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CN115138078B - A method, device, computer equipment and medium for grouping games - Google Patents

A method, device, computer equipment and medium for grouping games

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Publication number
CN115138078B
CN115138078B CN202210751832.1A CN202210751832A CN115138078B CN 115138078 B CN115138078 B CN 115138078B CN 202210751832 A CN202210751832 A CN 202210751832A CN 115138078 B CN115138078 B CN 115138078B
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China
Prior art keywords
team
room
virtual
players
game
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CN202210751832.1A
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Chinese (zh)
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CN115138078A (en
Inventor
刘彦良
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN202210751832.1A priority Critical patent/CN115138078B/en
Publication of CN115138078A publication Critical patent/CN115138078A/en
Application granted granted Critical
Publication of CN115138078B publication Critical patent/CN115138078B/en
Active legal-status Critical Current
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Abstract

The application provides a game grouping method, a device, computer equipment and a medium, which comprise the steps of displaying a plurality of virtual player identifications in a plurality of grouping areas in a team room interface, responding to game preparation progress of the team room to meet a preset progress requirement, randomly grouping the virtual players in the team room according to the target team number to obtain a team result, changing at least part of the virtual player identifications from a first team position to a second team position according to the team result, responding to a game starting request, controlling the virtual players in the team room to enter a game fight stage in a fight game scene, responding to the virtual players in the game fight stage to belong to the same team, and settling the current game fight stage.

Description

Game grouping method, device, computer equipment and medium
Technical Field
The present application relates to the field of game technologies, and in particular, to a method, an apparatus, a computer device, and a medium for grouping games.
Background
At present, games gradually become an important entertainment mode in life of people, and the types of games are more and more, wherein the game characteristics of the competitive games, which are based on the fact that players can control virtual characters to conduct real-time countermeasure in the game process, become important characteristics for attracting players, so that the players can participate in the same competition with a plurality of players without moving the players in the real world, and the game experience of the players is improved.
In the competitive game, the players may need to fight against players of different camps, but the players in each of the camps may know themselves and learn their own strength, and when the players form the camps, in order to play and upgrade, the players with stronger strength will be pulled as much as possible to form teams, and when the players finally play the games, the players with different camps may have larger difference in strength.
Disclosure of Invention
Accordingly, the present application is directed to a method, apparatus, computer device and medium for grouping games, which are used for solving the problem of large difference of game forces among different teams when virtual players are teamed in the prior art.
In a first aspect, an embodiment of the present application provides a method for grouping games, where a graphical user interface is displayed by a terminal device, the graphical user interface including a team room interface of a team room, the team room interface including a plurality of grouping areas configured to display virtual player information in the same team, the method including:
Displaying a plurality of virtual player identifications located in the grouping areas in the grouping room interface, wherein the plurality of virtual player identifications are identifications of the virtual players entering the grouping room and respectively distributed to a first team position according to a preset team distribution rule, and the first team position is an area in the grouping areas;
in response to the game preparation progress of the team room meeting a preset progress requirement, carrying out random team formation on the virtual players in the team room according to the target team quantity, so as to obtain a team formation result, and changing at least part of virtual player identifications from a first team position to a second team position according to the team formation result, wherein the target team quantity is determined according to the quantity of the virtual players in the team room during random team formation;
responding to a game starting request, and controlling the virtual player in the team room to enter a game fight stage in a fight game scene;
And settling the current game play stage in response to the virtual players in the game play stage belonging to the same team.
Optionally, in response to the game preparation progress of the team room meeting a preset progress requirement, the randomly team forming the virtual players in the team room according to the target team number to obtain a team forming result includes:
Responding to the game preparation progress of the team room to meet a preset progress requirement, and determining the target team number according to the number of virtual players and the team capacity in the team room;
and randomly grouping the virtual players in the team room according to the target team quantity, determining the team to which each virtual player belongs, and obtaining the team result.
Optionally, the virtual players in the team room are randomly grouped according to the target team number, and each team to which the virtual player belongs is determined to obtain the team result, which includes:
determining the number of team members in each team according to the target team number, wherein the difference value of the team member numbers of different teams is smaller than a preset value;
And randomly grouping the virtual players in the team room according to the number of team members of each team, determining the team to which each virtual player belongs, and obtaining the team result.
Optionally, the grouping of the virtual players in the team room according to the number of team members of each team, determining the team to which each virtual player belongs, and obtaining the team result, including:
randomly grouping the virtual players in the team room according to the number of team members of each team based on the game experience values of the virtual players in the team room;
And determining the team to which each virtual player belongs to obtain the team result, wherein the difference of the average values of the game experience values of each team meets the preset difference requirement.
Optionally, in response to the game preparation progress in the team room meeting a preset progress requirement, the virtual players in the team room are randomly teamed according to the target team number to obtain a team result, and at least part of the virtual player identifications are changed from a first team position to a second team position according to the team result, including:
Responding to the game preparation progress of the team room to meet the preset progress requirement, randomly team the virtual players in the team room according to the target team number to obtain a team result, changing at least part of virtual player identifications from a first team position to a second team position according to the team result, and entering a locking stage;
in the locking stage, if the team selection operation initiated by the virtual player is detected, not responding to the team selection operation, and generating adjustment failure prompt information;
And in the locking stage, if a participation request for entering the team room initiated by a virtual player in the team room is detected, refusing the virtual player in the team room from entering the team room.
Optionally, the game preparation progress of the team room meets preset requirements, including any one of the following requirements:
The number of virtual players in the team room meets a first preset requirement and/or the opening time of the team room meets a second preset requirement;
responding to a random grouping request initiated by a homeowner, wherein the homeowner is a virtual player for creating 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 regrouping requests initiated by the virtual player in the team room meets a third preset requirement;
The number of regrouping requests initiated by the virtual players in the team room meets a third preset requirement, and the number of virtual players in the team room meets a first preset requirement.
Optionally, the virtual player includes a homeowner and a participant, and displaying a plurality of virtual player identification participation requests located in the plurality of grouping areas in the team room interface includes:
Responding to a creation request initiated by the homeowner for entering a team room, and controlling the homeowner to enter the team room, wherein the creation request carries team mode information, upper limit information of the number of players and upper limit information of the number of teams;
controlling the participant to enter the team room in response to a participation request initiated by the participant to enter the team room;
Displaying the homeowner's virtual player identification and the participant's virtual player identification in the plurality of grouped areas of the team room interface.
Optionally, 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 includes:
responsive to a team selection operation of the virtual player for a grouping area where an idle seat exists, displaying a virtual player identification of the virtual player in the grouping area where the idle seat exists.
Optionally, the method further comprises:
responding to the locking operation of the homeowner for the team rooms, and entering a locking stage;
in the locking stage, if the team selection operation initiated by the virtual player is detected, not responding to the team selection operation, and generating adjustment failure prompt information;
And in the locking stage, if a participation request for entering the team room initiated by a virtual player in the team room is detected, refusing the virtual player in the team room from entering the team room.
Optionally, the method further comprises:
In the locking stage, unlocking the team room in response to unlocking operation of a homeowner on the team room, and entering a game preparation stage;
And in the locking stage, unlocking the team room in response to a game starting request initiated by the virtual player, and entering a game preparation stage.
Optionally, in response to the game preparation progress in the team room meeting a preset progress requirement, the virtual players in the team room are randomly teamed according to the target team number to obtain a team result, and at least part of the virtual player identifications are changed from a first team position to a second team position according to the team result, including:
And responding to the game preparation progress of the team room to meet the preset progress requirement, carrying out random team formation on the virtual players in the team room according to the target team quantity to obtain a team formation result, changing at least part of virtual player identifications from a first team position to a second team position according to the team formation result, and generating and displaying team formation animation, wherein the head portrait identifications of the virtual players are sequentially displayed in a grouping area according to the team formation result in the team formation animation.
In a second aspect, an embodiment of the present application provides an apparatus for grouping games, displaying, by a terminal device, a graphical user interface including a team room interface of a team room, the team room interface including a plurality of grouping areas configured to display virtual player information in the same team, the apparatus comprising:
the display module is used for displaying a plurality of virtual player identifications positioned in the grouping areas in the grouping room interface, wherein the plurality of virtual player identifications enter the grouping room and are respectively distributed to the identifications of the virtual players at a first team position according to a preset team distribution rule, and the first team position is an area in the grouping areas;
The team forming module is used for responding to the game preparation progress of the team forming room to meet the preset progress requirement, carrying out random team forming on the virtual players in the team forming room according to the target team quantity to obtain a team forming result, and changing at least part of virtual player identifications from a first team position to a second team position according to the team forming result, wherein the target team quantity is determined according to the virtual player quantity in the team forming room during the random team forming;
The fight module is used for responding to a game starting request and controlling the virtual players in the team room to enter a fight game scene to enter a game fight stage;
and the settlement module is used for responding that the virtual players in the game fight stage belong to the same team, and settling the current game fight stage.
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, where the processor implements the steps of the method described above when executing the computer program.
In a fourth aspect, embodiments of the present application provide a computer readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the above method.
The game team forming method includes the steps of firstly displaying a plurality of virtual player identifications located in a plurality of grouping areas in a team room interface, wherein the plurality of virtual player identifications enter the team room and are respectively distributed to the identifications of virtual players at a first team position according to a preset team distribution rule, the first team position is an area in the plurality of grouping areas, secondly, responding to game preparation progress of the team room to meet a preset progress requirement, randomly forming the virtual players in the team room according to target team quantity to obtain a team result, changing at least part of the virtual player identifications from the first team position to a second team position according to the team result, wherein the target team quantity is determined according to the virtual player quantity in the team room when the team is randomly formed, responding to a game start request, controlling the virtual players in the team room to enter a game scene, responding to the game scene, and finally, and responding to the virtual players in the same team to enter a game scene.
In some embodiments, after the virtual players enter the team forming room, a plurality of virtual players in the team forming room can be formed by a random team forming mode, and the virtual players after the random team forming are controlled to enter a game fight stage to play, so that the virtual players in each team are not distributed according to a certain rule, mutual awareness among the virtual players in one team is reduced, the virtual players with stronger strength form a team with each other, the situation of strong association occurs, the game playability is improved, more virtual players can play in a fairer game environment, the virtual players can fully play own forces, and the interaction efficiency of the game is improved.
In order to make the above objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flow chart of a method for game team formation according to an embodiment of the present application;
FIG. 2 is a diagram of a first graphical user interface provided in an embodiment of the present application;
FIG. 3 is a diagram of a second graphical user interface provided in an embodiment of the present application;
FIG. 4 is a diagram of a third graphical user interface provided by an embodiment of the present application;
FIG. 5 is a schematic diagram of a device for game team formation according to an embodiment of the present application;
fig. 6 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are only some embodiments of the present application, not all embodiments. The components of the embodiments of the present application generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the application, as presented in the figures, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. All other embodiments, which can be made by a person skilled in the art without making any inventive effort, are intended to be within the scope of the present application.
In a large-scale multi-player online competitive game, a competition mode is to build a plurality of competition teams consisting of game players before entering the competition, and in the game process, the plurality of competition teams fight against each other, and finally one team wins to win. In the game competition, before the game starts, a plurality of players can enter a team room through a mode of sharing room numbers, and the players possibly know the game strength of certain players just by virtue of the mode of inviting the players, wherein in the team room in the game preparation stage, the players can play the game for winning, and can freely team with the players with stronger strength, the final result can become that the players with stronger strength and stronger strength are easily teamed, the players with weaker strength are teamed with the players with weaker strength, so that the game strength is greatly different among different teams, and the game experience degree is not high.
The embodiment of the application provides a method for forming a game team, as shown in fig. 1, a graphical user interface is displayed through a terminal device, the graphical user interface comprises a team room interface of a team room, the team room interface comprises a plurality of grouping areas, the grouping areas are configured to display virtual player information in the same team, and the method comprises the following steps:
S101, displaying a plurality of virtual player identifications located in the grouping areas in the grouping room interface, wherein the plurality of virtual player identifications enter the grouping room and are respectively distributed to identifications of virtual players at first team positions according to a preset team distribution rule, and the first team positions are areas in the grouping areas;
s102, responding to the game preparation progress of the team room to meet the preset progress requirement, carrying out random team formation on the virtual players in the team room according to the target team quantity, so as to obtain a team formation result, and changing at least part of virtual player identifications from a first team position to a second team position according to the team formation result, wherein the target team quantity is determined according to the quantity of the virtual players in the team room during random team formation;
S103, responding to a game starting request, and controlling the virtual players in the team room to enter a game fight stage in a fight game scene;
s104, responding that the virtual players in the game fight stage belong to the same team, and settling the current game fight stage.
The method for grouping games in the embodiment of the application can be operated on the terminal equipment or the server. The terminal device may be a local terminal device. The method of game grouping may be cloud games when run on a server.
In an alternative embodiment, cloud gaming refers to a game style based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the game grouping method are completed on a cloud game server, the terminal equipment is used for receiving and sending data and presenting the game picture, for example, the terminal equipment can be a display equipment with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like, but the terminal equipment for processing game data is the cloud game server in the cloud. When playing a game, the virtual player operates the terminal device to send an operation instruction to the cloud game server, the virtual player is a player using the terminal device, the cloud game server runs the game according to the operation instruction, codes and compresses data such as a game picture and the like, returns the data to the terminal device through a network, and finally decodes the data through the terminal device and outputs the game picture.
In an alternative embodiment, the terminal device may be a local terminal device. The local terminal device stores a game program and is used for presenting game pictures. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the target player may include a variety of ways, for example, may be rendered for display on a display screen of the terminal device, or provided to the target player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including any of a team room interface prior to game play and a portion of a game scene of a game play session, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
The application is described by running the game grouping method on the terminal equipment, wherein the terminal equipment is an electronic equipment with a touch control function, such as a smart phone. Providing a graphical user interface through the terminal equipment, wherein the graphical user interface is an interface for man-machine interaction, which is rendered on a display screen of the terminal equipment, and the man-machine interaction between the target player and the terminal equipment is realized through an operation area in the graphical user interface. Before the game fight stage, a team room interface is displayed in a graphical user interface, the team room interface comprises a plurality of virtual players, different virtual players can belong to the same camp or different camps, and in the game fight stage, the content displayed in the graphical user interface also comprises game pictures which can be game pictures of part of game scenes. The terminal device may control the target virtual character to perform a virtual action in the game scene, for example, to move in the game scene, or to release skills, in response to a touch operation applied to an operation area in the graphical user interface, where the target virtual character is the first virtual character or the second virtual character according to the present application. The game scene may include any one or more of a landform, mountain stone, flower and grass, river, building, virtual object, game prop, and the like. In general, a virtual camera is provided in a game scene, and a game screen displayed on a graphical user interface, that is, a part of the game scene content captured by the virtual camera is displayed. For example, in a first person game, a virtual camera may be provided at the head (e.g., eye position) of a target virtual character controlled by a player, the virtual camera moving following the movement of the target virtual character, the orientation of the virtual camera rotating following the rotation of the virtual body, and thus the game screen presented on the graphical user interface is a part of the game scene in front of the target virtual character by a preset range. As another example, in a third person game, a virtual camera may be positioned directly above or behind a target virtual character controlled by a player, and thus, a game screen presented on a graphical user interface is a partial game scene including the target virtual character. And logging in an account number of the target virtual role on the terminal equipment, wherein the target virtual role is controlled by the terminal equipment. Virtual objects refer to dynamic objects that can be controlled in a virtual scene. Alternatively, the dynamic object may be a virtual character, a virtual animal, a cartoon character, or the like. The target virtual character is a character controlled by a player through a terminal device, or is an artificial intelligence (ARTIFICIAL INTELLIGENCE, AI) set in the virtual environment fight by training, or is a Non-player character (Non-PLAYER CHARACTER, NPC) set in the virtual environment fight. Optionally, the target avatar is a avatar playing an athletic activity in the virtual scene.
The team room interface of the team room is an interface displayed on the graphic user interface at the game preparation stage before the game play starts, the team room is a room prepared for virtual players participating in the target game, only the virtual players desiring to participate in the target game can enter the team room, the team room is created by a homeowner, after the team room is created, the virtual players serving as homeowners can directly enter the team room, other virtual players can enter the team room by using room numbers shared by the homeowner, or the team room is a public room freely accessed by other virtual players (the virtual players can freely access), 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 the virtual players among the different teams and the different teams play a role in the game play. In order to make the virtual player more clearly understand the self team situation, a team room interface corresponding to the team room is displayed on the graphic user interface, wherein the team room interface comprises a plurality of grouping areas, each grouping area comprises a plurality of seats, the grouping areas are configured to display virtual player information in the same team, that is, virtual player information of a corresponding virtual player is displayed at each seat, and the virtual player information can be virtual player identification of the virtual player. As shown in fig. 2, the team room interface of the homeowner xxxx includes a plurality of grouping areas, namely, a grouping area of team 1, a grouping area of team 2, and a grouping area of team 3, each of which has 5 seats, namely, seat 1, seat 2, seat 3, seat 4, and seat 5.
S101, displaying a plurality of virtual player identifications located in the grouping areas in the grouping room interface, wherein the plurality of virtual player identifications enter the grouping room and are respectively distributed to the virtual player identifications of a first team position according to a preset team distribution rule, and the first team position is an area in the grouping areas.
In the step S101, the preset team allocation rule is a rule that the preset team allocation rule is set, and after the virtual players enter the team formation room, each virtual player performs team allocation, wherein the virtual player is represented by a virtual player identifier in the team formation display interface, and team allocation is performed on the virtual player identifier, so that team formation among the virtual players is finally realized. The virtual player identification is an identification used to characterize the virtual player and may be a avatar, nickname, etc. of the virtual player. The first team location is a location in the team room interface corresponding to each team and is also one of a plurality of grouping areas in the team room interface.
In a specific implementation, after the virtual player enters the team room, the virtual player identifier of the virtual player entering the team room is allocated to the first team position in the team room interface according to a preset team allocation rule. The preset team allocation rules may include any one of a group of rules according to a sequence of virtual players entering the team room, and a group of rules according to a team selection operation of the virtual players.
The virtual player identification of the virtual player is configured in a plurality of grouping areas in the grouping room interface in sequence according to the sequence of the virtual player entering the grouping room, that is, the display sequence of each virtual player identification in the grouping room interface is consistent with the sequence of the virtual player entering the grouping room.
Team formation is performed according to team selection operation of the virtual players, and the method is specifically characterized in that after the virtual players enter a team formation room interface, virtual player identifications of the virtual players are set in the free grouping areas according to selection operation of the players on the free grouping areas. The free grouping area refers to an area in which the number of virtual player identifications in the grouping area has not reached the team capacity corresponding to the grouping area. The team capacity is set by a homeowner before entering a team room, or after entering the team room, and the upper limit of the number of people in the team is set.
S102, responding to the game preparation progress of the team room to meet the preset progress requirement, carrying out random team formation on the virtual players in the team room according to the target team quantity to obtain a team formation result, and changing at least part of virtual player identifications from a first team position to a second team position according to the team formation result, wherein the target team quantity is determined according to the virtual players in the team room during random team formation.
In the above-described step S102, the game preparation progress may be a progress after the virtual player enters the team room before the game play starts. The game preparation progress of the team room meets the preset progress requirement comprising any one of the following requirements:
The number of virtual players in the team room meets a first preset requirement and/or the opening time of the team room meets a second preset requirement;
responding to a random grouping request initiated by a homeowner, wherein the homeowner is a virtual player for creating 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 regrouping requests initiated by the virtual player in the team room meets a third preset requirement;
The number of regrouping requests initiated by the virtual players in the team room meets a third preset requirement, and the number of virtual players in the team room meets a first preset requirement.
The game preparation progress of the team room meets a preset progress requirement that the number of the virtual players in the team room meets a first preset requirement, wherein the first preset requirement refers to that the number of the virtual players in the team room reaches a preset value, for example, the first preset requirement refers to that the number of the virtual players entering the team room reaches 100, and the game preparation progress in the team room meets the preset progress requirement as long as the number of the virtual players in the team room reaches 100.
The game preparation progress of the team room meets the preset progress requirement, namely the opening time of the team room meets the second preset requirement, wherein the second preset requirement refers to the fact that the time length from creation to current opening of the team room reaches the preset time length, for example, the second preset requirement refers to the fact that the opening time of the team room reaches half an hour, and the game preparation progress in the team room meets the preset progress requirement as long as the opening time of the team room reaches half an hour.
The game preparation progress of the team room meets the preset progress requirement, the number of the virtual players in the team room meets the first preset requirement, and the starting time of the team room meets the second preset requirement. That is, the number of virtual players entering the team room reaches a preset value, and the opening time of the team room reaches a preset time period, so that the game preparation progress in the team room meets the preset progress requirement.
The game preparation progress of the team room accords with the preset progress requirement and is in response to a random grouping request initiated by a homeowner, the random grouping request is initiated by a virtual player corresponding to the homeowner of the team room, a pair of random team control is arranged on a team room interface of the homeowner, the virtual player corresponding to the homeowner carries out touch control on the random team control, the random grouping request is initiated, and the random grouping request is used for controlling the virtual player in the team room to carry out random team formation so as to change the team formation condition among all the virtual players in the previous team room.
The game preparation progress of the team room meets a preset progress requirement and is in response to a random grouping request initiated by a homeowner, and the number of virtual players in the team room meets a first preset requirement. Rather than having to do the random grouping whenever the homeowner initiates a random grouping request, if the number of virtual players in a team room is too small, e.g., 5 virtual players are needed to make up a team, and only 3 virtual players in a team room, the team room is completely free of the need for random team formation, as there is only one team anyway. The game preparation progress is calculated to meet the preset progress requirement only when the number of virtual players in the team room reaches the first preset requirement in response to the random grouping request initiated by the homeowner.
The game preparation progress of the team room meets a preset progress requirement, and the number of the regrouping requests initiated by the virtual player in the team room meets a third preset requirement. The regrouping request may be initiated by a virtual player within the team room for the team room to regroup when most virtual players do not meet the current grouping situation. The third preset requirement refers to the number of the regrouping requests initiated by the virtual players in the team room reaching a preset request value, or the ratio between the number of the regrouping requests initiated by the virtual players in the team room and the total number of the virtual players in the team room reaching a preset ratio.
The game preparation progress of a team room meets a preset progress requirement, the number of regrouping requests initiated for the virtual players in the team room meets a third preset requirement, and the number of virtual players in the team room meets a first preset requirement. Random grouping is performed if the number of virtual players in the team room initiates the regrouping to the third preset requirement, e.g. 5 virtual players are needed to form a team if the number of virtual players in the team room is too small, whereas only 3 virtual players in the team room, the team room is completely free of the need for random team formation, since there is only one team anyway. The game preparation progress meets the preset progress requirement only if the number of virtual players in the team room reaches the first preset requirement and the number of virtual players in the team room initiating the regrouping reaches the third preset requirement.
Random team formation refers to the re-team formation of virtual players in a team room according to a non-necessary rule, with the original team order being disordered. The target team number is determined by the number of virtual players in the team room at the time of random team formation, and the team capacity of each team in the team room is determined before random team formation is performed, but there may be virtual players in non-team rooms entering the team room, so that the target team number varies with the number of virtual players in the team room before random team formation. In the random team formation, in order to prevent the situation that the team formation is unreasonable due to the joining of virtual players in non-team rooms during the team formation, the team formation rooms are controlled to be in a locking state, and the locking state refers to controlling the team formation rooms not to receive virtual player entries in the non-team formation rooms. The second team position is the team position where the virtual player is located after the re-team after the random team formation.
In a specific implementation, when the game preparation progress in the team room meets the preset progress requirement, the virtual players in the team room are re-teamed, a new team result is obtained after the team is re-teamed, the team result includes information of teams where each virtual player is located, positions of virtual player identifications of at least part of the virtual players in the team room are adjusted, that is, the positions of the virtual player identifications of the at least part of the virtual players are adjusted from the first team position to the second team position in the team room. According to the scheme, virtual players in a team room are re-teamed in a random team forming mode, virtual players in each team are not distributed according to a certain rule, mutual awareness among the virtual players in one team is reduced, strong virtual players are teamed mutually, strong combination occurs, game playability is improved, more virtual players can play games in a fairer game environment, the virtual players can fully exert own actual force, and game interaction efficiency is improved.
And S103, responding to a game starting request, and controlling the virtual players in the team room to enter a game fight stage in a fight game scene.
In step S103 described above, the game start request is for controlling the entry of the game preparation stage into the play combat stage, that is, the entry of the virtual player, who completes the team in the team room, into the game scene. The game start request may be initiated by a virtual player corresponding to a homeowner creating a team room, and the virtual player in the team room is directly controlled to enter a game play stage after the virtual player corresponding to the homeowner initiates the game start request. Or the virtual players in the team room are initiated, and when the number of game start requests reaches a preset start requirement, the virtual players in the team room are controlled to enter a game fight stage, wherein the preset start requirement can be that the number of start requests reaches the preset request number, or the ratio of the number of start requests to the number of virtual players in the team room reaches a required preset ratio. Or automatically responds to the game start request after the random team is formed, and enters a game fight stage. In the game fight phase, each team is camping, and the virtual players of different teams fight against each other.
In the game fight stage, the virtual players of different teams can fight against each other, and when the virtual players fight against each other, the attack operation is used for attacking the opponent virtual player, so that the game attribute of the opponent virtual player is lower than the preset attribute, and the opponent virtual player is controlled to exit the game fight stage. In particular, the game attribute may be an attribute of the virtual player characterizing viability, such as an attribute of blood volume, a vital value, and the like. After the enemy virtual player exits the game play session, the enemy virtual player may view the game through the game graphical user interface, but may not continue to participate in the game.
S104, responding that the virtual players in the game fight stage belong to the same team, and settling the current game fight stage.
In step 104, only the remaining virtual players in the game scene belong to the same team in the game play stage, that is, the virtual players still living in the game scene are all of the same team, that game is ended, and the current game play stage is settled to determine the team that wins the final match.
In the embodiment provided by the application, after the virtual players enter the team room, the plurality of virtual players in the team room can be formed by a random team forming mode, and the virtual players after the random team forming are controlled to enter a game fight stage for competition, so that the virtual players in each team are not distributed according to the necessary rules, the mutual awareness among the virtual players in one team is reduced, the virtual players with stronger strength are formed by mutually forming teams, the strong joint situation occurs, the game playability is increased, more virtual players can play a competition in a fairer game environment, the virtual players can fully play own real force, and the interaction efficiency of the game is improved.
When virtual players in a team room are teamed, the team capacity of each team is determined, and the team capacity may be defined when a homeowner creates a team mode or may be determined before the homeowner builds a room. Based on the team capacity of each team, a plurality of virtual players in the team room may be grouped into a plurality of teams, that is, step S102 includes:
step 1021, determining the target team number according to the number of virtual players and the team capacity in the team room in response to the game preparation progress in the team room meeting a preset progress requirement;
Step 1022, randomly grouping the virtual players in the team room according to the target team number, determining the team to which each virtual player belongs, and obtaining the team result.
In the step 1021, when the game preparation progress of the team room meets the preset progress requirement, the game preparation progress of the team room is randomly grouped, so as to reduce the situation that the team is inaccurate due to the virtual players added into the non-team room in the team room, and when the game preparation progress of the team room meets the preset progress requirement, the team room is controlled to no longer receive the virtual players in the non-team room.
In particular, after knowing the number of virtual players in the team room and the team capacity of each team, the target team number is determined based on the ratio of the number of virtual players to the team capacity. For example, when the number of virtual players is 60, the team capacity is 5, and the target team number is 60++5=12.
Of course, there may be a case where a remainder occurs in a ratio of the number of virtual players to the team capacity, and in order for all virtual players in the team room to be able to team, the target team number is rounded up. For example, when the number of virtual players is 63, the team capacity is 5, and the target team number is 63+.5=12..3, that is, 12 full teams can be formed according to the number of virtual players and the team capacity, and the remaining 3 virtual players, the target team number is determined to be 13 in order for all virtual players to be able to team.
In step 1022, virtual players in the team room are randomly grouped according to the number of target teams, that is, the current team forming sequence of the virtual players is broken up, the virtual players are reordered according to a random rule, and teams are formed according to the reordered virtual players, and each team to which the virtual player belongs obtains the team forming result.
When the number of virtual players in the team cannot reach full, in order to balance the average force of each team as much as possible, the number of players of each team is adjusted when teaming according to the target number of teams, that is, step 1022, includes:
step 10221, determining the number of team members in each team according to the target team number, wherein the difference value of the team member numbers of different teams is smaller than a preset value;
step 10222, randomly grouping the virtual players in the team room according to the number of team members of each team, determining the team to which each virtual player belongs, and obtaining the team result.
In step 10221, after determining the target team number, if the virtual player number in the team cannot reach the team capacity, the difference between the team numbers needs to be smaller than the preset value in order to ensure that the forces between each team are more balanced. The preset value is set manually and may be 2. When the number of team members is a group, the number of virtual players that should be in each team is not necessarily equal to the team capacity.
In a specific implementation, if the number of virtual players of the team does not meet the condition that the difference between the number of virtual players of the team and the number of team members is smaller than a preset value, a certain number of team members are randomly extracted from the teams which are already full, and the number of team members is adjusted from the extracted teams, so that the difference between the number of team members of each team is finally smaller than the preset value.
For example, when the number of virtual players is 63, the team capacity is 5, and the target team number is 63+.5=12..3, that is, 12 full teams can be formed according to the number of virtual players and the team capacity, and the remaining 3 virtual players, and in order to allow all virtual players to form a team, the target team number is determined to be 13, and there are only 3 virtual players for one team. And the difference between the number of players of different teams is smaller than 2, that is, the difference between the number of players of each team is 1. Then, when determining the number of team members of each team, randomly extracting a team from the teams which are already full, adjusting the number of teams which are randomly extracted to be 4, and adjusting the number of teams which are not full initially to be 4, the difference between the number of team members of each team is smaller than 2 finally.
In step 10222, after the number of team members of each team is determined, the team members of each team are randomly grouped according to the number of team members of each team, and finally the team to which each virtual player belongs is determined, so as to obtain the team forming result. The grouping mode enables the number of the virtual players among each team to be relatively balanced, and further enables the game forces of the virtual players among each team to be balanced, so that more virtual players can play games in a fairer game environment, the virtual players can fully exert the forces of the virtual players, and the interaction efficiency of the games is improved.
In addition to adjusting the number of players per team to achieve a more balanced effort among each team, virtual players may also be grouped directly according to their game experience values, i.e., step 10222, comprising:
Step 102221, according to the game experience value of the virtual players in the team room, randomly grouping the virtual players in the team room according to the team member number of each team;
And 102222, determining teams to which each virtual player belongs to obtain the team result, wherein the difference between the average values of the game experience values of each team meets the preset difference requirement.
In the above steps 102221 and 102222, the game experience value may be determined according to parameters such as the number of plays, the number of wins, the login time, etc. of the virtual player. The predetermined difference requirement is that the difference between the average values of the game experience values for each team corresponds to the predetermined difference.
In particular, after knowing the game experience value of each virtual player, when grouping each virtual player, the virtual players are randomly grouped in consideration of the average game experience value of each team, that is, the original order of the virtual players is disordered, but when grouping specifically, the virtual players are arranged for each team in consideration of the game experience value of each virtual player. The game average values of the virtual players in each team after grouping are not too different, so that the game forces of the virtual players among each team are balanced, more virtual players can play games in a fairer game environment, the virtual players can fully exert the own forces, and the interaction efficiency of the games is improved.
In the above, when the game preparation progress of the team room meets the preset progress requirement, random team formation may be performed, but in order to avoid that the virtual player in the non-team room enters the team room to affect the random team, the team room is controlled to refuse the virtual player in the non-team room to enter the team room, that is, step S102 includes:
Step 1023, responding to the game preparation progress of the team room meeting the preset progress requirement, carrying out random team formation on the virtual players in the team room according to the target team number to obtain a team formation result, changing at least part of virtual player identifications from a first team position to a second team position according to the team formation result, and entering a locking stage;
step 1024, in the locking stage, if a team selection operation initiated by the virtual player is detected, not responding to the team selection operation, and generating an adjustment failure prompt message;
Step 1025, and in the locking phase, refusing virtual players other than the team room to enter the team room if a participation request initiated by virtual players other than the team room to enter the team room is detected.
In step 1023, the lock phase may functionally lock the current team room interface of the virtual player, that is, the virtual player in the non-team room cannot enter the team room, the number of virtual players in the team room does not change, and the virtual player in the team room cannot perform the team selection operation. The team selection operation is an operation of selecting a grouping area where an idle seat exists by a virtual player who enters the grouping room.
That is, in the above step 1024, if the virtual player in the team room performs the team adjustment operation in the lock-up phase, the team selection operation is not responded, and the team room interface of the virtual player displays the prompt message of the adjustment failure to prompt the virtual player that the team adjustment cannot be performed.
In step 1025, if there is a virtual player in the non-team room that wants to join the team room, the team room refuses the virtual player in the non-team room to join and generates a prompt for refusing to enter and displays the prompt on the graphical user interface of the virtual player in the non-team room.
The condition for entering the team room is that the entrance is not possible until the request is initiated, but the virtual player entering the team room includes a homeowner and a participant, and the requests of different virtual players for entering the team room are different, that is, step S101 includes:
Step 1011, responding to a creation request initiated by the homeowner for entering a team room, and controlling the homeowner to enter the team room, wherein the creation request carries team mode information, upper limit information of the number of players and upper limit information of the number of players;
Step 1012, controlling the participant to enter the team room in response to the participation request initiated by the participant to enter the team room;
Step 1013 displays virtual player identifications of the homeowners and virtual player identifications of the participants in the plurality of grouping areas of the team room interface.
In the step 1011, the creation request is initiated by the virtual player corresponding to the homeowner, and the creation request may include team mode information, upper limit information of the number of players, and upper limit information of the number of teams. The team mode information may define a team capacity of each team in the team room, e.g., 2,4, 5, etc. The player count upper limit information may define a number of virtual players in the team room, such as the team room accommodating a maximum of 100 virtual players. The team amount upper limit information may define the amount of teams in the team room, such as a team room accommodating up to 20 teams.
In particular, after the virtual player corresponding to the homeowner initiates the creation request, the team room is created, and the virtual player corresponding to the homeowner automatically enters the team room.
In step 1012 above, the participation request is initiated by a virtual player in the non-homeowner and non-team room for requesting entry into the team room.
In step 1013 above, before the lock phase, as long as the number of virtual players in the team room does not reach the upper limit of the number of players, the virtual players may enter the team room, and the virtual player identifications of the virtual players entering the team room are displayed in the grouping area in the team room interface.
After the virtual player enters the team room, the display position of the virtual player identifier of the virtual player may be determined according to the selection operation of the virtual player, that is, step 1013 includes:
step 10131, responsive to the selection operation of the virtual player for the grouping area with the free seats, displaying the virtual player identification of the virtual player in the grouping area with the free seats.
In step 10131, the grouping area in which there are free seats means that the number of virtual player identifications in the grouping area has not reached the team capacity. The selection operation may be any one of a click operation, a slide operation, a long press operation, a heavy press operation, and the like.
After the virtual player enters the grouping room, the virtual player selects the grouping area with the free seats by selecting any position in the grouping area, or the position of the free seats in the grouping area, so that the selection of the grouping area with the free seats is realized. After selecting the grouping area where the free seats exist, displaying the virtual player identification of the virtual player at the free seats of the grouping area where the free seats exist.
In addition to the above-mentioned locking phase being entered when the game preparation progress of the team room meets the preset progress requirement, the virtual player corresponding to the homeowner may also enter the team room into the locking phase, that is, the scheme further includes:
step 1014, responding to the locking operation of the homeowner on the team room, entering a locking stage;
step 1015, in the locking stage, if a team selection operation initiated by the virtual player is detected, not responding to the team selection operation, and generating an adjustment failure prompt message;
step 1016, and in the lock phase, refusing access to the team room by a virtual player not in the team room if a participation request initiated by a virtual player not in the team room to access the team room is detected.
In step 1014 described above, the lock phase may functionally lock the current team room interface of the virtual player, that is, the virtual player in the non-team room cannot enter the team room, the number of virtual players in the team room does not change, and the virtual player in the team room cannot perform the team selection operation. The team selection operation is an operation of selecting a grouping area where there is a free seat by a virtual player who enters the team room in the lock phase.
In a specific implementation, a lock control is displayed in a team room interface of a homeowner, and only in the team room interface of the homeowner, the team room interface of a virtual player not the homeowner does not have the lock control, that is, the homeowner can touch the lock control through a lock operation to actively control the team room to enter a lock stage.
The display area of the general graphical user interface is not large, if all the controls are displayed in the graphical user interface, a lot of pictures can be covered, the unusual controls are generally hidden, and the unusual controls are displayed through a triggering condition, in the application, the locked controls can be displayed in a hidden list, that is, as shown in fig. 3, a function list control is displayed in the graphical user interface, the locked controls are included in a plurality of controls integrated in the function list, and of course, random grouping controls for responding to a homeowner to initiate a random grouping request can also be integrated in the function list, after the function list controls are touched, the function list controls can be displayed in gray, and the hidden locked controls and the random grouping controls are displayed nearby the function list controls.
In step 1015, if the virtual player in the team room performs the team adjustment operation in the locking stage, the team selection operation is not responded, and a notification of the failure of the adjustment is displayed on the team room interface of the virtual player, so as to notify the virtual player that the team adjustment cannot be performed.
In step 1016, if there are virtual players in the non-team room that want to join the team room, the team room will refuse the virtual player in the non-team room to join and generate a prompt to reject the entry to be displayed on the graphical user interface of the virtual player in the non-team room.
After entering the locking phase (whether the game preparation progress of the team room meets the preset progress requirement or enters the locking phase through the locking operation of the homeowner), the team room can be unlocked, that is, the scheme of the application further comprises:
Step 105, in the locking stage, unlocking the team room in response to the unlocking operation of the homeowner for the team room, and entering a game preparation stage;
and 106, in the locking stage, unlocking the team room in response to a game starting request initiated by the virtual player, and entering a game preparation stage.
In step 105 described above, the game preparation stage is a stage before the team room enters the lock stage, in which virtual players in non-team rooms can enter the team room by participation in the request, and virtual players in the team room can select a grouping area in which free seats exist by a team selection operation so that virtual players can be re-team. In the locked phase, the locked control may be updated to an unlocked control.
In step 105 described above, the unlock operation is an operation of the unlocking control in the team room interface by the homeowner. Wherein the unlock control is only displayed in the team room interface of the homeowner, i.e. only the homeowner can control the team room to enter the game preparation phase from the unlock phase.
In step 106, the team room is also automatically unlocked in response to the game start request initiated by the virtual player, so that the virtual player in the non-team room can enter the team room to prepare for the next game, i.e., to enter the game preparation phase of the next game.
Upon random grouping, a corresponding group animation may be displayed in the group room interface, that is, step S102, including:
and 1026, in response to the game preparation progress in the team room meeting a preset progress requirement, carrying out random team formation on the virtual players in the team room according to the target team number to obtain a team formation result, changing at least part of virtual player identifications from a first team position to a second team position according to the team formation result, and generating and displaying team formation animation, wherein head portrait identifications of the virtual players are sequentially displayed in a grouping area according to the team formation result in the team formation animation.
In step 1026 described above, the team animation may be such that the avatar identifications of the virtual players are displayed once in the grouping area in the team room interface in order of each team in the team room according to the team result, similar to the shuffle animation in a poker game.
In the scheme of the application, after the random team formation, or after the grouping animation is displayed, in order to prompt each virtual player for own team formation, the method further comprises:
for each virtual player, highlighting a virtual player identification of the virtual player in a team room interface of the virtual player.
Highlighting the virtual player identification of the virtual player includes the following display modes:
highlighting, scrolling bands of light, framing, etc.
Of course, there may be an excessive number of teams in the teams room interface, and the teams room interface cannot display all teams, so for each virtual player, in the teams room interface of the virtual player, the virtual player identification of the virtual player is highlighted, including:
If the number of teams in the team room is excessive, a team list is displayed in a team room interface for each virtual player, and a grouping area where the virtual player identification of the virtual player is located is displayed in the team room interface and highlighted.
That is, if the number of teams in the team room interface is excessive, the grouping area corresponding to the team where the virtual player is located is adjusted to be displayed on the team room interface. For example, as shown in fig. 4, only 3 grouping areas can be displayed on the team room interface, and the team in which the virtual player C is located is 13 th in the team list, the displayed team list is adjusted in display position, and the team area of 13 th team is displayed on the team room interface.
An embodiment of the present application provides an apparatus for grouping games, as shown in fig. 5, displaying, by a terminal device, a graphical user interface, where the graphical user interface includes a team room interface of a team room, where the team room interface includes a plurality of grouping areas configured to display virtual player information in the same team, and the apparatus includes:
a display module 501, configured to display a plurality of virtual player identifiers located in the plurality of grouping areas in the grouping room interface, where the plurality of virtual player identifiers are identifiers of the virtual players that enter the grouping room and are respectively assigned to a first team position according to a preset team assignment rule, where the first team position is an area in the plurality of grouping areas;
a team forming module 502, configured to, in response to a game preparation progress in the team forming room meeting a preset progress requirement, randomly form the virtual players in the team forming room according to a target team number, so as to obtain a team forming result, and change at least part of the virtual player identifications 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 virtual players in the team forming room during the random team forming;
A fight module 503, configured to control, in response to a game start request, the virtual player in the team room to enter into a fight game scene to enter into a game fight stage;
and a settlement module 504 configured to settle a current game play session in response to the virtual players in the game play session belonging to the same team.
Optionally, the team forming module includes:
A team determining unit, configured to determine the target team number according to the number of virtual players and the team capacity in the team room in response to the game preparation progress in the team room meeting a preset progress requirement;
and the grouping unit is used for randomly grouping the virtual players in the team room according to the target team quantity, determining the team to which each virtual player belongs, and obtaining the team result.
Optionally, the grouping unit includes:
A team member number determining subunit, configured to determine the number of team members in each team according to the target team number;
And the grouping subunit is used for randomly grouping the virtual players in the team room according to the number of team members of each team, determining the team to which each virtual player belongs, and obtaining the team result.
Optionally, the grouping subunit includes:
A first determination subunit configured to randomly group the virtual players in the team room according to the number of team members of each team based on the game experience values of the virtual players in the team room;
And the second determination subunit is used for determining teams to which each virtual player belongs to obtain the team result, and the difference between the average values of the game experience values of each team meets the preset difference requirement.
Optionally, the grouping module includes:
The system comprises a locking unit, a locking stage and a locking stage, wherein the locking unit responds to the game preparation progress of the team room to meet the preset progress requirement, the virtual players in the team room are randomly teamed according to the target team quantity to obtain a team result, at least part of virtual player identifications are changed from a first team position to a second team position according to the team result, the locking stage does not respond to team selection operation if team selection operation initiated by the virtual players is detected, and adjustment failure prompt information is generated, and the locking stage does not reject virtual players in the team room from entering the team room if participation requests which are initiated by virtual players in the team room and enter the team room are detected.
Optionally, the game preparation progress of the team room meets preset requirements, including any one of the following requirements:
The number of virtual players in the team room meets a first preset requirement and/or the opening time of the team room meets a second preset requirement;
responding to a random grouping request initiated by a homeowner, wherein the homeowner is a virtual player for creating 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 regrouping requests initiated by the virtual player in the team room meets a third preset requirement;
The number of regrouping requests initiated by the virtual players in the team room meets a third preset requirement, and the number of virtual players in the team room meets a first preset requirement.
Optionally, the virtual player comprises a homeowner and a participant, and the display module comprises:
The system comprises a creation unit, a team management unit and a team management unit, wherein the creation unit is used for responding to a creation request initiated by a homeowner and entering a team room and controlling the homeowner to enter the team room;
A participation unit, configured to control the participant to enter the team room in response to a participation request initiated by the participant to enter the team room;
And a display unit for 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.
Optionally, the display unit includes:
A display subunit, configured to display, in response to a team selection operation of the virtual player for a grouping area where an idle seat exists, a virtual player identification of the virtual player in the grouping area where the idle seat exists.
Optionally, the apparatus further includes:
the system comprises a lock module, a locking stage and a control module, wherein the lock module is used for responding to the lock operation of a homeowner on a team room, entering the lock stage, in the lock stage, if the team selection operation initiated by a virtual player is detected, the team selection operation is not responded, and adjustment failure prompt information is generated, and in the lock stage, if the participation request of a virtual player in a non-team room for entering the team room is detected, the virtual player in the non-team room is refused to enter the team room.
Optionally, the apparatus further includes:
The first unlocking module is used for responding to the unlocking operation of a homeowner on the team room in the locking stage, unlocking the team room and entering a game preparation stage;
And the second unlocking module is used for responding to the game starting request initiated by the virtual player in the locking stage, unlocking the team room and entering a game preparation stage.
Optionally, the grouping module includes:
and the animation unit is used for responding to the game preparation progress of the team room to meet the preset progress requirement, carrying out random team formation on the virtual players in the team room according to the target team quantity to obtain a team formation result, changing at least part of virtual player identifications from a first team position to a second team position according to the team formation result, and generating and displaying team formation animations, wherein head portrait identifications of the virtual players are sequentially displayed in a grouping area according to the team formation result in the team formation animations.
Corresponding to the method of game grouping in fig. 1, the embodiment of the present application further provides a computer device 600, as shown in fig. 6, where the device includes a memory 601, a processor 602, and a computer program stored in the memory 601 and executable on the processor 602, where the method of game grouping is implemented when the processor 602 executes the computer program, and the method includes:
Displaying a plurality of virtual player identifications located in the grouping areas in the grouping room interface, wherein the plurality of virtual player identifications are identifications of the virtual players entering the grouping room and respectively distributed to a first team position according to a preset team distribution rule, and the first team position is an area in the grouping areas;
in response to the game preparation progress of the team room meeting a preset progress requirement, carrying out random team formation on the virtual players in the team room according to the target team quantity, so as to obtain a team formation result, and changing at least part of virtual player identifications from a first team position to a second team position according to the team formation result, wherein the target team quantity is determined according to the quantity of the virtual players in the team room during random team formation;
responding to a game starting request, and controlling the virtual player in the team room to enter a game fight stage in a fight game scene;
And settling the current game play stage in response to the virtual players in the game play stage belonging to the same team.
Optionally, in response to the game preparation progress of the team room meeting a preset progress requirement, the randomly team forming the virtual players in the team room according to the target team number to obtain a team forming result includes:
Responding to the game preparation progress of the team room to meet a preset progress requirement, and determining the target team number according to the number of virtual players and the team capacity in the team room;
and randomly grouping the virtual players in the team room according to the target team quantity, determining the team to which each virtual player belongs, and obtaining the team result.
Optionally, the virtual players in the team room are randomly grouped according to the target team number, and each team to which the virtual player belongs is determined to obtain the team result, which includes:
determining the number of team members in each team according to the target team number, wherein the difference value of the team member numbers of different teams is smaller than a preset value;
And randomly grouping the virtual players in the team room according to the number of team members of each team, determining the team to which each virtual player belongs, and obtaining the team result.
Optionally, the grouping of the virtual players in the team room according to the number of team members of each team, determining the team to which each virtual player belongs, and obtaining the team result, including:
randomly grouping the virtual players in the team room according to the number of team members of each team based on the game experience values of the virtual players in the team room;
And determining the team to which each virtual player belongs to obtain the team result, wherein the difference of the average values of the game experience values of each team meets the preset difference requirement.
Optionally, in response to the game preparation progress in the team room meeting a preset progress requirement, the virtual players in the team room are randomly teamed according to the target team number to obtain a team result, and at least part of the virtual player identifications are changed from a first team position to a second team position according to the team result, including:
Responding to the game preparation progress of the team room to meet the preset progress requirement, randomly team the virtual players in the team room according to the target team number to obtain a team result, changing at least part of virtual player identifications from a first team position to a second team position according to the team result, and entering a locking stage;
in the locking stage, if the team selection operation initiated by the virtual player is detected, not responding to the team selection operation, and generating adjustment failure prompt information;
And in the locking stage, if a participation request for entering the team room initiated by a virtual player in the team room is detected, refusing the virtual player in the team room from entering the team room.
Optionally, the game preparation progress of the team room meets preset requirements, including any one of the following requirements:
The number of virtual players in the team room meets a first preset requirement and/or the opening time of the team room meets a second preset requirement;
responding to a random grouping request initiated by a homeowner, wherein the homeowner is a virtual player for creating 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 regrouping requests initiated by the virtual player in the team room meets a third preset requirement;
The number of regrouping requests initiated by the virtual players in the team room meets a third preset requirement, and the number of virtual players in the team room meets a first preset requirement.
Optionally, the virtual player includes a homeowner and a participant, and displaying a plurality of virtual player identification participation requests located in the plurality of grouping areas in the team room interface includes:
Responding to a creation request initiated by the homeowner for entering a team room, and controlling the homeowner to enter the team room, wherein the creation request carries team mode information, upper limit information of the number of players and upper limit information of the number of teams;
controlling the participant to enter the team room in response to a participation request initiated by the participant to enter the team room;
Displaying the homeowner's virtual player identification and the participant's virtual player identification in the plurality of grouped areas of the team room interface.
Optionally, 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 includes:
responsive to a team selection operation of the virtual player for a grouping area where an idle seat exists, displaying a virtual player identification of the virtual player in the grouping area where the idle seat exists.
Optionally, the method further comprises:
responding to the locking operation of the homeowner for the team rooms, and entering a locking stage;
in the locking stage, if the team selection operation initiated by the virtual player is detected, not responding to the team selection operation, and generating adjustment failure prompt information;
And in the locking stage, if a participation request for entering the team room initiated by a virtual player in the team room is detected, refusing the virtual player in the team room from entering the team room.
Optionally, the method further comprises:
In the locking stage, unlocking the team room in response to unlocking operation of a homeowner on the team room, and entering a game preparation stage;
And in the locking stage, unlocking the team room in response to a game starting request initiated by the virtual player, and entering a game preparation stage.
Optionally, in response to the game preparation progress in the team room meeting a preset progress requirement, the virtual players in the team room are randomly teamed according to the target team number to obtain a team result, and at least part of the virtual player identifications are changed from a first team position to a second team position according to the team result, including:
And responding to the game preparation progress of the team room to meet the preset progress requirement, carrying out random team formation on the virtual players in the team room according to the target team quantity to obtain a team formation result, changing at least part of virtual player identifications from a first team position to a second team position according to the team formation result, and generating and displaying team formation animation, wherein the head portrait identifications of the virtual players are sequentially displayed in a grouping area according to the team formation result in the team formation animation.
Specifically, the above memory 601 and the processor 602 can be general-purpose memories and processors, which are not limited herein, and when the processor 602 runs the computer program stored in the memory 601, the above game grouping method can be executed, so as to solve the problem in the prior art that the game forces between different teams are greatly different when virtual players team-forming. After the virtual players enter the team forming room, a plurality of virtual players in the team forming room can be formed in a random team forming mode, and the virtual players after the random team forming are controlled to enter a game fight stage to play, so that the virtual players in each team are not distributed according to a certain rule, mutual awareness among the virtual players in one team is reduced, the virtual players with stronger strength form teams with each other, the strong combination situation occurs, the game playability is improved, more virtual players can play in a fairer game environment, the virtual players can fully exert own strength, and the interaction efficiency of the game is improved.
Corresponding to the method of game grouping in fig. 1, an embodiment of the present application further provides a computer readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the method of game grouping described above, the steps comprising:
Displaying a plurality of virtual player identifications located in the grouping areas in the grouping room interface, wherein the plurality of virtual player identifications are identifications of the virtual players entering the grouping room and respectively distributed to a first team position according to a preset team distribution rule, and the first team position is an area in the grouping areas;
in response to the game preparation progress of the team room meeting a preset progress requirement, carrying out random team formation on the virtual players in the team room according to the target team quantity, so as to obtain a team formation result, and changing at least part of virtual player identifications from a first team position to a second team position according to the team formation result, wherein the target team quantity is determined according to the quantity of the virtual players in the team room during random team formation;
responding to a game starting request, and controlling the virtual player in the team room to enter a game fight stage in a fight game scene;
And settling the current game play stage in response to the virtual players in the game play stage belonging to the same team.
Optionally, in response to the game preparation progress of the team room meeting a preset progress requirement, the randomly team forming the virtual players in the team room according to the target team number to obtain a team forming result includes:
Responding to the game preparation progress of the team room to meet a preset progress requirement, and determining the target team number according to the number of virtual players and the team capacity in the team room;
and randomly grouping the virtual players in the team room according to the target team quantity, determining the team to which each virtual player belongs, and obtaining the team result.
Optionally, the virtual players in the team room are randomly grouped according to the target team number, and each team to which the virtual player belongs is determined to obtain the team result, which includes:
determining the number of team members in each team according to the target team number, wherein the difference value of the team member numbers of different teams is smaller than a preset value;
And randomly grouping the virtual players in the team room according to the number of team members of each team, determining the team to which each virtual player belongs, and obtaining the team result.
Optionally, the grouping of the virtual players in the team room according to the number of team members of each team, determining the team to which each virtual player belongs, and obtaining the team result, including:
randomly grouping the virtual players in the team room according to the number of team members of each team based on the game experience values of the virtual players in the team room;
And determining the team to which each virtual player belongs to obtain the team result, wherein the difference of the average values of the game experience values of each team meets the preset difference requirement.
Optionally, in response to the game preparation progress in the team room meeting a preset progress requirement, the virtual players in the team room are randomly teamed according to the target team number to obtain a team result, and at least part of the virtual player identifications are changed from a first team position to a second team position according to the team result, including:
Responding to the game preparation progress of the team room to meet the preset progress requirement, randomly team the virtual players in the team room according to the target team number to obtain a team result, changing at least part of virtual player identifications from a first team position to a second team position according to the team result, and entering a locking stage;
in the locking stage, if the team selection operation initiated by the virtual player is detected, not responding to the team selection operation, and generating adjustment failure prompt information;
And in the locking stage, if a participation request for entering the team room initiated by a virtual player in the team room is detected, refusing the virtual player in the team room from entering the team room.
Optionally, the game preparation progress of the team room meets preset requirements, including any one of the following requirements:
The number of virtual players in the team room meets a first preset requirement and/or the opening time of the team room meets a second preset requirement;
responding to a random grouping request initiated by a homeowner, wherein the homeowner is a virtual player for creating 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 regrouping requests initiated by the virtual player in the team room meets a third preset requirement;
The number of regrouping requests initiated by the virtual players in the team room meets a third preset requirement, and the number of virtual players in the team room meets a first preset requirement.
Optionally, the virtual player includes a homeowner and a participant, and displaying a plurality of virtual player identification participation requests located in the plurality of grouping areas in the team room interface includes:
Responding to a creation request initiated by the homeowner for entering a team room, and controlling the homeowner to enter the team room, wherein the creation request carries team mode information, upper limit information of the number of players and upper limit information of the number of teams;
controlling the participant to enter the team room in response to a participation request initiated by the participant to enter the team room;
Displaying the homeowner's virtual player identification and the participant's virtual player identification in the plurality of grouped areas of the team room interface.
Optionally, 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 includes:
responsive to a team selection operation of the virtual player for a grouping area where an idle seat exists, displaying a virtual player identification of the virtual player in the grouping area where the idle seat exists.
Optionally, the method further comprises:
responding to the locking operation of the homeowner for the team rooms, and entering a locking stage;
in the locking stage, if the team selection operation initiated by the virtual player is detected, not responding to the team selection operation, and generating adjustment failure prompt information;
And in the locking stage, if a participation request for entering the team room initiated by a virtual player in the team room is detected, refusing the virtual player in the team room from entering the team room.
Optionally, the method further comprises:
In the locking stage, unlocking the team room in response to unlocking operation of a homeowner on the team room, and entering a game preparation stage;
And in the locking stage, unlocking the team room in response to a game starting request initiated by the virtual player, and entering a game preparation stage.
Optionally, in response to the game preparation progress in the team room meeting a preset progress requirement, the virtual players in the team room are randomly teamed according to the target team number to obtain a team result, and at least part of the virtual player identifications are changed from a first team position to a second team position according to the team result, including:
And responding to the game preparation progress of the team room to meet the preset progress requirement, carrying out random team formation on the virtual players in the team room according to the target team quantity to obtain a team formation result, changing at least part of virtual player identifications from a first team position to a second team position according to the team formation result, and generating and displaying team formation animation, wherein the head portrait identifications of the virtual players are sequentially displayed in a grouping area according to the team formation result in the team formation animation.
Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk and the like, when the computer program on the storage medium is run, the method for grouping the games can be executed, the problem that the game strength difference between different teams is large when virtual players in the prior art are teamed is solved, after the virtual players enter a teamed room, a plurality of virtual players in the teamed room can be teamed in a random team mode, the virtual players after the random team are controlled to enter a game fight stage for competition, so that the virtual players in each team are not distributed according to a certain rule, the mutual awareness among the virtual players in one team is reduced, the strong combination situation occurs, the game playability is improved, more virtual players can play the game in a fairer game environment, the virtual players can fully play own strength, and the interaction efficiency of the game is improved.
In the embodiments provided in the present application, it should be understood that the disclosed method and apparatus may be implemented in other manners. The above-described apparatus embodiments are merely illustrative, for example, the division of the units is merely a logical function division, and there may be other manners of division in actual implementation, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some communication interface, device or unit indirect coupling or communication connection, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments provided in the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present application. The storage medium includes a U disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, an optical disk, or other various media capable of storing program codes.
It should be noted that like reference numerals and letters refer to like items in the following figures, and thus, once an item is defined in one figure, no further definition or explanation of that in the following figures is necessary, and furthermore, the terms "first," "second," "third," etc. are used merely to distinguish between descriptions and are not to be construed as indicating or implying relative importance.
It should be noted that the foregoing embodiments are merely illustrative embodiments of the present application, and not restrictive, and the scope of the application is not limited to the embodiments, and although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those skilled in the art that any modification, variation or substitution of some of the technical features of the embodiments may be made within the technical scope of the present application disclosed in the present application, and the spirit, the scope and the scope of the technical aspects of the embodiments do not deviate from the spirit and scope of the technical aspects of the embodiments. Are intended to be encompassed within the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (12)

1.一种游戏分组的方法,其特征在于,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:1. A method for grouping games, characterized in that a graphical user interface is displayed on a terminal device, wherein the graphical user interface includes a team room interface of a team room, the team room interface includes multiple grouping areas, and the grouping areas are configured to display information of virtual players in the same team. 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 a plurality of virtual player identifiers located in the plurality of grouping areas in the team room interface, wherein the plurality of virtual player identifiers are identifiers of the virtual players who enter the team room and are respectively assigned to first team positions according to a preset team assignment rule, wherein the first team position is an area within the plurality of grouping 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 formation room meeting a preset progress requirement, randomly forming teams of the virtual players in the team formation room according to a target number of teams to obtain a team formation result, and changing at least some of the virtual player identifiers from a first team position to a second team position based on the team formation result, wherein the target number of teams is determined based on the number of virtual players in the team formation 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 a game start request, controlling the virtual players in the team room to enter a game scene and enter a game battle phase; 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 battle phase belonging to the same team, performing settlement for the current game battle phase; 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:In response to the game preparation progress of the team room meeting the preset progress requirement, randomly grouping the virtual players in the team room 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 number of teams according to the number of the virtual players in the team room and the team capacity; 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;Determining the number of players in each team based on the target number of teams; the difference in the number 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 formation room are randomly grouped according to the number of players in each team, and the team to which each virtual player belongs is determined to obtain the team formation result. 2.根据权利要求1所述的方法,其特征在于,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,包括:2. The method according to claim 1, wherein randomly grouping the virtual players in the team formation room according to the number of players in each team, determining the team to which each virtual player belongs, and obtaining the team formation result comprises: 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;Randomly grouping the virtual players in the team room according to the game experience values of the virtual players in the team room and 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 average values of the game experience values of each team meets the preset difference requirement. 3.根据权利要求1所述的方法,其特征在于,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,包括:3. The method according to claim 1, wherein, 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 grouped into teams according to a target number of teams to obtain a teaming result, and at least some of the virtual player identifiers are changed from a first team position to a second team position according to the teaming result, comprising: 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 requirement, randomly grouping the virtual players in the team room into teams according to the target number of teams to obtain a teaming result, changing at least some of the virtual player identifiers from the first team position to the second team position according to the teaming result, and entering a 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 phase, if a participation request for entering the team room initiated by a virtual player who is not in the team room is detected, the virtual player who is not in the team room is denied entry into the team room. 4.根据权利要求1所述的方法,其特征在于,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:4. The method according to claim 1, wherein 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 virtual players in the team room meets a first preset requirement, and/or the opening time of the team room meets a 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 room owner; the room owner is the virtual player who created 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 a room owner, 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 a 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 a third preset requirement, and the number of the virtual players in the team room meets a first preset requirement. 5.根据权利要求1所述的方法,其特征在于,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:5. The method according to claim 1, wherein the virtual players include a room owner and participants; and displaying a plurality of virtual players located in the plurality of grouping areas in the team room interface to identify participation requests comprises: 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;Responding to a request from the room owner to create a team room, controlling the room owner to enter the team room; the creation request carries team mode information, player number limit information, and team number limit information; 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;responding to a request for entry into a team room initiated by the participant, and 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 identification of the room owner and the virtual player identifications of the participants are displayed in the multiple grouping areas of the team room interface. 6.根据权利要求5所述的方法,其特征在于,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,包括:6. The method according to claim 5, wherein displaying the virtual player identification of the room owner and the virtual player identifications of the participants in the multiple grouping areas of the team room interface comprises: 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 the virtual player's team selection operation for the grouping area with the vacant seats, the virtual player identifier of the virtual player is displayed in the grouping area with the vacant seats. 7.根据权利要求5所述的方法,其特征在于,所述方法还包括:7. The method according to claim 5, further comprising: 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 room owner's locking operation on the team room, entering a 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 phase, if a participation request for entering the team room initiated by a virtual player who is not in the team room is detected, the virtual player who is not in the team room is denied entry into the team room. 8.根据权利要求3或权利要求7所述的方法,其特征在于,所述方法还包括:8. The method according to claim 3 or claim 7, further comprising: 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 phase, in response to the room owner's unlocking operation on the team room, the team room is unlocked and the game preparation phase begins; 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 locking phase, in response to the game start request initiated by the virtual player, the team room is unlocked and the game preparation phase begins. 9.根据权利要求1所述的方法,其特征在于,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,包括:9. The method according to claim 1, wherein, 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 grouped into teams according to a target number of teams to obtain a teaming result, and at least some of the virtual player identifiers are changed from a first team position to a second team position according to the teaming result, comprising: 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 teamed according to the target number of teams to obtain a 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 teaming result, and a teaming animation is generated and displayed; in the teaming animation, the avatar identifiers of the virtual players are displayed in the grouping area in sequence according to the teaming result. 10.一种游戏分组的装置,其特征在于,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:10. A device for grouping games, characterized in that a graphical user interface is displayed on a terminal device, wherein the graphical user interface includes a team room interface, the team room interface includes multiple grouping areas, and the grouping areas are configured to display information of virtual players in the same team. The device comprises: 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 a plurality of virtual player identifiers located in the plurality of grouping areas in the team room interface, wherein the plurality of virtual player identifiers are identifiers of the virtual players who enter the team room and are respectively assigned to first team positions according to a preset team assignment rule, 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;a team formation module, configured to, in response to a game preparation progress of the team formation room meeting a preset progress requirement, randomly form teams of the virtual players in the team formation room according to a target number of teams to obtain a team formation result, and change at least some of the virtual player identifiers from a first team position to a second team position according to the team formation result, wherein the target number of teams is determined based on the number of virtual players in the team formation room during the random team formation; 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;A battle module, configured to respond to a game start request and control the virtual players in the team room to enter a battle game scene and enter a game battle phase; 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;A settlement module, configured to settle the current game battle phase in response to the virtual players in the game battle phase belonging to the same team; 所述组队模块,用于:The team formation module is used to: 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 number of teams according to the number of the virtual players in the team room and the team capacity; 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;Determining the number of players in each team based on the target number of teams; the difference in the number 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 formation room are randomly grouped according to the number of players in each team, and the team to which each virtual player belongs is determined to obtain the team formation result. 11.一种计算机设备,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,其特征在于,所述处理器执行所述计算机程序时实现上述权利要求1-9中任一项所述的方法的步骤。11. A computer device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the method according to any one of claims 1 to 9 when executing the computer program. 12.一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,其特征在于,所述计算机程序被处理器运行时执行上述权利要求1-9中任一项所述的方法的步骤。12. A computer-readable storage medium having a computer program stored thereon, wherein the computer program executes the steps of the method according to any one of claims 1 to 9 when executed by a processor.
CN202210751832.1A 2022-06-28 A method, device, computer equipment and medium for grouping games Active CN115138078B (en)

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