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Control method, device, storage medium and electronic device of virtual operation object

A virtual operation and object technology, applied in the computer field, can solve problems such as affecting user experience, wasting memory performance consumption, and not proposing solutions.

Active Publication Date: 2020-12-01
TENCENT TECH (SHENZHEN) CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0004] However, this blocking method still cannot prevent some players from entering non-combat areas
If high-quality map rendering is performed on non-combat areas, it will waste a lot of memory performance consumption
If low-quality map rendering is performed for non-combat areas, players entering non-combat areas will see low-quality map effects, which will inevitably affect the player experience
However, if the player is prohibited from entering the non-combat area in a rough way, it will inevitably affect the player's curiosity and affect the user's experience
[0005] For the above problems, no effective solution has been proposed

Method used

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  • Control method, device, storage medium and electronic device of virtual operation object
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  • Control method, device, storage medium and electronic device of virtual operation object

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Embodiment Construction

[0023] In order to enable those skilled in the art to better understand the solutions of the present invention, the following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only It is an embodiment of a part of the present invention, but not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by persons of ordinary skill in the art without making creative efforts shall fall within the protection scope of the present invention.

[0024] It should be noted that the terms "first" and "second" in the description and claims of the present invention and the above drawings are used to distinguish similar objects, but not necessarily used to describe a specific sequence or sequence. It is to be understood that the data so used are interchangeable under appropriate ...

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Abstract

The invention discloses a virtual operation object control method and device, a storage medium and an electronic device. The method comprises the following steps of acquiring the first position of a target virtual operation object controlled by a target account in a target shooting game in a game interface of the target shooting game, wherein a game map of the target shooting game includes a combat area and a non-combat area positioned outside the combat area; under the situation that the first position is positioned in the combat area and that the distance between the first position and the boundary of the combat area is less than or equal to a first predetermined threshold, displaying a first warning area on a first boundary segment corresponding to the first position in the boundary; and under the situation that the target virtual operation object moves from the combat area to the non-combat area through the first warning area, displaying first prompt information on the game interface. Through the adoption of the virtual operation object control method and device, the technical problem that a player is only allowed to enter the combat area and the area for the player to move isrelatively small in the prior art is solved.

Description

technical field [0001] The present invention relates to the field of computers, in particular to a control method, device, storage medium and electronic device for a virtual operation object. Background technique [0002] Introduced large map gameplay in the end game scene. The larger the radius of the map, the larger the extent of the border. The more map boundary issues need to be dealt with. [0003] The boundary of the map in the game is usually a non-combat area, and players in the non-combat area are allowed to enter. In the prior art, the boundary processing in some game maps is relatively blunt, and barriers that the player cannot see and can prevent the player from advancing are placed directly on the scene boundary. Players cannot pass through this barrier, which will undoubtedly affect the player's curiosity. In this regard, players can be prevented from entering non-combat areas by losing blood. [0004] However, this blocking method still cannot prevent som...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): A63F13/52A63F13/56A63F13/837
CPCA63F13/52A63F13/56A63F13/837
Inventor 刘智洪
Owner TENCENT TECH (SHENZHEN) CO LTD
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