preset value;

按照每个队伍的队员数量对所述组队房间中的所述虚拟玩家进行随机分组,确定每个所述虚拟玩家所属队伍,得到所述组队结果。The virtual players in the team room are randomly grouped according to the number of players in each team, the team to which each virtual player belongs is determined, and the team formation result is obtained.

可选的,按照每个队伍的队员数量对所述组队房间中的所述虚拟玩家进行随机分组,确定每个所述虚拟玩家所属队伍,得到所述组队结果,包括:Optionally, randomly group the virtual players in the team room according to the number of players in each team, determine the team to which each virtual player belongs, and obtain the team formation result, including:

根据所述组队房间中所述虚拟玩家的游戏经验值,按照每个队伍的队员数量对所述组队房间中的所述虚拟玩家进行随机分组;According to the game experience value of the virtual players in the team room, randomly group the virtual players in the team room according to the number of players in each team;

确定每个所述虚拟玩家所属队伍,得到所述组队结果;每个队伍的游戏经验值的平均值之差符合预设差异要求。The team to which each virtual player belongs is determined, and the team formation result is obtained; the difference between the averages of the game experience values of each team meets the preset difference requirement.

可选的,响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,包括:Optionally, in response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly formed according to the target number of teams, so as to obtain a team result, and according to the target team number. The team formation result changes at least part of the virtual player identifiers from the first team position to the second team position, including:

响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,以及进入锁定阶段;In response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly formed according to the target number of teams to obtain a team result, and according to the team result changing at least a portion of the virtual player identification from a first team position to a second team position, and entering a lock-in phase;

在所述锁定阶段中,若检测到所述虚拟玩家所发起的队伍选择操作,则不响应所述队伍选择操作,并生成调整失败提示信息;In the locking phase, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt message is generated;

以及在所述锁定阶段中,若检测到非所述组队房间内的虚拟玩家发起的进入所述组队房间的参与请求,则拒绝非所述组队房间内的虚拟玩家进入组队房间。And in the locking stage, if a request for participation in the team room initiated by a virtual player not in the team room is detected, the virtual player who is not in the team room is rejected from entering the team room.

可选的,所述组队房间的游戏准备进度符合预设要求,包括以下要求中的任意一种:Optionally, the game preparation progress of the team room meets preset requirements, including any one of the following requirements:

所述组队房间中的所述虚拟玩家的数量满足第一预设要求,和/或,所述组队房间的开启时间满足第二预设要求;The number of the virtual players in the team room meets the first preset requirement, and/or the opening time of the team room meets the second preset requirement;

响应房主发起的随机分组请求;所述房主为创建所述组队房间的虚拟玩家;Responding to a random grouping request initiated by a homeowner; the homeowner is a virtual player who creates the team room;

响应房主发起的随机分组请求,且所述组队房间中的所述虚拟玩家的数量满足第一预设要求;Responding to a random grouping request initiated by the homeowner, and the number of the virtual players in the team room meets a first preset requirement;

所述组队房间中所述虚拟玩家发起的重新分组请求的数量满足第三预设要求;The number of regrouping requests initiated by the virtual players in the team room meets the third preset requirement;

所述组队房间中所述虚拟玩家发起的重新分组请求的数量满足第三预设要求,且所述组队房间中的所述虚拟玩家的数量满足第一预设要求。The number of regrouping requests initiated by the virtual players in the team room meets the third preset requirement, and the number of the virtual players in the team room meets the first preset requirement.

可选的,所述虚拟玩家包括房主和参与者;显示所述组队房间界面中位于所述多个分组区域的多个虚拟玩家标识参与请求,包括:Optionally, the virtual players include a homeowner and a participant; displaying multiple virtual player identification participation requests located in the multiple grouping areas in the team room interface, including:

响应所述房主发起的进入组队房间的创建请求,控制所述房主进入所述组队房间;所述创建请求中携带有组队模式信息、玩家数量上限信息、队伍数量上限信息;In response to the creation request for entering the team room initiated by the homeowner, control the homeowner to enter the team room; the creation request carries team mode information, information on the upper limit of the number of players, and information on the upper limit of the number of teams;

响应所述参与者发起的进入组队房间的参与请求,控制所述参与者进入所述组队房间;In response to the participation request for entering the team room initiated by the participant, controlling the participant to enter the team room;

将所述房主的虚拟玩家标识和所述参与者的虚拟玩家标识显示在所述组队房间界面的所述多个分组区域。The virtual player ID of the host and the virtual player ID of the participant are displayed in the plurality of grouping areas of the team room interface.

可选的,将所述房主的虚拟玩家标识和所述参与者的虚拟玩家标识显示在所述组队房间界面的所述多个分组区域,包括:Optionally, displaying the virtual player ID of the homeowner and the virtual player ID of the participant in the multiple grouping areas of the team room interface, including:

响应所述虚拟玩家针对存在空闲席位的分组区域的队伍选择操作,将所述虚拟玩家的虚拟玩家标识显示在所述存在空闲席位的分组区域中。In response to a team selection operation by the virtual player with respect to the grouping area with vacant seats, the virtual player ID of the virtual player is displayed in the grouping area with vacant seats.

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

响应所述房主针对所述组队房间的锁定操作,进入锁定阶段;In response to the homeowner's locking operation on the team room, enter the locking phase;

在所述锁定阶段中,若检测到所述虚拟玩家所发起的队伍选择操作,则不响应所述队伍选择操作,并生成调整失败提示信息;In the locking phase, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt message is generated;

以及在所述锁定阶段中,若检测到非所述组队房间内的虚拟玩家发起的进入组队房间的参与请求,则拒绝非所述组队房间内的虚拟玩家进入组队房间。And in the locking stage, if a request to enter the team room initiated by a virtual player not in the team room is detected, the virtual player not in the team room is rejected from entering the team room.

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

在所述锁定阶段,响应房主针对所述组队房间的解锁操作,对所述组队房间进行解锁,进入游戏准备阶段;In the locking stage, in response to the unlocking operation of the team room by the homeowner, the team room is unlocked, and the game preparation stage is entered;

在所述锁定阶段,响应所述虚拟玩家发起的游戏开始请求,对所述组队房间进行解锁,进入游戏准备阶段。In the lock stage, in response to the game start request initiated by the virtual player, the team room is unlocked, and the game preparation stage is entered.

可选的,响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,包括:Optionally, in response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly formed according to the target number of teams, so as to obtain a team result, and according to the target team number. The team formation result changes at least part of the virtual player identifiers from the first team position to the second team position, including:

响应所述组队房间的游戏准备进度符合预设进度要求,将所述组队房间中的所述虚拟玩家按照目标队伍数量进行随机组队,以得到组队结果,并根据所述组队结果将至少部分所述虚拟玩家标识从第一队伍位置变更为第二队伍位置,生成并显示组队动画;所述组队动画中根据所述组队结果将所述虚拟玩家的头像标识依次显示在分组区域中。In response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly formed according to the target number of teams to obtain a team result, and according to the team result Change at least part of the virtual player logo from the first team position to the second team position, and generate and display a team animation; in the team animation, the avatar logos of the virtual players are sequentially displayed in the team animation according to the team results. in the grouping area.

具体地,该存储介质能够为通用的存储介质,如移动磁盘、硬盘等,该存储介质上的计算机程序被运行时,能够执行上述游戏分组的方法,解决了现有技术虚拟玩家组队时,不同队伍之间的游戏实力相差较大的问题,本申请虚拟玩家进入组队房间后,可以通过随机组队的方式,将组队房间内的多个虚拟玩家进行组队,控制随机组队后的虚拟玩家进入到游戏对战阶段进行比赛,这样使得每个队伍中的虚拟玩家不是按照必然的规则进行分配的,减少了一个队伍中的虚拟玩家之间相互认识,实力比较强的虚拟玩家之间相互组队,出现强强联合的情况,增加了游戏的可玩性,让更多的虚拟玩家能够在更公平的游戏环境中进行比赛,使得虚拟玩家能够充分发挥自己的实力,提高了游戏的交互效率。Specifically, the storage medium can be a general storage medium, such as a removable disk, a hard disk, etc., when the computer program on the storage medium is run, the above-mentioned game grouping method can be executed, which solves the problem that when virtual players form a team in the prior art, There is a big difference in the game strength between different teams. After the virtual player of this application enters the team room, multiple virtual players in the team room can be teamed up by random team formation, and after the random team formation is controlled The virtual players entered the game battle stage to compete, so that the virtual players in each team are not allocated according to certain rules, reducing the mutual understanding between the virtual players in a team and the stronger virtual players. Teaming up with each other and the emergence of strong alliances increases the playability of the game, allowing more virtual players to compete in a fairer game environment, enabling virtual players to give full play to their strengths and improving the game's performance. interactive efficiency.

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

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

另外,在本申请提供的实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。In addition, each functional unit in the embodiments provided in this application may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit.

所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。The functions, if implemented in the form of software functional units and sold or used as independent products, may be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application can be embodied in the form of a software product in essence, or the part that contributes to the prior art or the part of the technical solution. The computer software product is stored in a storage medium, including Several instructions are used to cause a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present application. The aforementioned storage medium includes: U disk, removable hard disk, Read-Only Memory (ROM, Read-Only Memory), Random Access Memory (RAM, Random Access Memory), magnetic disk or optical disk and other media that can store program codes .

应注意到:相似的标号和字母在下面的附图中表示类似项,因此,一旦某一项在一个附图中被定义,则在随后的附图中不需要对其进行进一步定义和解释,此外,术语“第一”、“第二”、“第三”等仅用于区分描述,而不能理解为指示或暗示相对重要性。It should be noted that like numerals and letters refer to like items in the following figures, so that once an item is defined in one figure, it does not require further definition and explanation in subsequent figures, Furthermore, the terms "first", "second", "third", etc. are only used to differentiate the description and should not be construed as indicating or implying relative importance.

最后应说明的是:以上所述实施例,仅为本申请的具体实施方式,用以说明本申请的技术方案,而非对其限制,本申请的保护范围并不局限于此,尽管参照前述实施例对本申请进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本申请揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本申请实施例技术方案的精神和范围。都应涵盖在本申请的保护范围之内。因此,本申请的保护范围应所述以权利要求的保护范围为准。Finally, it should be noted that the above-mentioned embodiments are only specific implementations of the present application, and are used to illustrate the technical solutions of the present application, rather than restricting them. The protection scope of the present application is not limited thereto, although referring to the foregoing The embodiments describe the application in detail, and those of ordinary skill in the art should understand that any person skilled in the art can still modify the technical solutions described in the foregoing embodiments within the technical scope disclosed in the application. Changes can be easily conceived, or equivalent replacements are made to some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions in the embodiments of the present application. All should be covered within the scope of protection of this application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims (14)

1. A method of game grouping, wherein a graphical user interface is displayed by a terminal device, the graphical user interface comprising a team room interface for a team room, the team room interface comprising a plurality of grouping regions configured to display virtual player information for the same team, the method comprising:
displaying a plurality of virtual player identifications located in the plurality of grouping areas in the group room interface, wherein the plurality of virtual player identifications are identifications of virtual players entering the group room and respectively distributed to a first group position according to a preset group distribution rule, and the first group position is an area in the plurality of grouping areas;
responding to that the game preparation progress of the team formation room meets a preset progress requirement, performing random team formation on the virtual players in the team formation room according to a target team number to obtain a team formation result, and changing at least part of virtual player identification from a first team position to a second team position according to the team formation result, wherein the target team number is determined according to the number of the virtual players in the team formation room during random team formation;
responding to a game starting request, and controlling the virtual players in the team room to enter a fighting game scene to enter a game fighting stage;
and in response to the virtual players in the game fighting stage belonging to the same team, settling the current game fighting stage.
2. The method of claim 1, wherein the randomly grouping the virtual players in the group room according to the target number of groups to obtain a group result in response to the game preparation progress of the group room meeting a predetermined progress requirement comprises:
responding that the game preparation progress of the team room meets the preset progress requirement, and determining the number of the target teams according to the number of the virtual players and the team capacity in the team room;
and randomly grouping the virtual players in the team forming room according to the target team number, determining a team to which each virtual player belongs, and obtaining a team forming result.
3. The method of claim 2, wherein randomly grouping the virtual players in the team room according to the target team number, determining a team to which each of the virtual players belongs, and obtaining the team result comprises:
determining the number of team members in each team according to the number of the target teams; the difference value of the number of the team members of different teams is smaller than a preset value;
and randomly grouping the virtual players in the team room according to the number of members of each team, and determining the team to which each virtual player belongs to obtain the team result.
4. The method of claim 3, wherein randomly grouping the virtual players in the team room according to the number of players per team, determining the team to which each virtual player belongs, and obtaining the team result comprises:
randomly grouping the virtual players in the team room according to the game experience value of the virtual players in the team room and the number of players of each team;
determining the team to which each virtual player belongs to obtain the team forming result; the difference of the average values of the game experience values of each team meets the preset difference requirement.
5. The method of claim 1, wherein randomly grouping the virtual players in the group room according to a target group number to obtain a group result in response to the game preparation progress of the group room meeting a preset progress requirement, and changing at least part of the virtual player identification from a first group position to a second group position according to the group result comprises:
responding that the game preparation progress of the team room meets the preset progress requirement, randomly organizing the virtual players in the team room according to the target team number to obtain a team organizing result, changing at least part of virtual player identification from a first team position to a second team position according to the team organizing result, and entering a locking stage;
in the locking stage, if team selection operation initiated by the virtual player is detected, the team selection operation is not responded, and adjustment failure prompt information is generated;
and in the locking phase, if a participation request for entering the team room, initiated by a virtual player not in the team room, is detected, rejecting the virtual player not in the team room to enter the team room.
6. The method of claim 1, wherein the game preparation progress of the team room meets preset requirements, including any one of the following:
the number of the virtual players in the team formation room meets a first preset requirement, and/or the opening time of the team formation room meets a second preset requirement;
responding to a random grouping request initiated by a homeowner; the homeowner is a virtual player who creates the team room;
responding to a random grouping request initiated by a homeowner, wherein the number of virtual players in the team room meets a first preset requirement;
the number of the virtual players initiated regrouping requests in the team room meets a third preset requirement;
the number of the virtual players in the team formation room initiating the regrouping request meets a third preset requirement, and the number of the virtual players in the team formation room meets a first preset requirement.
7. The method of claim 1, wherein the virtual player comprises a house owner and a participant; displaying a plurality of virtual player identification participation requests in the group room interface at the plurality of grouping regions, including:
responding to a creation request for entering a team room initiated by the homeowner, and controlling the homeowner to enter the team room; the creating request carries team forming mode information, player number upper limit information and team number upper limit information;
controlling the participant to enter a team room in response to a participation request initiated by the participant to enter the team room;
displaying the virtual player identification of the homeowner and the virtual player identification of the participant in the plurality of grouping regions of the team room interface.
8. The method of claim 7, wherein displaying the virtual player identification of the homeowner and the virtual player identification of the participant in the plurality of grouping areas of the team room interface comprises:
and responding to the team selection operation of the virtual player aiming at the grouping area with the free seats, and displaying the virtual player identification of the virtual player in the grouping area with the free seats.
9. The method of claim 1, further comprising:
responding to the locking operation of the homeowner for the team rooms, and entering a locking stage;
in the locking stage, if team selection operation initiated by the virtual player is detected, the team selection operation is not responded, and adjustment failure prompt information is generated;
and in the locking phase, if a participation request for entering the team room, initiated by a virtual player not in the team room, is detected, rejecting the virtual player not in the team room to enter the team room.
10. The method according to any one of claims 5 or 9, further comprising:
in the locking stage, responding to the unlocking operation of a homeowner for the team room, unlocking the team room, and entering a game preparation stage;
and in the locking stage, responding to a game starting request initiated by the virtual player, unlocking the team formation room, and entering a game preparation stage.
11. The method of claim 1, wherein randomly grouping the virtual players in the group room according to a target group number to obtain a group result in response to the game preparation progress of the group room meeting a preset progress requirement, and changing at least part of the virtual player identification from a first group position to a second group position according to the group result comprises:
responding that the game preparation progress of the team room meets the preset progress requirement, randomly organizing the virtual players in the team room according to the target team number to obtain a team organizing result, changing at least part of virtual player identification from a first team position to a second team position according to the team organizing result, and generating and displaying team organizing animation; and sequentially displaying the head portrait identifications of the virtual players in a grouping area according to the grouping result in the grouping animation.
12. An apparatus for game grouping, wherein a graphical user interface is displayed by a terminal device, the graphical user interface comprising a team room interface for a team room, the team room interface comprising a plurality of grouping areas configured to display virtual player information for the same team, the apparatus comprising:
a display module, configured to display identifiers of virtual players located in the plurality of grouping areas in the team room interface, where the identifiers of virtual players enter the team room and are respectively allocated to a first team position according to a preset team allocation rule, where the first team position is an area in the plurality of grouping areas;
a team forming module, configured to respond that a game preparation progress of the team forming room meets a preset progress requirement, perform random team forming on the virtual players in the team forming room according to a target team number to obtain a team forming result, and change at least part of the virtual player identification from a first team position to a second team position according to the team forming result, where the target team number is determined according to the number of the virtual players in the team forming room when the team is randomly formed;
the fighting module is used for responding to a game starting request and controlling the virtual players in the team forming room to enter a fighting game scene to enter a game fighting stage;
and the settlement module is used for responding that the virtual players in the game fighting stage belong to the same team and settling the current game fighting stage.
13. A computer arrangement comprising a memory, a processor and a computer program stored on the memory and executable on the processor, characterized in that the processor implements the steps of the method of any of the preceding claims 1-11 when executing the computer program.
14. A computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, carries out the steps of the method according to any one of the claims 1 to 11.
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