Virtual object control method and device, electronic equipment, computer readable storage medium and computer program product
By introducing virtual tracks and mission guidance elements into the virtual scene, the problem of players spending too much time searching for mission locations on the large map is solved, achieving a more efficient interaction method and utilization of hardware resources, and reducing the burden on the device.
Patent Information
- Application Number
- CN202610370342.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-03-24
- Publication Date
- 2026-05-15
AI Technical Summary
In existing technologies, players need to constantly search for mission locations on a large map when performing missions in games, resulting in long map traversal times, heavy workload on electronic devices, limited interaction methods, and low utilization of hardware resources.
Virtual tracks are introduced into the virtual scene, allowing virtual objects to quickly move to the target task point. Combined with task guidance elements to indicate the direction, the track moves faster than ground movement, and the high-speed travel to the target point is achieved through the ride operation.
It enriches the interaction methods of virtual scenes, improves the efficiency of human-computer interaction, shortens the map running time between task points, reduces the computing pressure and heat generation of electronic devices, and improves the utilization rate of hardware resources.
Smart Images

Figure CN122032082A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of Internet technology, and in particular to a method, apparatus, electronic device, computer-readable storage medium, and computer program product for controlling virtual objects. Background Technology
[0002] In games using related technologies, users often need to constantly search for various mission locations on a large map when performing tasks. This long-distance mechanical map running not only consumes a lot of players' time and makes the map running process time-consuming, but also continuously increases the operating burden of electronic devices due to the long-term rendering of unnecessary transition scenes along the way. This not only results in relatively simple interaction methods in the virtual scene, but also low human-computer interaction efficiency and hardware resource utilization. Summary of the Invention
[0003] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for controlling virtual objects, which can enrich the interaction methods in virtual scenes and improve human-computer interaction efficiency and hardware resource utilization.
[0004] The technical solution of this application embodiment is implemented as follows: This application provides a method for controlling virtual objects, including: In a virtual scene that includes multiple tasks, a virtual object is displayed, and a task guidance element for the next task of the virtual object is displayed. The task guidance element is used to guide the virtual object to move to the target task point of the next task. In the virtual scene, a virtual track is displayed, which connects at least two task points of the tasks, and the at least two task points include the target task point; In response to a ride operation on the virtual track, the virtual object is controlled to ride the virtual track and move to the target task point along the direction indicated by the task guidance element based on the virtual track; The virtual object moves at a faster speed on the virtual track than it moves on the virtual ground of the virtual scene. When the target task point is reached based on the virtual track, the virtual object is controlled to move from the virtual track to the virtual ground of the virtual scene to execute the next task.
[0005] This application provides a control device for a virtual object, including: The first display module is used to display virtual objects in a virtual scene that includes multiple tasks, and to display a task guidance element for the next task of the virtual object. The task guidance element is used to guide the virtual object to move to the target task point of the next task. The second display module is used to display a virtual track in the virtual scene, the virtual track connecting at least two task points of the task, and the at least two task points include the target task point; A first control module is configured to, in response to a ride operation on the virtual track, control the virtual object to ride the virtual track and move along the direction indicated by the task guidance element to the target task point based on the virtual track; wherein, the movement speed of the virtual object on the virtual track is greater than its movement speed on the virtual ground of the virtual scene; The second control module is used to control the virtual object to move from the virtual track to the virtual ground of the virtual scene when the target task point is reached based on the virtual track, so as to execute the next task.
[0006] In the above scheme, the device further includes a third display module, which is used to display the virtual object in an initial virtual scene different from the virtual scene, and to display a task prop for starting the target task; wherein the target task includes the plurality of tasks, and the plurality of tasks form a task chain based on the execution order; the first display module is also used to, in response to an operation to start the target task triggered by the task prop, transfer the virtual object from the initial virtual scene to the virtual scene, and display the virtual object in the virtual scene.
[0007] In the above scheme, the third display module is further configured to control the virtual object to move toward the task prop in response to a movement operation on the virtual object; when the virtual object is within the sensing range of the task prop, a task start prompt is displayed, the task start prompt being used to prompt the start of the target task; and based on the task start prompt, a start operation for the target task is received.
[0008] In the above scheme, the third display module is further configured to, in response to the fulfillment of the exit condition of the virtual scene, transmit the virtual object from the virtual scene back to the initial virtual scene; wherein, the exit condition includes at least one of the following: the virtual object's health value is less than or equal to a health value threshold; the virtual object is located in a specific area of the virtual scene; the virtual object has completed the multiple tasks; the virtual object has performed a teleportation operation to leave the virtual scene; the virtual object has interrupted the execution of the multiple tasks.
[0009] In the above scheme, the device further includes a third control module, which is used to control the virtual object to execute the current task in response to the execution operation of the current task when the current position of the virtual object is located at the task point of the task; the first display module is also used to display the task guidance element of the next task of the virtual object when the virtual object completes the current task.
[0010] In the above scheme, the multiple tasks are executed serially; the third display module is also used to display the task progress including multiple task identifiers, the task progress is used to indicate the completion progress of the multiple tasks, and different task identifiers correspond to different tasks; in the task progress, a first style is used to display the task identifiers of completed tasks, a second style is used to display the task identifiers of incomplete tasks, and a third style is used to display the task identifiers of tasks that are being completed.
[0011] In the above scheme, the third display module is further configured to display the reward for completing the current task when the virtual object completes the current task; and to control the virtual object to claim the reward in response to the reward claiming operation.
[0012] In the above scheme, the third display module is further configured to display ride prompt information, which is used to prompt the operation method required to ride the virtual track; the first control module is further configured to control the virtual object to ride the virtual track in response to the ride operation performed based on the operation method.
[0013] In the above scheme, before boarding the virtual track, the virtual object is located on the virtual ground. The first control module is also used to respond to the boarding operation of the virtual track by displaying a virtual chain connecting the virtual object and the virtual track, and pulling the virtual object from the virtual ground into the air based on the virtual chain; displaying the process of the virtual chain gradually shortening, and controlling the virtual object in the air to follow the gradually shortening virtual chain to move towards the virtual track until it moves onto the virtual track.
[0014] In the above scheme, the third control module is further configured to, during the process of the virtual object moving towards the target task point based on the virtual track, control the virtual object to perform a track interaction task on the virtual track in response to a first control operation on the virtual object, provided that the interaction conditions are met; wherein the track interaction task includes at least one of the following: avoiding obstacles on the virtual track; or collecting virtual resources on the virtual track.
[0015] In the above scheme, the third control module is further configured to respond to the sliding operation of the virtual object, control the virtual object to enter the sliding state, and display a sliding countdown at the associated position of the virtual object; wherein, the sliding countdown is used to indicate the remaining time of the virtual object in the sliding state; based on the sliding state, display the process of the virtual object sliding in the virtual scene, and control the virtual object to exit the sliding state when the sliding countdown is cleared.
[0016] In the above scheme, the third control module is further configured to display a sliding interaction element during the sliding process of the virtual object, the sliding interaction element being used to increase the sliding countdown; in response to the second control operation for the virtual object, control the virtual object to interact with the sliding interaction element, and when the virtual object successfully interacts with the sliding interaction element, increase the sliding countdown.
[0017] In the above scheme, the virtual object is in a gliding state. The third control module is further configured to display a virtual platform in the virtual scene during the gliding process of the virtual object, the virtual platform being used for the virtual object to leap into the air; in response to a third control operation on the virtual object, control the virtual object to glide onto the virtual platform and glide towards the edge of the virtual platform; when the virtual object glides to the edge of the virtual platform, control the virtual object to leap into the air from the edge; the first control module is further configured to, when the virtual object is in the air, in response to a ride operation on the virtual track, control the virtual object to ride the virtual track.
[0018] In the above scheme, the virtual scene includes a virtual ocean, the virtual object is in a gliding state, and the third control module is further configured to control the virtual object to switch from the gliding state to the surfing state in response to a state switching operation on the virtual object during the gliding process on the virtual ocean; wherein, the movement speed of the virtual object in the surfing state is greater than the movement speed in the gliding state.
[0019] In the above scheme, the third control module is also used to respond to the state switching operation of the virtual object, display a virtual surfing belt on the sea surface under the virtual object; control the virtual object to surf on the virtual surfing belt, and display surfing effects during the surfing process of the virtual object.
[0020] In the above scheme, the third control module is also used to record the surfing duration of the virtual object in the surfing state; when the surfing duration reaches the duration threshold, the state of the virtual object is switched from the surfing state back to the gliding state.
[0021] In the above scheme, the third display module is further configured to display task prompt information when the target task point is reached based on the virtual track, the task prompt information being used to indicate that the target task point has been reached; based on the task prompt information, in response to a fourth control operation for the virtual object, control the virtual object to perform the next task at the target task point.
[0022] In the above scheme, the virtual track includes a first virtual track and a second virtual track. The first control module is also used to control the virtual object to move on the first virtual track in the direction indicated by the task guidance element. During the movement of the virtual object, when the second virtual track appears, in response to the track switching operation, the virtual object is controlled to jump from the first virtual track to the second virtual track, and move to the target task point based on the second virtual track in the direction indicated by the task guidance element.
[0023] In the above scheme, the virtual track includes a bidirectional movement mode, and the virtual object switches tracks at the target position of the first virtual track. The third control module is further configured to, in response to the direction adjustment operation, adjust the movement direction of the virtual object to the opposite direction when the first virtual track is in the bidirectional movement mode and receives a direction adjustment operation for the virtual object, and control the virtual object to move along the opposite direction on the first virtual track to return to the target position for track switching, provided that the virtual object has passed the target position and has not performed the track switching operation.
[0024] In the above scheme, the task guidance element includes a guide object. The third control module is also used to control the virtual object to move in the virtual scene in response to a movement operation on the virtual object. During the movement of the virtual object, when the distance between the virtual object and the guide object is less than or equal to a first distance threshold, the guide object is controlled to move to guide the virtual object to the task point.
[0025] In the above scheme, the third control module is further configured to control the guide object to stop moving when the distance between the virtual object and the guide object is greater than the first distance threshold and less than or equal to the second distance threshold, and to control the guide object to start moving again when the distance between the virtual object and the guide object is less than or equal to the first distance threshold; and to control the guide object to teleport to the target task point when the distance between the virtual object and the guide object is greater than the second distance threshold.
[0026] This application provides an electronic device, including: Memory is used to store executable instructions or computer programs. The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the control method for the virtual object provided in the embodiments of this application.
[0027] This application provides a computer-readable storage medium storing computer-executable instructions or computer programs, which, when executed by a processor, implement the virtual object control method provided in this application.
[0028] This application provides a computer program product, which includes computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the control method for the virtual object provided in this application.
[0029] The embodiments of this application have the following beneficial effects: In a virtual scene comprising multiple tasks, after displaying a virtual object and a task guidance element for the next task, a virtual track connecting task points of at least two tasks, including a target task point, is displayed. In response to a ride operation on the virtual track, the virtual object is controlled to ride the virtual track and move along the direction indicated by the task guidance element to the target task point. The virtual object's movement speed on the virtual track is greater than its movement speed on the virtual ground of the virtual scene. When the target task point is reached based on the virtual track, the virtual object is controlled to move from the virtual track to the virtual ground of the virtual scene to execute the next task. Thus, by introducing virtual tracks and the ability to ride them within the virtual scene, compared to the previous approach where players could only control virtual objects to move on the ground, this provides users with more diverse interaction methods, enriching the interactive experience within the virtual scene. Simultaneously, by combining task guidance elements to indicate direction and using virtual tracks to connect task points, simply triggering the ride operation allows the virtual object to travel at high speed along the correct direction to the target point. This not only eliminates the tedious process of players manually identifying directions and performing movement operations on a large map for extended periods, significantly improving the effectiveness and efficiency of the operation, but also, because the movement speed on the virtual track is greater than on the virtual ground, it drastically shortens the time virtual objects spend traversing between task points. This eliminates the need for prolonged rendering of unnecessary transitional scenes and complex terrain along the way, thereby significantly reducing the computational burden and power consumption of electronic devices and improving the utilization rate of hardware resources. Attached Figure Description
[0030] Figure 1 This is a schematic diagram of the architecture of the control system 100 for virtual objects provided in an embodiment of this application; Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application; Figure 3 This is a flowchart illustrating the method for controlling virtual objects provided in an embodiment of this application; Figure 4 This is a schematic diagram of the task props provided in the embodiments of this application; Figure 5 This is a schematic diagram of the task initiation prompt provided in an embodiment of this application; Figure 6 This is a schematic diagram of the task guidance element provided in an embodiment of this application; Figure 7 This is a schematic diagram of the task progress provided in an embodiment of this application; Figure 8 This is a schematic diagram of the reward provided in the embodiments of this application; Figure 9 This is a schematic diagram of the virtual track provided in the embodiments of this application; Figure 10 This is a schematic diagram of the ride information provided in the embodiments of this application; Figure 11 This is a schematic diagram of the virtual chain provided in the embodiments of this application; Figure 12 This is a schematic diagram of virtual resources on a virtual track provided in an embodiment of this application; Figure 13 This is a schematic diagram of the gliding state and gliding countdown provided in the embodiments of this application; Figure 14 This is a schematic diagram of the sliding interaction elements provided in the embodiments of this application; Figure 15 This is a schematic diagram of the virtual platform provided in an embodiment of this application; Figure 16 This is a schematic diagram of the surfing state provided in an embodiment of this application; Figure 17 This is a schematic diagram of the first and second virtual tracks provided in the embodiments of this application; Figure 18 This is a schematic diagram of the task prompt information provided in an embodiment of this application; Figure 19 This is a schematic diagram of the guide object provided in the embodiments of this application; Figure 20 This is a schematic diagram of the follow-cancel prompt and cancel countdown provided in the embodiments of this application; Figure 21 This is a schematic diagram of the movement path provided in an embodiment of this application; Figure 22 This is a schematic diagram of the progress prompt provided in an embodiment of this application; Figure 23 This is a schematic diagram of the control process of the virtual object provided in the embodiments of this application. Detailed Implementation
[0031] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0032] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0033] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.
[0034] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.
[0035] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.
[0036] 1) In response to, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.
[0037] 2) Client, also known as user terminal, refers to the program that provides local services to users in contrast to the server. Except for some applications that can only run locally, it is generally installed on the terminal and needs to work with the server. That is, there needs to be a corresponding server and service program on the network to provide the corresponding services. Thus, a specific communication connection needs to be established between the client and the server to ensure the normal operation of the application.
[0038] 3) A virtual scene is a virtual scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within this virtual scene.
[0039] 4) Virtual characters: These are interactive figures of people and objects within a virtual scene, or movable objects within that scene. These movable objects can be virtual characters, animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in a virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene.
[0040] For example, the virtual object can be a user object controlled through client operations, an artificial intelligence (AI) trained and set up for virtual scene battles, or a non-user character (NPC) set up for virtual scene interaction. The number of virtual objects participating in the interaction in the virtual scene can be preset or dynamically determined based on the number of clients joining the interaction.
[0041] See Figure 1 , Figure 1 This is a schematic diagram of the architecture of the virtual object control system 100 provided in this application embodiment. The terminal (terminal 400 is shown as an example) is connected to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two, and data transmission is achieved using wireless or wired links.
[0042] Server 200 is used to send game data to the terminal; Terminal 400 is also configured to: receive game data sent by the server, and display a virtual scene including multiple tasks based on the game data; display a task guidance element for the next task in the virtual scene including multiple tasks, the task guidance element being used to guide movement to the target task point of the next task; display a virtual track in the virtual scene, the virtual track connecting the task points of at least two tasks, the at least two task points including the target task point; control the user to ride the virtual track in response to a ride operation on the virtual track, and move to the target task point based on the virtual track in the direction indicated by the task guidance element; wherein the movement speed on the virtual track is greater than the movement speed on the virtual ground of the virtual scene; when the target task point is reached based on the virtual track, control the user to move from the virtual track to the virtual ground of the virtual scene to execute the next task.
[0043] Thus, by introducing virtual tracks and the ability to ride them within the virtual scene, compared to the previous approach where players could only control virtual objects to move on the ground, this provides users with more diverse interaction methods, enriching the interactive experience within the virtual scene. Simultaneously, by combining task guidance elements to indicate direction and using virtual tracks to connect task points, simply triggering the ride operation allows the virtual object to travel at high speed along the correct direction to the target point. This not only eliminates the tedious process of players manually identifying directions and performing movement operations on a large map for extended periods, significantly improving the effectiveness and efficiency of the operation, but also, because the movement speed on the virtual track is greater than on the virtual ground, it drastically shortens the time virtual objects spend traversing between task points. This eliminates the need for prolonged rendering of unnecessary transitional scenes and complex terrain along the way, thereby significantly reducing the computational burden and power consumption of electronic devices and improving the utilization rate of hardware resources.
[0044] In some embodiments, server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Terminal 400 can be a smartphone, tablet, laptop, desktop computer, set-top box, smart voice interaction device, smart home appliance, virtual reality device, vehicle terminal, aircraft, portable music player, personal digital assistant, dedicated messaging device, portable gaming device, smart speaker, and smartwatch, but is not limited to these. The terminal and server can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.
[0045] The electronic device implementing the virtual object control method provided in the embodiments of this application will now be described. See also Figure 2 , Figure 2 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device can be a server or a terminal. The electronic device is used as an example. Figure 1 Taking the terminal shown as an example, Figure 2 The illustrated electronic device includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in terminal 400 are coupled together via a bus system 440. It is understood that the bus system 440 is used to implement communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, in… Figure 2The general labeled all buses as Bus System 440.
[0046] Processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0047] User interface 430 includes one or more output devices 431 that enable the display of media content, including one or more speakers and / or one or more visual displays. User interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0048] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices physically located away from the processor 410.
[0049] The memory 450 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in this application embodiment is intended to include any suitable type of memory.
[0050] In some embodiments, memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.
[0051] Operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks; The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc. Presentation module 453 is configured to enable the display of information (e.g., user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 (e.g., display screen, speaker, etc.) associated with user interface 430. The input processing module 454 is used to detect and translate one or more user inputs or interactions from one or more input devices 432.
[0052] In some embodiments, the apparatus provided in this application can be implemented in software. Figure 2 A control device 455 stored in memory 450 is shown. This device can be software in the form of programs and plug-ins, and includes the following software modules: a first display module 4551, a second display module 4552, a first control module 4553, and a second control module 4554. These modules are logically connected and can therefore be arbitrarily combined or further divided according to the functions they implement. The functions of each module will be described below.
[0053] In some embodiments, the terminal or server can implement the virtual object control method provided in this application embodiment by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP), i.e., a local client, i.e., a program that needs to be installed in the operating system to run, such as a game APP or a browser APP; it can also be a mini-program, i.e., a program that only needs to be downloaded into the browser environment to run; or it can be a mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of client, module, or plugin.
[0054] Based on the above description of the control system and electronic device for virtual objects provided in the embodiments of this application, the control method for virtual objects provided in the embodiments of this application is described below. In actual implementation, the control method for virtual objects provided in the embodiments of this application can be implemented by a terminal or a server alone, or by a terminal and a server working together, so that... Figure 1 The following description uses the terminal 400 in the example of independently executing the control method for the virtual object provided in the embodiments of this application. See also... Figure 3 , Figure 3 This is a flowchart illustrating the control method for virtual objects provided in the embodiments of this application. Next, it will be discussed in conjunction with... Figure 3 The steps shown are explained.
[0055] Step 101: In a virtual scene that includes multiple tasks, display a virtual object and a task guidance element for the next task of the virtual object. The task guidance element is used to guide the virtual object to move to the target task point of the next task.
[0056] It should be noted that the terminal is equipped with a client that supports virtual scenes, such as a game client. When the user opens the client on the terminal and the terminal runs the client, a request to obtain the game data of the virtual scene is generated and sent to the server. The server responds to the request and sends the game data of the virtual scene to the terminal so that the terminal can display the virtual scene. The terminal has an application that supports virtual scenes installed. This application can be any of the following: a first-person shooter game, a third-person shooter game, a multiplayer online tactical competitive game, a virtual reality application, a 3D map application, or a multiplayer shooting survival game. Here, the virtual scene is observed from either a first-person perspective or a third-person perspective. The virtual scene includes virtual objects and multiple tasks. The virtual objects can be the current virtual object controlled by the current player object, and / or other virtual objects. Other virtual objects include virtual objects controlled by other player objects, or they can be non-player characters, i.e., non-user characters (NPCs). Other player objects can be player objects belonging to the same group as the current player object. Non-player characters are controlled by the system and can be displayed on the user-controlled terminal for interaction with the virtual objects controlled by the player object. This application does not limit the scope of this embodiment.
[0057] It's important to note that multiple tasks are a set of pre-defined interactive events within a virtual scene, awaiting execution and completion by virtual objects. These might include tasks such as collecting specific items, defeating specific targets, and interacting with virtual characters. These tasks have an execution order, meaning they may need to be executed sequentially. Task guidance elements, on the other hand, are visual identifiers within the virtual scene that provide directional guidance to virtual objects. These can be text or images, indicating the direction of movement for the virtual object to the target task point. Examples include a glowing guide beam displayed above the virtual scene interface or a dynamically pointing arrow icon on the virtual ground. The target task point is the designated execution area for the next task within the virtual scene. This task point is not a coordinate point but a location area where the virtual object must execute the next task.
[0058] In actual implementation, a virtual scene including multiple tasks is used to execute multiple tasks. The virtual scene includes, but is not limited to, the global main game scene, locally generated copy scenes, and other virtual scenes that are different from the main game scene. This application embodiment does not limit this.
[0059] In some embodiments, if the virtual scene is the main game scene, when the virtual object enters the main game scene, the virtual scene including multiple tasks is displayed, and the virtual object is displayed in the virtual scene including multiple tasks.
[0060] In some embodiments, if the virtual scene is not the main game scene, such as a locally generated instance scene or another virtual scene different from the main game scene, then after the virtual object enters the main game scene, it needs to be transported to that virtual scene. Specifically, in a virtual scene that includes multiple tasks, before displaying the virtual object, the virtual object can be displayed in an initial virtual scene different from the virtual scene, and a task item for starting the target task can be displayed; wherein, the target task includes multiple tasks, and the multiple tasks form a task chain based on the execution order; thus, the process of displaying the virtual object in a virtual scene that includes multiple tasks can be, in response to an operation to start the target task triggered by the task item, the virtual object is transported from the initial virtual scene to the virtual scene, and the virtual object is displayed in the virtual scene.
[0061] It's important to note that the initial virtual scene is a virtual 3D space independent of the main virtual scene. Here, it serves as the initial interactive environment for displaying quest items and receiving activation commands, such as the main game scene mentioned earlier, or a large-scale world exploration map. Quest items refer to virtual interactive objects in the initial virtual scene used to unlock or trigger target quests, acting as interactive mediums for teleportation and activating target quests; examples include virtual keys or virtual treasure map scrolls. A quest chain refers to a set of multiple tasks within a target quest, arranged according to a preset execution order. This chain determines the execution order of multiple tasks, allowing the target quest to progress in stages within the virtual scene. Teleportation refers to the process of instantly switching the location of a virtual object from one scene to another.
[0062] For example, see Figure 4 , Figure 4 This is a schematic diagram of the task props provided in the embodiments of this application, based on Figure 4 The interface 401 indicates the initial virtual scene, the dashed box 402 indicates the task props, and the object 403 indicates the virtual object. In response to the start operation of the target task triggered by the task prop indicated by the dashed box 402, the virtual object indicated by the object 403 is transferred from the initial virtual scene indicated by the interface 401 to the virtual scene.
[0063] As an example, in an initial virtual scene different from the main virtual scene, a virtual object is displayed, and glowing, floating quest items are displayed around the virtual object. Then, in response to an action triggered by the quest item to activate a target quest (such as a click or press on the quest item), a light effect animation is shown where the quest item transforms into light and wraps around the virtual object. Subsequently, the initial virtual scene is switched to a main virtual scene, and the virtual object is displayed in the main virtual scene.
[0064] In actual implementation, the system detects interaction events with task props in the initial virtual scene in real time (i.e., the start operation of the target task triggered by the task prop). When the interaction event is detected, a data acquisition request to start the target task is sent to the server. The data acquisition request includes scene data of the virtual scene of multiple tasks. The system receives the scene data of the virtual scene of multiple tasks returned by the server. The rendering cache of the initial virtual scene is cleared, and the virtual scene of multiple tasks is rendered based on the received creation data. Then, virtual objects are rendered and displayed in the virtual scene.
[0065] In this way, by displaying task props in the initial virtual scene and directly triggering the start operation of target tasks containing task chains and cross-scene teleportation using task props, the time spent by users manually navigating when searching for complex task trigger locations is effectively reduced, improving the human-computer interaction efficiency during task initiation. Simultaneously, by directly teleporting virtual objects to virtual scenes containing multiple tasks based on the start operation, unnecessary conventional movement transition paths are avoided when rendering between the initial virtual scene and other virtual scenes, thereby significantly reducing the graphics rendering load and memory consumption of electronic devices.
[0066] In actual implementation, before transferring the virtual object from the initial virtual scene to the virtual scene, it is also possible to control the virtual object to move towards the task prop in response to the movement operation of the virtual object; when the virtual object is within the sensing range of the task prop, a task start prompt is displayed, which is used to prompt the start of the target task; based on the task start prompt, the start operation for the target task is received.
[0067] It should be noted that the sensing range can be a circular or spherical area centered on the task prop and with the target distance as the radius. This serves as the spatial boundary condition for determining whether to trigger the display of the task start prompt. The task start prompt refers to the visual element displayed when the virtual object is within the sensing range of the task prop, guiding the user to trigger interaction. It can be in text or graphic form, etc. This application embodiment does not limit this; for example, it can be the "Start Task" text superimposed on the side of the task prop in the display interface.
[0068] For example, see Figure 5, Figure 5 This is a schematic diagram of a task initiation prompt provided in an embodiment of this application, based on Figure 5 The dashed box 501 indicates a task start prompt, which responds to the movement operation of the virtual object and controls the virtual object to move towards the task prop; when the virtual object is within the sensing range of the task prop, the task start prompt as indicated by the dashed box 501 is displayed.
[0069] In actual implementation, during the movement of the virtual object, the distance between the virtual object and the task prop is obtained in real time, and the position of the virtual object is detected based on the distance. When the detection result indicates that the virtual object is within the sensing range of the task prop, a task start prompt is displayed, and the start operation for the target task is received based on the task start prompt.
[0070] In this way, by setting the sensing range of the task prop and only displaying the task start prompt when the virtual object is within the sensing range, the display of trigger controls that require a globally persistent interface is avoided. This effectively frees up the limited screen display area of electronic devices, greatly reducing visual interference for users and the probability of accidental touches. At the same time, combined with the dynamic distance judgment condition for the movement of the virtual object, users only need to control the virtual object to roughly approach the task prop to trigger the interaction prompt, without the need for extremely precise position alignment, which greatly improves the efficiency and convenience of human-computer interaction.
[0071] In actual implementation, after the virtual object is transferred from the initial virtual scene to the virtual scene, it can also be transferred back to the initial virtual scene in response to the virtual scene's exit conditions being met. The exit conditions include at least one of the following: the virtual object's health is less than or equal to a health threshold; the virtual object is in a specific area of the virtual scene; the virtual object has completed multiple tasks; the virtual object has performed a teleportation operation to leave the virtual scene; or the virtual object has interrupted the execution of multiple tasks.
[0072] It should be noted that the virtual object's health value being less than or equal to a health value threshold can be caused by the virtual object being defeated by an enemy virtual character in the virtual scene, and / or falling from the virtual track described later. The health value threshold is also preset, such as 0, etc., and this application embodiment does not limit this. The specific area in the virtual scene is preset, for example, it refers to a non-task execution area, that is, not the task point mentioned above. The teleportation operation refers to the user-initiated input operation to change the scene where the virtual object is located, such as a trigger operation for the "exit copy" control (such as a click operation, a press operation, or a swipe operation, etc., and this application embodiment does not limit this). The virtual object interrupts the execution of multiple tasks through a specific task interruption operation, wherein the task interruption operation can be triggered by at least one of the keyboard, mouse, joystick, or control, and this application embodiment does not limit this.
[0073] Thus, by configuring multi-dimensional exit conditions, the exit trigger mechanism of the virtual scene is greatly enriched, and the diversity of interactions within the virtual scene is improved. Simultaneously, automatic transmission processing based on multi-dimensional exit conditions enables electronic devices to promptly release the rendering resources of the virtual scene when returning to the initial virtual scene, effectively avoiding unnecessary waste of memory and computing power caused by prolonged lingering and improving the utilization rate of hardware resources.
[0074] In some embodiments, in a virtual scene including multiple tasks, after displaying a virtual object, when the current position of the virtual object is at the task point of the task, in response to the execution operation for the current task, the virtual object is controlled to execute the current task; thereby displaying the task guidance element of the next task of the virtual object, the process may be that when the virtual object completes the current task, the task guidance element of the next task of the virtual object is displayed.
[0075] It should be noted that the current task refers to the task corresponding to the task point at the current location of the virtual object, that is, the task that the virtual object is currently to perform. The execution operation is the operation input by the user through the input component of the electronic device, which is used to trigger the interaction between the virtual object and the current task. For example, when the task is to defeat the interactive object at the task point, the execution operation is an attack operation against the interactive object. Thus, when the interactive object at the task point is defeated, the virtual object is determined to have completed the current task.
[0076] For example, see Figure 6 , Figure 6 This is a schematic diagram of the task guidance element provided in the embodiments of this application, based on Figure 6 The dashed box 601 indicates the task guidance element, which is used to instruct the virtual object to move forward. The number below the task guidance element indicates the distance to the next task point.
[0077] In this way, the task guidance element for the next task is displayed only after the virtual object completes its current task. This effectively avoids displaying a large number of interfering guidance icons simultaneously in a virtual scene containing multiple tasks, greatly improving the cleanliness of the display interface and the accuracy of users obtaining key information about the current objective, thus significantly improving human-computer interaction efficiency. Simultaneously, the automatic and seamless transition to displaying the task guidance element for the next task based on the completion status of the current task eliminates the tedious step of users frequently opening the task panel for manual navigation, further optimizing the continuity of the interaction flow. Furthermore, rendering is performed in stages according to the task execution progress, eliminating the need to load and render a large number of resources not related to the current task at the same time. This significantly reduces the real-time rendering pressure on the graphics processor and the memory space usage, improving hardware performance utilization and device stability.
[0078] In actual implementation, multiple tasks are executed serially. In response to the execution operation of the current task among multiple tasks, after controlling the virtual object to execute the current task, it is also possible to display the task progress including multiple task identifiers. The task progress is used to indicate the completion progress of multiple tasks, and different task identifiers correspond to different tasks. In the task progress, the task identifiers of completed tasks are displayed in the first style, the task identifiers of incomplete tasks are displayed in the second style, and the task identifiers of tasks that are being completed are displayed in the third style.
[0079] It should be noted that a task identifier refers to a visual symbol or text label used in the display interface to represent a specific task, such as a number icon arranged on a horizontal progress bar, task name text, or a specific function pattern. Task progress refers to a visual component that displays the overall completion status of multiple tasks and the current execution point. Here, it is used to provide global status feedback during the serial execution of multiple tasks. The style of the task progress can be preset, and this embodiment does not limit this. The first, second, and third styles are also preset; for example, the first style is a high-brightness green fill, the second style is a low-saturation gray semi-transparent fill, and the third style is a golden yellow flashing effect with a breathing frequency.
[0080] For example, see Figure 7 , Figure 7 This is a schematic diagram of the task progress provided in the embodiments of this application, based on Figure 7 The dashed box 701 indicates the task progress of seven task icons. Among them, icon 702 indicates the task icon of the task that is being completed and is displayed in the third style. The four task icons to the left of icon 702 are the task icons of the completed task and are displayed in the first style. The two task icons to the right of icon 702 are the task icons of the incomplete task and are displayed in the second style.
[0081] In practice, in response to the execution of the current task among multiple tasks, the task progress is displayed. The task progress consists of multiple task identifiers arranged in a sequential execution order. When the virtual object is executing the current task, the task identifier corresponding to the current task is displayed in the third style (e.g., flashing gold). For task identifiers of tasks preceding the current task in the sequential execution order, their corresponding task identifiers are displayed in the first style (e.g., green checkmark); for task identifiers of tasks following the current task, the second style is displayed (e.g., gray locked). As the current task completes, the corresponding task identifier changes from the third style to the first style, and simultaneously, the task identifier of the next task dynamically changes from the second style to the third style.
[0082] Thus, by displaying the task progress in real time on the interface, including multiple task indicators, and using three different styles to distinguish between completed, incomplete, and in-process states, highly intuitive real-time feedback is provided for multiple tasks executed sequentially. Users can clearly grasp the overall progress and current goal without interrupting the current interaction logic to open the task menu, significantly improving human-computer interaction efficiency and ensuring the immersive experience of the game flow. At the same time, because the task progress is rendered in a lightweight manner using three preset styles, and there is no need for cross-interface resource reloading, the computational burden on the processor is greatly reduced, improving the operational stability of electronic devices when handling long-running tasks.
[0083] In actual implementation, in response to the execution operation of the current task among multiple tasks, before the virtual object executes the current task, the progress of the task can be displayed and the display duration of the task progress can be recorded. When the display duration reaches the duration threshold, the display of the task progress is canceled. Then, after the virtual object completes the current task, when the virtual object boards the virtual track described later, the task progress is displayed again, and the style of the task identifier of the current task is switched from the third style to the first style in the task progress.
[0084] It should be noted that the display duration of the task progress can be recorded in the background, displayed in the front end, or both. This application embodiment does not limit this. At the same time, the duration threshold can also be preset, such as 3 seconds. The virtual track will be described later, and this application embodiment will not elaborate on it here.
[0085] In practice, the current task is executed through multiple execution locations. In response to execution operations targeting the current task among multiple tasks, the process of controlling the virtual object to execute the current task can be as follows: In response to execution operations targeting the current task among multiple tasks, the virtual object is controlled to execute the current task at the current execution location; after the virtual object finishes executing the task at the current execution location, location guidance information is displayed to guide the virtual object to the next execution location; based on the location guidance information, in response to movement operations targeting the virtual object, the virtual object is controlled to move from the current execution location to the next execution location; when the virtual object moves to the next execution location, the location guidance information is canceled, and the process of the virtual object executing the current task at the next execution location is displayed.
[0086] It should be noted that different tasks correspond to different task points. As mentioned above, a task point refers to a task execution area, and the execution location here is also equivalent to an execution area. The area corresponding to the execution location is smaller than the task execution area indicated by the task point. In other words, the task execution area indicated by the task point includes the execution areas corresponding to multiple execution locations. The location guidance information can be in text or graphic form, and this application embodiment does not limit this.
[0087] As an example, the current task is to defeat 10 interactive objects, which are scattered in three locations. These three locations are the three execution locations. When the virtual object finishes its task at the current execution location, that is, after the virtual object has defeated all the interactive objects at the current execution location, location guidance information is displayed. Based on the location guidance information, in response to the movement operation of the virtual object, the virtual object is controlled to move from the current execution location to the next execution location.
[0088] In actual implementation, in response to the execution operation for the current task, after controlling the virtual object to execute the current task, it can also display the reward for completing the current task when the virtual object completes the current task; in response to the reward claiming operation, it can control the virtual object to claim the reward.
[0089] It should be noted that rewards refer to virtual resources applied in a virtual scene, serving as positive feedback for completing the current task. Examples include virtual coins, virtual items, and experience points displayed in the virtual scene. This application embodiment does not limit the specific rewards. The reward claiming operation is determined by the reward's display format. For example, if the reward is displayed as a virtual treasure chest, the reward claiming operation is the opening of the virtual treasure chest. Correspondingly, the reward display format can also be preset; this application embodiment does not limit the specific display format.
[0090] For example, see Figure 8 , Figure 8This is a schematic diagram of the reward provided in the embodiments of this application, based on Figure 8 The reward is through, for example Figure 8 The virtual treasure chest indicated by 801 in section a is displayed, thus defining the opening operation of the virtual treasure chest as a reward claim operation. In response to the reward claim operation, the virtual object is controlled to claim the reward. Figure 8 The reward shown in b, 802.
[0091] In this way, by displaying the reward immediately after the virtual object completes the current task and providing a direct interactive operation to claim it, the cumbersome steps of users having to frequently enter the secondary menu to query and claim task feedback are eliminated. This not only significantly improves the efficiency of human-computer interaction and the continuity of operation, but also enhances the user's game immersion and gaming experience.
[0092] Step 102: In the virtual scene, display a virtual track that connects the task points of at least two tasks, including the target task point.
[0093] It should be noted that a virtual track is a linear movement path suspended or erected above a virtual ground within a virtual scene. Here, it is used to connect task points of at least two tasks in a multi-task scenario and is a high-speed movement channel with a movement speed greater than the virtual ground's speed. Examples include smooth, transparent tracks or energy transport belts rendered and displayed in mid-air within a virtual scene. For instance, see [example description missing]. Figure 9 , Figure 9 This is a schematic diagram of the virtual track provided in the embodiments of this application, based on Figure 9 The track 901 indicates a virtual track, and based on this virtual track, the virtual object indicated by object 902 can move at high speed.
[0094] It should be noted that, as mentioned above, multiple tasks are executed serially. Therefore, the virtual track connects the task points of at least two adjacent tasks. This means that the task points of some adjacent tasks are connected by the virtual track, while the task points of some adjacent tasks are not connected by the virtual track. Alternatively, virtual tracks may be used to connect all pairs of adjacent tasks. This application does not limit the scope of this embodiment.
[0095] Step 103: In response to the ride operation on the virtual track, control the virtual object to ride the virtual track and move to the target task point based on the virtual track in the direction indicated by the task guidance element; wherein, the movement speed of the virtual object on the virtual track is greater than the movement speed on the virtual ground of the virtual scene.
[0096] It should be noted that the ride operation refers to the input operation triggered by the user to interact with the virtual object and the virtual track. Here, the ride operation is used to control the virtual object to detach from the virtual ground and move onto the virtual track, that is, to control the virtual object to ride the virtual track. The ride operation can be triggered by at least one of the keyboard, mouse, joystick, and function controls. For example, when the ride operation is triggered by a function control, the ride operation can be a trigger operation on the displayed ride control (such as a click operation, a press operation, etc.).
[0097] In some embodiments, in response to a ride operation on a virtual track, before controlling a virtual object to ride the virtual track, a ride prompt message may be displayed, which is used to prompt the operation method required to ride the virtual track; thus, the process of controlling a virtual object to ride the virtual track in response to a ride operation on a virtual track may be to control the virtual object to ride the virtual track in response to a ride operation performed based on the operation method.
[0098] It should be noted that the "ride prompt information" refers to a visual graphic component used to guide users on how to interact with the virtual track. This is used to intuitively prompt the user about the necessary steps to ride the virtual track before the ride operation is performed, thus lowering the cognitive barrier to interaction. For example, it may include text such as "Long press and swipe up to ride," but this embodiment does not limit the specific steps. The "operation method" refers to a pre-set method used to trigger entry into the virtual track, such as a swipe operation on a specific trajectory, a click operation on a target key on a keyboard, a continuous double-click input on a virtual key, or a specific combination key input on a physical controller, etc. This embodiment does not limit the specific steps.
[0099] For example, see Figure 10 , Figure 10 This is a schematic diagram of the ride information provided in the embodiments of this application, based on Figure 10 Curve 1001 indicates the virtual track, while icon 1002 indicates the ride prompt information, which is used to prompt passengers to ride the virtual track based on the trigger operation of the "G" key on the keyboard.
[0100] Thus, by proactively displaying prompts before the virtual object embarks on the virtual track, clearly indicating the operation method, users are provided with real-time interactive guidance that is highly context-sensitive. This eliminates the need for users to blindly try and fail, greatly reducing the learning cost of introducing a new virtual track and significantly improving human-computer interaction efficiency. Simultaneously, clear operation prompts guide users to input precise interactive commands, filtering out a large number of non-compliant operation signals at the physical input source. This eliminates the need for frequent processing and interception of invalid interaction events, effectively saving processor computing power and memory bandwidth, and improving the stability and responsiveness of electronic devices.
[0101] In actual implementation, before boarding the virtual track, the virtual object is on the virtual ground. In response to the boarding operation performed based on the operation mode, the process of controlling the virtual object to board the virtual track can be as follows: in response to the boarding operation for the virtual track, a virtual chain for connecting the virtual object and the virtual track is displayed, and based on the virtual chain, the virtual object is pulled from the virtual ground into the air; the process of the virtual chain gradually shortening is displayed, and the virtual object in the air is controlled to follow the gradually shortening virtual chain to move towards the virtual track until it moves onto the virtual track.
[0102] It's important to clarify that a virtual chain refers to a linear connection element with flexible or rigid visual characteristics generated between a virtual object and a virtual track. Here, it serves as a force-bearing medium for pulling the virtual object and visually represents the logical connection of spatial displacement. Examples include a chain model with a metallic texture, an energy rope with glowing effects, or a semi-transparent traction beam rendered in a virtual scene. Pulling refers to the process of changing the current coordinate position of a virtual object based on the virtual chain. Here, it achieves a smooth displacement of the virtual object from the virtual ground into the air, such as the upward acceleration and ascent of the virtual object caused by the pull of the virtual chain.
[0103] In actual implementation, before riding the virtual track, the virtual object is displayed in a static or moving state on the virtual ground. Then, in response to the riding operation triggered by the virtual track, a virtual chain is instantaneously rendered between the virtual object and the virtual track, with each end of the virtual chain connecting the target part of the virtual object (such as a hand or back) to the edge of the virtual track. Next, an animation is shown of the virtual object being pulled upwards from the virtual ground into the air based on the virtual chain. During the pulling process, the length of the virtual chain is shown to continuously decrease, i.e., the virtual chain gradually shortens, and the virtual object in the air is controlled to follow the gradually shortening virtual chain and continuously move towards the location of the virtual track. Finally, when the displayed length of the virtual chain shrinks to a preset minimum value, the virtual object is shown to fall precisely and smoothly onto the virtual track, and the virtual chain is removed.
[0104] For example, see Figure 11 , Figure 11 This is a schematic diagram of the virtual chain provided in the embodiments of this application, based on Figure 11 The chain 1101 indicates a virtual chain, which is used to connect the virtual object indicated by 1102 and the virtual track indicated by 1103, so that the virtual object indicated by 1102 can be pulled from the virtual ground to the air based on the virtual chain indicated by 1101.
[0105] Thus, by introducing a virtual chain and demonstrating its gradual shortening, the process of switching a virtual object from the virtual ground to the virtual track is visualized as a smooth dragging and displacement process. This solves the problem of screen tearing and visual frame skipping caused by instantaneous coordinate jumps in related technologies, greatly enhancing the visual continuity and immersion of human-computer interaction. At the same time, the intuitive dragging action allows users to clearly perceive the interaction logic, significantly improving the feedback efficiency and operating experience of human-computer interaction.
[0106] In some embodiments, during the process of the virtual object moving towards the target task point based on the virtual track, if the interaction conditions are met, in response to a first control operation on the virtual object, the virtual object is controlled to perform a track interaction task on the virtual track; wherein the track interaction task includes at least one of the following: avoiding obstacles on the virtual track; or collecting virtual resources on the virtual track.
[0107] It should be noted that the interaction conditions include the presence of obstacles and / or virtual resources on the virtual track. The first control operation refers to the interactive input received by the virtual object during its movement towards the target task point based on the virtual track. This is used to trigger the virtual object to perform actions on the virtual track that differ from linear movement, in order to execute the track interaction task. Examples include direction adjustment, jumping, or clicking specific function keys. This application does not limit the specific actions involved. Virtual resources refer to elements distributed on the virtual track that can be collected and transformed by the virtual object, serving as the interaction target for the track interaction task and guiding the user to execute the first control operation. Examples include virtual coins or virtual energy balls rendered on the virtual track. See, for instance, [example description needed]. Figure 12 , Figure 12 This is a schematic diagram of virtual resources on a virtual track provided in an embodiment of this application, based on... Figure 12 The six circles indicated in dashed box 1201 are virtual resources on the virtual track, thereby responding to the first control operation on the virtual object, controlling the virtual object to retrieve the virtual resources indicated in dashed box 1201 on the virtual track.
[0108] In actual implementation, as the virtual object moves towards the target task point along the virtual track, a screen showing the virtual object gliding at high speed along the virtual track is displayed. When an obstacle (such as an electric fence crossing the virtual track) is rendered directly in front of the virtual track, in response to a first control operation on the virtual object (such as a sliding operation to the left), the virtual object is controlled to move to the left from the central axis of the virtual track. If the track interaction task is completed (i.e., the virtual object successfully avoids the electric fence), the virtual object is controlled to continue moving along the virtual track. Alternatively, when a virtual resource (such as a glowing energy ring) is displayed on the path of the virtual track, in response to the first control operation, the virtual object is controlled to touch the virtual resource, then the virtual resource disappears, and the number of virtual resources is increased.
[0109] In this way, by introducing interactive tasks (such as avoiding obstacles and collecting virtual resources) as virtual objects move along virtual tracks, the limitation of single-interaction processes in map-running processes in related technologies is broken. This effectively enhances the user's sense of participation and immersion during long-distance movement, and significantly improves the efficiency of human-computer interaction.
[0110] In some embodiments, in a virtual scene including multiple tasks, after displaying a virtual object, in response to a sliding operation on the virtual object, the virtual object can be controlled to enter a sliding state, and a sliding countdown can be displayed at the associated position of the virtual object; wherein, the sliding countdown is used to indicate the remaining time the virtual object is in the sliding state; based on the sliding state, the process of the virtual object sliding in the virtual scene is displayed, and when the sliding countdown is cleared, the virtual object is controlled to exit the sliding state.
[0111] It should be noted that the gliding operation refers to a specific input behavior triggered by the user to control a virtual object to enter a high-speed displacement mode. Here, "high-speed" refers to a speed greater than the movement speed of the virtual object on the virtual ground. The gliding operation serves as a trigger command to control the virtual object to switch movement states. For example, it could be a double-click operation on the center area of the virtual joystick in the display interface, or a press or click operation on a preset gliding control. This application does not limit the specific actions involved. The gliding state refers to a movement mode exhibited by the virtual object in the virtual scene that differs from regular walking or running. Here, it is used to provide a movement mode with a speed higher than the normal movement speed on the virtual ground in the virtual scene. For example, it could present the virtual object with a low center of gravity, diving and gliding posture, accompanied by gliding trajectory effects on the soles of its feet. The gliding countdown is a real-time displayed visual number or progress bar indicating the remaining time of the gliding state. Here, it provides the user with clear feedback on the time consumed, assisting the user in planning subsequent movement logic. For example, it could be a decreasing number displayed above the virtual object's head, a circular progress bar rendered under the virtual object's feet, or a progress ring displayed next to the virtual object's head.
[0112] For example, see Figure 13 , Figure 13 This is a schematic diagram of the gliding state and gliding countdown provided in the embodiments of this application, based on Figure 13 In response to a sliding operation on a virtual object, the virtual object is controlled to enter a sliding state as indicated by dashed box 1301, and a sliding countdown as indicated by 1302 is displayed at the associated location of the virtual object.
[0113] In practical implementation, within a virtual scene encompassing multiple tasks, after displaying a virtual object, in response to a gliding operation on the virtual object, the virtual object is controlled to switch from a running posture to a low-center-of-gravity gliding posture. Simultaneously, a gliding countdown is overlaid at the virtual object's associated location (e.g., directly above the virtual object). Based on the gliding state, the gliding process of the virtual object rapidly traversing the virtual scene is displayed, with the background exhibiting a radial blurring visual effect. As the gliding process continues, the gliding countdown continuously decreases. When the gliding countdown reaches zero, the virtual object is controlled to return to a normal standing or running posture, and the gliding countdown disappears from its associated location, thus controlling the virtual object to exit the gliding state.
[0114] In actual implementation, when a gliding operation is received for a virtual object, the virtual object is switched from its current state to the gliding state, and the preset total duration of the gliding state is read from the configuration file. Then, a timer is started, and a gliding countdown is rendered at the associated location of the virtual object, with the initial value of the gliding countdown set to the preset total duration. During the gliding state, the timer value is updated at preset time steps to calculate the remaining duration of the gliding state in real time and refresh the displayed value of the gliding countdown. Then, it is continuously checked whether the gliding countdown value has reached zero; if the gliding countdown has reached zero, the virtual object is controlled to exit the gliding state, and the gliding countdown display is canceled.
[0115] Thus, by introducing gliding operations and gliding states, the movement and interaction methods of virtual objects in virtual scenes are enriched, significantly improving the displacement efficiency between long-distance task points. Displaying a gliding countdown at the associated location of the virtual object provides users with precise and intuitive feedback on the remaining time, eliminating information uncertainty for users in special movement states and greatly improving the accuracy and efficiency of human-computer interaction. Furthermore, the clear indication of the gliding countdown allows users to trigger operations rhythmically, effectively reducing the generation of invalid instructions due to blind actions, lowering the processor's computational load, thereby optimizing the utilization of hardware resources and ensuring the operational stability of electronic devices during long-distance movement.
[0116] In actual implementation, after displaying the slide countdown at the associated location of the virtual object, a slide interaction element can also be displayed during the slide of the virtual object. The slide interaction element is used to increase the slide countdown. In response to the second control operation on the virtual object, the virtual object is controlled to interact with the slide interaction element, and when the virtual object interacts with the slide interaction element successfully, the slide countdown is increased.
[0117] It should be noted that the gliding interaction element refers to a virtual prop that appears on the gliding path of the virtual object and can be triggered for interaction. Here, it serves as an interactive medium to increase the gliding countdown, guiding the user to perform precise operations during the gliding process. For example, it could be an energy-collecting ball or a circular grating arranged at intervals on the gliding track of the virtual scene. This embodiment of the application does not limit this. The second control operation refers to a specific operation input by the user during the gliding process of the virtual object to interact with the gliding interaction element. This operation controls the virtual object to perform interactive actions, thereby determining whether the gliding countdown can be increased. For example, it could be a click operation on a displayed interactive control, or a swipe operation in a specific direction performed when the virtual object approaches the gliding interaction element, in order to pass through or avoid the gliding interaction element. Successful interaction means that, based on the second control operation, the relative positional relationship or action matching degree between the virtual object and the gliding interaction element meets a preset threshold, such as the virtual object overlapping with an energy-collecting ball, or the virtual object passing through a circular grating.
[0118] In actual implementation, during the virtual object's gliding process, multiple gliding interactive elements are rendered and displayed along the path of the virtual object's movement. In response to a second control operation received for the virtual object, interactive animations are presented, such as the virtual object extending an arm towards a gliding interactive element or changing its posture. When the virtual object successfully interacts with a gliding interactive element, the gliding countdown displayed at the associated location of the virtual object is incremented.
[0119] For example, see Figure 14 , Figure 14 This is a schematic diagram of the sliding interaction element provided in the embodiments of this application, based on Figure 14 The ring 1401 indicates a sliding interaction element, thereby responding to a second control operation on the virtual object indicated by 1402, controlling the virtual object to pass through the ring indicated by 1401. When the virtual object passes through the ring indicated by 1401, it is determined that the virtual object has successfully interacted with the sliding interaction element, thereby increasing the sliding countdown.
[0120] Thus, by introducing gliding interaction elements during the gliding process, the limitation of the non-continuous gliding state in related technologies is broken, giving users the ability to actively extend the duration of efficient displacement through precise operation. This not only increases the diversity of interaction but also significantly enhances the depth and fun of human-computer interaction, improving the interaction efficiency during long-distance task execution. Furthermore, by adding a gliding countdown to achieve state continuation, the need for frequent switching between gliding and normal states of virtual objects is effectively reduced. This not only optimizes the continuity of the interaction process but also avoids processor load fluctuations caused by frequent state switching, thereby improving the operational stability and utilization of hardware resources.
[0121] In some embodiments, the virtual object is in a gliding state. In a virtual scene including multiple tasks, after displaying the virtual object, a virtual platform may be displayed in the virtual scene during the gliding process of the virtual object. The virtual platform is used for the virtual object to leap into the air. In response to a third control operation for the virtual object, the virtual object is controlled to glide onto the virtual platform and glide towards the edge of the virtual platform. When the virtual object glides to the edge of the virtual platform, the virtual object is controlled to leap from the edge into the air. Thus, in response to a ride operation for the virtual track, the process of controlling the virtual object to ride the virtual track may be that when the virtual object is in the air, in response to a ride operation for the virtual track, the virtual object is controlled to ride the virtual track.
[0122] It should be noted that a virtual jump platform refers to an interactive component with slope characteristics set in a virtual scene. This can be a special terrain feature, a prop, or even a special effects area, etc. This application does not limit this; here, it serves as a physical transfer facility to transform the horizontal gliding of a virtual object on the virtual ground into gliding into the air, allowing the virtual object to leap into the air. For example, it could be a wedge-shaped ramp or an inclined catapult platform rendered at the end of the gliding path. The third control operation refers to a specific operation input by the user during the gliding process to control the virtual object to enter the virtual jump platform. Here, it controls the virtual object to glide from the gliding path on the virtual ground onto the virtual jump platform. The edge refers to the physical boundary at the end of the virtual jump platform in the gliding direction, serving as the take-off point where the virtual object detaches from ground support and enters flight.
[0123] For example, see Figure 15 , Figure 15 This is a schematic diagram of the virtual platform provided in the embodiments of this application, based on Figure 15 During the sliding motion of the virtual object, the virtual scene displays as follows: Figure 15 The virtual platform indicated by 1501 in a responds to, for example Figure 15The third control operation of the virtual object indicated by object 1502 in a controls the virtual object to slide onto the virtual platform and move as shown. Figure 15 The virtual object slides along the edge of the virtual platform indicated by b1503, thereby controlling the virtual object to leap from the edge into the air when it slides to the edge of the virtual platform.
[0124] In actual implementation, while the virtual object is gliding in the virtual scene, a virtual platform is rendered and displayed on the path ahead. Then, in response to a third control operation on the virtual object (such as sliding the joystick up), the virtual object is controlled to change its direction of movement and smoothly glide onto the virtual platform. As the virtual object glides towards the edge of the virtual platform, a dynamic scene is presented showing the virtual object detaching from the slope and soaring into the air when it reaches the edge. When the virtual object is in the air and close to the virtual track at a high altitude, in response to a ride operation on the virtual track, the process of the virtual object adjusting its posture in the air and accurately attaching to the virtual track is displayed. Subsequently, the virtual object begins to move on the virtual track in the direction indicated by the task guidance element.
[0125] Thus, by introducing virtual platforms and corresponding third-party control operations, a seamless transition is achieved between the virtual object's ground-gliding state, its aerial leaping state, and its high-altitude rail-riding state. This multimodal movement method not only greatly improves the coherence and efficiency of human-computer interaction but also enriches the layering of the virtual scene, diversifies the interaction methods within the virtual scene, and enhances the user's gaming experience.
[0126] In some embodiments, the virtual scene includes a virtual ocean, and the virtual object is in a gliding state. In a virtual scene that includes multiple tasks, after the virtual object is displayed, it can also be controlled to switch from the gliding state to the surfing state in response to a state switching operation for the virtual object while the virtual object is gliding on the virtual ocean; wherein the movement speed of the virtual object in the surfing state is greater than the movement speed in the gliding state.
[0127] It should be noted that the virtual ocean refers to a specific area in a virtual scene used for virtual objects to move on the water surface (including gliding and surfing modes). The state switching operation is an interactive operation input by the user to change the current movement mode of the virtual object, controlling the virtual object to transition from a low-speed gliding state to a high-speed surfing state. For example, it could be a click on a displayed "surf" virtual button, or a double click on a specific acceleration button, etc. This application does not limit the specific actions involved. The surfing state refers to the high-speed water surface movement mode of the virtual object on the virtual ocean, providing a movement speed greater than that of the gliding state, significantly reducing the time cost of traversing the virtual ocean. For example, it could be a posture where a surfboard is generated under the virtual object's feet, creating a large number of water splash particle effects during movement.
[0128] In practical implementation, the virtual scene, which includes multiple tasks and a large virtual ocean, is used. After displaying the virtual object, the process of the virtual object gliding on the surface of the virtual ocean is presented. In response to user input on the virtual object (e.g., clicking the highlighted surf icon), the virtual object is switched from its basic gliding state to surfing state (e.g., the virtual object jumps onto a surfboard that is instantly generated). When the virtual object is in surfing state, the receding speed of the background water in the virtual ocean increases significantly, airflow effects representing high-speed movement are superimposed around the virtual object, and rapid water flow sound effects are used to auditorily represent that the virtual object's movement speed in surfing state is greater than its movement speed in gliding state.
[0129] In actual implementation, when a virtual object is in surfing mode, in response to the ride operation on the virtual track, the process of controlling the virtual object to ride the virtual track can be as follows: when the virtual object is in surfing mode, in response to the ride operation on the virtual track, control the virtual object to exit surfing mode and control the virtual object to ride the virtual track.
[0130] It should be noted that the process of riding the virtual track and controlling the virtual object to ride the virtual track is as described above, and will not be repeated here in the embodiments of this application.
[0131] Thus, by specifically introducing a surfing state and corresponding state switching operations into the virtual ocean environment of the virtual scene, virtual objects can achieve movement speeds far exceeding those of the regular gliding state. This not only enriches the interaction methods within the virtual scene but also significantly improves the efficiency of users navigating the virtual ocean. Simultaneously, the high-speed surfing state drastically reduces the dwell time of virtual objects in a single body of water, allowing electronic devices to quickly render and unload large areas of water. This effectively reduces the continuous computational load in unnecessary transitional scenes, avoids device overheating and frequency throttling issues caused by prolonged high-load rendering, and significantly improves the overall utilization rate of hardware graphics rendering resources.
[0132] In actual implementation, in response to state switching operations for virtual objects, a virtual surfing belt can be displayed on the sea surface beneath the virtual object; the virtual object can be controlled to surf on the virtual surfing belt, and surfing effects can be displayed during the surfing process.
[0133] It should be noted that a virtual surf strip refers to a dynamic, strip-shaped visual marker generated on the sea surface in response to a state transition operation. This marker indicates the range of movement during surfing and provides visual guidance for the displacement of virtual objects; for example, it could be a fluid path with glowing effects rendered on the sea surface. Surfing effects refer to special effects generated during surfing to simulate high-speed water surface interaction, such as white splashing water animations or dynamic fan-shaped water curtains displayed to the side of virtual objects.
[0134] In actual implementation, in response to state switching operations on the virtual object, a virtual surfing belt is rendered and displayed in real time on the sea surface beneath the virtual object. The virtual surfing belt appears as a glowing trail that hugs the sea surface and extends as the virtual object moves. Then, the virtual object is controlled to surf on the virtual surfing belt, and surfing effects are displayed at the contact edge between the virtual object and the virtual surfing belt during the surfing process. Specifically, the surfing effect manifests as white water sprays continuously gushing towards both sides of the virtual object, with the height of the spray increasing with the movement speed. When the surfing state ends, the virtual surfing belt and surfing effects disappear from the display interface simultaneously.
[0135] For example, see Figure 16 , Figure 16 This is a schematic diagram of the surfing state provided in an embodiment of this application, based on Figure 16 The area formed between line segments 1601 and 1602 is a virtual surfing belt. In response to the state switching operation of the virtual object indicated by object 1603, the virtual surfing belt is displayed on the sea surface under the virtual object, thereby controlling the virtual object to surf on the virtual surfing belt and displaying surfing effects during the virtual object's surfing process.
[0136] In this way, by displaying a virtual surf belt and surfing effects in real time on the sea surface, users are provided with highly intuitive status feedback and path guidance when performing high-speed water movement tasks. The introduction of the virtual surf belt makes the movement path in surfing mode clearer, significantly improving human-computer interaction efficiency and operational accuracy.
[0137] In actual implementation, in response to the state switching operation of the virtual object, after controlling the virtual object to switch from the gliding state to the surfing state, it is also possible to record the surfing duration of the virtual object in the surfing state; when the surfing duration reaches the duration threshold, the state of the virtual object is switched back from the surfing state to the gliding state.
[0138] It should be noted that surfing duration refers to the cumulative time a virtual object maintains a surfing state. The surfing duration of a virtual object can be recorded in the background, displayed on the front end, or both. This application embodiment does not limit this. The duration threshold can also be preset, such as 10 seconds, which is also not limited in this application embodiment.
[0139] In actual implementation, the surfing time of the virtual object in surfing state is obtained in real time and compared with the surfing time threshold. When the comparison result indicates that the surfing time has reached the time threshold, the state of the virtual object is switched from surfing state to gliding state. When the comparison result indicates that the surfing time has not reached the time threshold, the virtual object is kept in surfing state.
[0140] In this way, by displaying surfing duration in real time and automatically switching duration thresholds, users are provided with precise feedback on their high-speed movement status. This eliminates the lack of transparency in information feedback found in related technologies, allowing users to plan task execution paths based on clear time expectations, significantly improving the accuracy and efficiency of human-computer interaction. Simultaneously, the setting of duration thresholds provides a predictable rendering load cycle, avoiding hardware overheating issues caused by prolonged continuous water area rendering, and improving the operational stability and resource utilization of electronic devices.
[0141] Step 104: When the target task point is reached based on the virtual track, control the virtual object to move from the virtual track to the virtual ground of the virtual scene to execute the next task.
[0142] In actual implementation, when the target task point is reached based on the virtual track, the virtual object is controlled to move to the end of the virtual track and jump from the end of the virtual track to the virtual ground of the virtual scene to perform the next task on the virtual ground.
[0143] In some embodiments, the virtual track includes a first virtual track and a second virtual track. The process of moving to the target task point based on the virtual track in the direction indicated by the task guidance element specifically includes: controlling the virtual object to move on the first virtual track in the direction indicated by the task guidance element; during the movement of the virtual object, when the second virtual track appears, in response to the track switching operation, controlling the virtual object to jump from the first virtual track to the second virtual track, and moving to the target task point based on the second virtual track in the direction indicated by the task guidance element.
[0144] It should be noted that the first and second virtual tracks refer to at least two linear movement paths that are parallel, intersecting, or side-by-side in the virtual scene. These paths serve as the initial movement path and target switching path for the virtual object, respectively, providing multi-dimensional path selection. For example, they could be a left and right guide rail rendered side-by-side in mid-air within the virtual scene. The track switching operation refers to the user-input operation used to control the virtual object to move from the current track to an adjacent or related track, triggered by at least one of the following: keyboard, mouse, joystick, or function controls. This track switching operation can be similar to the riding operation described above; however, this embodiment will not elaborate further.
[0145] In actual implementation, as the virtual object moves at high speed along the direction indicated by the task guidance element on the first virtual track, when a second virtual track appears (for example, the second virtual track extends into the field of view from the parallel side of the first virtual track), in response to the user's track switching operation, the process of the virtual object leaving the first virtual track and leaping towards the air position where the second virtual track is located is displayed. Alternatively, a virtual chain connecting the virtual object and the second virtual track is displayed, and based on the virtual chain, the virtual object is pulled from the first virtual track into the air. Then, the process of the virtual chain gradually shortening is displayed, and the virtual object in the air is controlled to follow the gradually shortening virtual chain to move towards the second virtual track until it moves onto the second virtual track. Here, the virtual chain head is as described above, and will not be repeated here in this embodiment. Thus, when the virtual object moves to the second virtual track, the virtual object is controlled to move along the direction indicated by the task guidance element to the target task point based on the second virtual track.
[0146] For example, see Figure 17 , Figure 17 This is a schematic diagram of the first and second virtual tracks provided in the embodiments of this application, based on... Figure 17 , Figure 17 In section a, 1701 indicates the first virtual orbit. Figure 17 In section a, 1702 indicates the second virtual orbit. Figure 17 The object indicated by 1703 in 'a' is a virtual object, thus enabling control such as... Figure 17 The virtual object indicated by 1703 in a is as follows Figure 17 During the movement on the first virtual track indicated by 1701 in a, when the following occurs... Figure 17 When the second virtual track is indicated by 1702 in a, in response to the track switching operation, the virtual object is controlled to jump from the first virtual track to the second virtual track, and moves to the target task point based on the direction indicated by the task guidance element on the second virtual track, such as... Figure 17 As shown in b.
[0147] In this way, by using the first and second virtual tracks, the limitations of single-track movement logic and inconvenient path changes in related technologies are broken, giving users multi-dimensional scene interaction options. This not only enriches the interaction methods in virtual scenes but also greatly improves the efficiency of human-computer interaction.
[0148] In actual implementation, the virtual track includes a bidirectional movement mode, where the virtual object switches tracks at the target position of the first virtual track. After controlling the virtual object to move on the first virtual track in the direction indicated by the task guidance element, it is also possible that, if the virtual object has passed the target position and has not performed a track switching operation, when the first virtual track is in bidirectional movement mode and receives a direction adjustment operation for the virtual object, the movement direction of the virtual object is adjusted to the opposite direction in response to the direction adjustment operation, and the virtual object is controlled to move in the opposite direction on the first virtual track to return to the target position for track switching.
[0149] It should be noted that the bidirectional movement mode means that the virtual track supports both forward and reverse movement. In bidirectional movement mode, virtual objects can turn back on the virtual track. The target position refers to a preset specific position on the first virtual track that can trigger track switching. The direction adjustment operation refers to the user-input operation used to reverse the current movement direction of the virtual object, controlling the virtual object to end forward movement and start reverse movement on the first virtual track. For example, it is a double downward flick of the virtual joystick, or a click operation on the U-turn control, etc. This application embodiment does not limit this. The reverse direction refers to the direction in the virtual scene that forms a 180-degree angle with the current movement direction of the virtual object, used to allow the virtual object to return to the missed target position along the original path.
[0150] In practice, the virtual object is controlled to move along the first virtual track in the direction indicated by the task guidance element. During high-speed movement, if the virtual object passes the target position without performing a track switching operation (i.e., visually missing the track-changing position), and if the first virtual track is in bidirectional movement mode and receives a direction adjustment operation for the virtual object (e.g., the user pulls the virtual joystick backward), then in response to the direction adjustment operation, the virtual object is controlled to perform a 180-degree turn or a momentary flip animation from the virtual camera's perspective on the first virtual track. This adjusts the virtual object's movement direction to the opposite direction, and then the virtual object is controlled to move in the opposite direction on the first virtual track until it returns to the target position. At the target position, the virtual object can then perform a track switching operation.
[0151] Thus, by introducing a bidirectional movement mode and corresponding direction adjustment operations on the first virtual track, the extremely low fault tolerance caused by the unidirectional movement mechanism in related technologies is overcome. When a user misses the target location due to high-speed movement, they can directly move in the opposite direction on the first virtual track to return to the target location and switch tracks. This greatly eliminates the tedious process of being forced to complete the entire journey or re-find the route upon landing, significantly improving human-computer interaction efficiency and fault tolerance. At the same time, the instant return processing based on reverse movement effectively avoids a large number of unnecessary transitional scene terrain rendering calculations caused by forced map traversal, reducing the unnecessary computational burden and memory read / write pressure on the graphics processor and improving the utilization rate of hardware processing resources.
[0152] In actual implementation, the first virtual track may also include a one-way movement mode, so that when the virtual object passes the target position and no track switching operation is performed, when the first virtual track is in one-way movement mode, the virtual object is controlled to continue moving forward on the first virtual track until it falls off the first virtual track.
[0153] It should be noted that the one-way movement mode means that the virtual track only supports forward movement. In one-way movement mode, virtual objects cannot turn back on the virtual track. Therefore, if the virtual object passes the target position and no track switching operation is performed, and the first virtual track is in one-way movement mode, the virtual object can only continue to move forward on the first virtual track until it falls off the first virtual track. Here, falling off the first virtual track can be in response to a drop operation, controlling the virtual object to jump off the first virtual track, or it can be when the virtual object moves to the end of the first virtual track and falls off the first virtual track. This application does not limit the specific actions taken in this embodiment.
[0154] It should be noted that when a virtual object falls from the first virtual track, it is instantly teleported to the starting point of the virtual track. At the same time, when a virtual object fails to perform a task, it is teleported to the target position of the current task's task point, such as the position when the virtual object arrives at the task point. The target position is preset, which is equivalent to a resurrection point. This application does not limit the implementation of this embodiment.
[0155] In some embodiments, after moving to the target task point based on the virtual track in the direction indicated by the task guidance element, a task prompt message may be displayed when the target task point is reached based on the virtual track. The task prompt message is used to indicate that the target task point has been reached. Based on the task prompt message, in response to a fourth control operation for the virtual object, the virtual object is controlled to perform the next task at the target task point.
[0156] It should be noted that the task prompt information is a visual feedback used to clearly announce the spatial location and status of the virtual object. It can be text or an image, etc. Here, it is used to clearly convey to the user that the virtual object has reached the target task point and guide the user to perform subsequent interactions. For example, it could be a pop-up message containing "Destination reached" in the center of the display interface, or a flashing halo effect rendered above the target task point. This embodiment of the application does not limit this. The fourth control operation refers to the task execution operation input by the user after receiving the task prompt information, used to perform the corresponding task. For example, when the task is to defeat the interactive object at the task point, the fourth control operation is an attack operation against the interactive object.
[0157] In practical implementation, after the virtual object moves along the virtual track to the target task point in the direction indicated by the task guidance element, a task prompt message is displayed when the virtual object leaves the virtual track and lands on the virtual ground corresponding to the target task point. This task prompt message can be presented as a pop-up interface with a highlighted border and interactive text, accompanied by a crisp sound effect to simultaneously indicate visual and auditory confirmation that the target task point has been reached. Based on this task prompt message, a fourth control operation is initiated on the virtual object, controlling it to execute the corresponding task, i.e., the next task.
[0158] For example, see Figure 18 , Figure 18 This is a schematic diagram of the task prompt information provided in the embodiments of this application, based on Figure 18 When the target task point is reached based on the virtual track, a task prompt message is displayed as indicated by the dashed box 1801. Based on the task prompt message, in response to the fourth control operation for the virtual object, the virtual object is controlled to perform the next task at the target task point.
[0159] In this way, by actively displaying task prompts when the virtual object reaches the target task point, clearly indicating that the target task point has been reached, the user's uncertainty about spatial location after long-distance movement is completely eliminated. This not only improves the accuracy and efficiency of human-computer interaction, but also enhances the user's gaming experience.
[0160] In some embodiments, the task guidance element includes a guide object. In a virtual scene including multiple tasks, after displaying the virtual object, the virtual object can be controlled to move in the virtual scene in response to a movement operation on the virtual object. During the movement of the virtual object, when the distance between the virtual object and the guide object is less than or equal to a first distance threshold, the guide object is controlled to move to guide the virtual object to the task point.
[0161] It should be noted that the guiding object refers to a physical object with specific three-dimensional spatial coordinates and movement capabilities, instantiated in the virtual scene by the task guidance element. It can be a person, animal, or plant, etc., used to dynamically accompany the virtual object and indicate the route to the task point. Examples include a floating, glowing sphere rendered and displayed in the virtual scene, or a flying mechanical vehicle. This application embodiment does not limit this. The first distance threshold is preset, and this application embodiment does not limit this.
[0162] In practical implementation, within a virtual scene encompassing multiple tasks, virtual objects and stationary guide objects (such as sprites floating in mid-air) are presented. In response to movement operations on the virtual objects, the movement of the virtual objects within the virtual scene is controlled. During the movement of the virtual objects, as they continuously approach the guide objects, and the distance between the virtual and guide objects decreases to less than or equal to a first distance threshold, the guide object transitions from a stationary state to a moving state. Specifically, the guide object flies or floats forward along a path leading to the task point, remaining within the forward field of view of the virtual objects during flight or floating, thus guiding the virtual objects to the task point.
[0163] For example, see Figure 19 , Figure 19 This is a schematic diagram of the guide object provided in the embodiments of this application, based on Figure 19 The dashed box 1901 indicates the guide object. During the movement of the virtual object indicated by object 1902, when the distance between the virtual object and the guide object is less than or equal to a first distance threshold, the guide object is controlled to move to guide the virtual object to the task point.
[0164] Thus, by concretizing task guidance elements into movable guide objects in three-dimensional space, and triggering guided movement when the virtual object approaches within a first distance threshold, this dynamically accompanying guidance method visualizes the abstract pathfinding route. This allows users to intuitively follow the physical model in complex three-dimensional terrain, significantly improving the efficiency and accuracy of human-computer interaction in pathfinding. Simultaneously, the first distance threshold ensures that pathfinding calculations and dynamic rendering of the guide object are only performed when needed, effectively avoiding redundant calculations caused by global real-time rendering, greatly reducing the computational load on the graphics processor, and improving the utilization of hardware resources.
[0165] In actual implementation, when the distance between the virtual object and the guided object is greater than the first distance threshold and less than or equal to the second distance threshold, the guided object is controlled to stop moving, and when the distance between the virtual object and the guided object is less than or equal to the first distance threshold, the guided object is controlled to start moving again; when the distance between the virtual object and the guided object is greater than the second distance threshold, the guided object is controlled to teleport to the target task point.
[0166] It should be noted that the second distance threshold is greater than the first distance threshold, and the second distance threshold is also preset. This application does not limit this setting, and it is used to determine whether the virtual object has seriously fallen behind or abandoned following. Teleportation refers to directly changing the three-dimensional spatial coordinates of the virtual entity within an extremely short time frame. This is used to directly transfer the guiding object from its current position to the target task point when the virtual object moves further away from the guiding object than a preset limit. Resuming movement refers to the guiding object resuming its motion state from a static waiting state to a state of coordinate updating along a preset path. This is equivalent to restoring the dynamic guidance function for the virtual object when it approaches the guiding object again.
[0167] In actual implementation, as the virtual object follows the guide object, if the virtual object slows down or stops, causing the distance between the virtual object and the guide object to exceed a first distance threshold but be less than or equal to a second distance threshold, the guide object stops moving and hovers in the air, waiting. Subsequently, in response to the virtual object approaching the guide object again, when the distance between the virtual object and the guide object shrinks to be less than or equal to the first distance threshold, the guide object ends its hovering state and resumes moving to continue guiding the way. If the user controls the virtual object to move away from the guide object, causing the distance between the virtual object and the guide object to exceed the second distance threshold, the guide object disappears at its current position with a particle dissipation effect and re-appears directly at the distant target task point, thus controlling the guide object to teleport to the target task point.
[0168] In actual implementation, the distance between the virtual object and the guided object is detected in real time and compared with a first distance threshold. When the comparison result indicates that the distance is less than or equal to the first distance threshold, the guided object is controlled to move to guide the virtual object to the task point. When the comparison result indicates that the distance is greater than the first distance threshold, the distance is compared with a second distance threshold. When the comparison result indicates that the distance is less than or equal to the second distance threshold, the guided object is controlled to stop moving. When the comparison result indicates that the distance is greater than the second distance threshold, the guided object is controlled to teleport to the target task point.
[0169] Thus, when a virtual object falls slightly behind, the guiding object actively waits by stopping its movement, ensuring the continuity of pathfinding guidance and effectively improving the success rate of human-computer interaction guidance. More importantly, by controlling the guiding object to instantly teleport to the target task point when a virtual object falls significantly behind, the dynamic rendering of the electronic device, which involves an invalid guidance process, is effectively avoided when the user is not following. This significantly reduces the processor's computational load and the graphics processor's memory bandwidth usage, improving the hardware resource utilization of the electronic device.
[0170] In actual implementation, when the distance between the virtual object and the guided object is greater than the second distance threshold, the process of canceling the guided object from following the virtual object can be as follows: when the distance between the virtual object and the guided object is greater than the second distance threshold, a follow cancellation prompt and a cancellation countdown are displayed; the follow cancellation prompt is used to indicate that the distance is greater than the second distance threshold, and the cancellation countdown is used to indicate the remaining time for the virtual object to adjust the distance between itself and the guided object; when the cancellation countdown is zero, the follow cancellation prompt is canceled, and the guided object stops following the virtual object.
[0171] It should be noted that the follow-cancel prompt can be in text or graphic form, such as the text "Too far away," and this embodiment does not limit this. The cancellation countdown is preset, for example, it could be 5 seconds, and this embodiment also does not limit this. When the cancellation countdown resets to zero, in addition to canceling the follow-cancel prompt, a teleportation prompt will also be displayed, such as "Out of range, xxx has moved ahead," thus prompting the user that the guided object will no longer follow the virtual object.
[0172] For example, see Figure 20 , Figure 20 This is a schematic diagram of the follow-cancel prompt and cancel countdown provided in the embodiments of this application, based on Figure 20 When the distance between the virtual object indicated by object 2002 and the guide object indicated by object 2001 is greater than the second distance threshold, a follow cancellation prompt as indicated by object 2003 and a cancellation countdown as indicated by object 2004 are displayed. When the cancellation countdown is cleared, the follow cancellation prompt is canceled and the guide object stops following the virtual object.
[0173] In some embodiments, when a virtual object exits multiple tasks or interrupts the execution of multiple tasks (such as being transported back to the initial virtual scene), the current task progress of multiple tasks can also be recorded. This allows the virtual object to restore the task progress of multiple tasks when it restarts the execution of multiple tasks, and to start executing the next task from the recorded task progress.
[0174] Applying the above embodiments of this application, in a virtual scene including multiple tasks, after displaying a virtual object and a task guidance element for the next task, a virtual track connecting task points of at least two tasks is displayed, the at least two task points including a target task point; in response to a ride operation on the virtual track, the virtual object is controlled to ride the virtual track and move to the target task point based on the virtual track in the direction indicated by the task guidance element; wherein, the movement speed of the virtual object on the virtual track is greater than its movement speed on the virtual ground of the virtual scene; when the target task point is reached based on the virtual track, the virtual object is controlled to move from the virtual track to the virtual ground of the virtual scene to execute the next task. Thus, by introducing virtual tracks and the ability to ride them within the virtual scene, compared to the previous approach where players could only control virtual objects to move on the ground, this provides users with more diverse interaction methods, enriching the interactive experience within the virtual scene. Simultaneously, by combining task guidance elements to indicate direction and using virtual tracks to connect task points, simply triggering the ride operation allows the virtual object to travel at high speed along the correct direction to the target point. This not only eliminates the tedious process of players manually identifying directions and performing movement operations on a large map for extended periods, significantly improving the effectiveness and efficiency of the operation, but also, because the movement speed on the virtual track is greater than on the virtual ground, it drastically shortens the time virtual objects spend traversing between task points. This eliminates the need for prolonged rendering of unnecessary transitional scenes and complex terrain along the way, thereby significantly reducing the computational burden and power consumption of electronic devices and improving the utilization rate of hardware resources.
[0175] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.
[0176] In games using related technologies, users often need to constantly search for various mission locations on a large map when performing tasks. This long-distance mechanical map running not only consumes a lot of players' time and makes the map running process time-consuming, but also continuously increases the operating burden of electronic devices due to the long-term rendering of unnecessary transition scenes along the way. This not only results in relatively simple interaction methods in the virtual scene, but also low human-computer interaction efficiency and hardware resource utilization.
[0177] Based on this, this application provides a method for controlling virtual objects. By designing a highly linear gameplay in a large world, it specifically includes adding high-speed movement roads between points formed by the 3C movement mechanism, increasing operational feedback and challenges on the roads, providing clear route guidance, enriching the player's exploration experience, and adding goal guidance and progress prompt UI during movement. In this way, the exploration of the large world is combined with gameplay, and a clear and definite play route is provided through goal guidance UI, 3C movement mechanism, etc., providing a linear gameplay content with high continuity, high operational fault tolerance and real-time visual feedback in the large world.
[0178] Next, the technical solution of this application will be described from the product side.
[0179] In practice, the virtual object will activate a specific point in the open world (a quest item) and enter the gameplay (including virtual scenes with multiple quests). Then, in the gameplay chain (quest chain) process, a guide marker (quest guidance element) will be displayed to guide the player (virtual object) to the next gameplay point (target quest point). Then, as... Figure 21 As shown, Figure 21 This is a schematic diagram of the movement path provided in the embodiments of this application, based on Figure 21 The player is guided to move along a 3C movement path (virtual track) following the directional markers to reach specific gameplay points. After successfully completing a gameplay point, the player receives a reward and a progress indicator (task progress) pops up. Figure 22 As shown, Figure 22 This is a schematic diagram of the progress prompt provided in the embodiments of this application. When a player quits or interrupts gameplay, the player's progress (task progress) is recorded, and the progress is restored when the player re-enters the game.
[0180] Next, the technical solution of this application will be described from a technical perspective.
[0181] See Figure 23 , Figure 23 This is a schematic diagram of the control process of the virtual object provided in the embodiments of this application, based on Figure 23 After the starting point, the sole entry point to the gameplay chain, is successfully activated, a black screen transitions, and the player is teleported to a save point to officially enter the gameplay chain. Once the starting point is activated, the player will remain permanently in the open world until the gameplay chain is completed. However, after the gameplay chain is unlocked, only the starting point will remain permanently in the open world as the entry point; the individual gameplay units (quest points) that make up the gameplay chain itself will not remain permanently.
[0182] In actual implementation, when a player starts performing a task in the gameplay chain, a UI prompt related to starting the gameplay will appear. When the player successfully completes the task, a success message will be displayed. When the player fails to complete the task, a task failure message will be displayed. At the same time, when the player exits or interrupts the gameplay chain, an exit warning message will also be displayed.
[0183] It should be noted that player mission failure can occur in at least one of the following situations: the player leaves the gameplay area (is in a specific region); the player actively chooses to interrupt the gameplay; the player's health is less than or equal to the health threshold; the player reaches a level failure node; or the player actively teleports. When a player mission fails, at least one of the following actions may be taken: reset the current gameplay unit; display a gameplay failure message (this message will not appear if the player actively teleports); display a gameplay failure UI (this UI will not appear if the player actively teleports). If the gameplay failure UI is displayed, in response to a confirmation action based on this UI, the player is teleported to the save point of that gameplay unit; in response to a cancellation action based on this UI, all gameplay units in the gameplay chain are destroyed. If the player is not dead, they are teleported back to the open world to explore on their own; if the player is dead, they are resurrected at the nearest teleportation point in the open world.
[0184] Applying the above embodiments of this application, in a virtual scene including multiple tasks, after displaying a virtual object and a task guidance element for the next task, a virtual track connecting task points of at least two tasks is displayed, the at least two task points including a target task point; in response to a ride operation on the virtual track, the virtual object is controlled to ride the virtual track and move to the target task point based on the virtual track in the direction indicated by the task guidance element; wherein, the movement speed of the virtual object on the virtual track is greater than its movement speed on the virtual ground of the virtual scene; when the target task point is reached based on the virtual track, the virtual object is controlled to move from the virtual track to the virtual ground of the virtual scene to execute the next task. Thus, by introducing virtual tracks and the ability to ride them within the virtual scene, compared to the previous approach where players could only control virtual objects to move on the ground, this provides users with more diverse interaction methods, enriching the interactive experience within the virtual scene. Simultaneously, by combining task guidance elements to indicate direction and using virtual tracks to connect task points, simply triggering the ride operation allows the virtual object to travel at high speed along the correct direction to the target point. This not only eliminates the tedious process of players manually identifying directions and performing movement operations on a large map for extended periods, significantly improving the effectiveness and efficiency of the operation, but also, because the movement speed on the virtual track is greater than on the virtual ground, it drastically shortens the time virtual objects spend traversing between task points. This eliminates the need for prolonged rendering of unnecessary transitional scenes and complex terrain along the way, thereby significantly reducing the computational burden and power consumption of electronic devices and improving the utilization rate of hardware resources.
[0185] The following description continues to illustrate the exemplary structure of the virtual object control device 455 provided in the embodiments of this application as a software module. In some embodiments, such as... Figure 2As shown, the software module in the control device 455 storing the virtual object in the memory 450 may include: The first display module 4551 is used to display a virtual object in a virtual scene including multiple tasks, and to display a task guidance element for the next task of the virtual object. The task guidance element is used to guide the virtual object to move to the target task point of the next task. The second display module 4552 is used to display a virtual track in the virtual scene, the virtual track connecting at least two task points of the task, the at least two task points including the target task point; The first control module 4553 is configured to, in response to a ride operation on the virtual track, control the virtual object to ride the virtual track and move along the direction indicated by the task guidance element to the target task point based on the virtual track; wherein, the movement speed of the virtual object on the virtual track is greater than its movement speed on the virtual ground of the virtual scene; The second control module 4554 is used to control the virtual object to move from the virtual track to the virtual ground of the virtual scene when the target task point is reached based on the virtual track, so as to execute the next task.
[0186] In some embodiments, the device further includes a third display module, which is configured to display the virtual object in an initial virtual scene different from the virtual scene, and to display a task prop for activating a target task; wherein the target task includes the plurality of tasks, and the plurality of tasks form a task chain based on the execution order; the first display module 4551 is further configured to, in response to an activation operation for the target task triggered by the task prop, transfer the virtual object from the initial virtual scene to the virtual scene, and display the virtual object in the virtual scene.
[0187] In some embodiments, the third display module is further configured to, in response to a movement operation on the virtual object, control the virtual object to move toward the task prop; when the virtual object is within the sensing range of the task prop, display a task start prompt, the task start prompt being used to prompt the start of the target task; and, based on the task start prompt, receive an start operation on the target task.
[0188] In some embodiments, the third display module is further configured to, in response to the exit condition of the virtual scene being met, transfer the virtual object from the virtual scene back to the initial virtual scene; wherein the exit condition includes at least one of the following: the virtual object's health value is less than or equal to a health value threshold; the virtual object is located in a specific area of the virtual scene; the virtual object has completed the plurality of tasks; the virtual object has performed a transfer operation to leave the virtual scene; the virtual object has interrupted the execution of the plurality of tasks.
[0189] In some embodiments, the device further includes a third control module, which is configured to control the virtual object to execute the current task in response to an execution operation for the current task when the current position of the virtual object is at the task point of the task; the first display module 4551 is further configured to display a task guidance element for the next task of the virtual object when the virtual object completes the current task.
[0190] In some embodiments, the plurality of tasks are executed serially; the third display module is further configured to display task progress including a plurality of task identifiers, the task progress being used to indicate the completion progress of the plurality of tasks, and different task identifiers corresponding to different tasks; in the task progress, a first style is used to display the task identifiers of completed tasks, a second style is used to display the task identifiers of incomplete tasks, and a third style is used to display the task identifiers of tasks that are being completed.
[0191] In some embodiments, the third display module is further configured to display a reward for completing the current task when the virtual object completes the current task; and to control the virtual object to claim the reward in response to a claiming operation for the reward.
[0192] In some embodiments, the third display module is further configured to display ride prompt information, which is used to prompt the operation mode required to ride the virtual track; the first control module 4553 is further configured to control the virtual object to ride the virtual track in response to the ride operation performed based on the operation mode.
[0193] In some embodiments, before riding the virtual track, the virtual object is on the virtual ground. The first control module 4553 is further configured to, in response to the riding operation of the virtual track, display a virtual chain connecting the virtual object and the virtual track, and pull the virtual object from the virtual ground into the air based on the virtual chain; display the process of the virtual chain gradually shortening, and control the virtual object in the air to follow the gradually shortening virtual chain to move towards the virtual track until it moves onto the virtual track.
[0194] In some embodiments, the third control module is further configured to, during the process of the virtual object moving towards the target task point based on the virtual track, control the virtual object to perform a track interaction task on the virtual track in response to a first control operation on the virtual object, provided that the interaction conditions are met; wherein the track interaction task includes at least one of the following: avoiding obstacles on the virtual track; or collecting virtual resources on the virtual track.
[0195] In some embodiments, the third control module is further configured to, in response to a sliding operation on the virtual object, control the virtual object to enter a sliding state and display a sliding countdown at the associated position of the virtual object; wherein the sliding countdown is used to indicate the remaining duration of the virtual object in the sliding state; based on the sliding state, display the process of the virtual object sliding in the virtual scene, and control the virtual object to exit the sliding state when the sliding countdown is cleared.
[0196] In some embodiments, the third control module is further configured to display a sliding interaction element during the sliding process of the virtual object, the sliding interaction element being used to increase the sliding countdown; in response to a second control operation on the virtual object, control the virtual object to interact with the sliding interaction element, and increase the sliding countdown when the virtual object successfully interacts with the sliding interaction element.
[0197] In some embodiments, the virtual object is in a gliding state. The third control module is further configured to display a virtual platform in the virtual scene during the gliding process of the virtual object, the virtual platform being used for the virtual object to leap into the air; in response to a third control operation on the virtual object, control the virtual object to glide onto the virtual platform and glide towards the edge of the virtual platform; when the virtual object glides to the edge of the virtual platform, control the virtual object to leap into the air from the edge; the first control module 4553 is further configured to, when the virtual object is in the air, in response to a ride operation on the virtual track, control the virtual object to ride the virtual track.
[0198] In some embodiments, the virtual scene includes a virtual ocean, the virtual object is in a gliding state, and the third control module is further configured to, in response to a state switching operation for the virtual object, control the virtual object to switch from the gliding state to the surfing state during the gliding process of the virtual object on the virtual ocean; wherein, the movement speed of the virtual object in the surfing state is greater than the movement speed in the gliding state.
[0199] In some embodiments, the third control module is further configured to, in response to a state switching operation for the virtual object, display a virtual surfing belt on the sea surface beneath the virtual object; control the virtual object to surf on the virtual surfing belt; and display surfing effects during the virtual object's surfing process.
[0200] In some embodiments, the third control module is further configured to record the surfing duration of the virtual object in the surfing state; when the surfing duration reaches a duration threshold, the state of the virtual object is switched from the surfing state back to the gliding state.
[0201] In some embodiments, the third display module is further configured to display task prompt information when the target task point is reached based on the virtual track, the task prompt information being used to indicate that the target task point has been reached; and based on the task prompt information, in response to a fourth control operation for the virtual object, control the virtual object to perform the next task at the target task point.
[0202] In some embodiments, the virtual track includes a first virtual track and a second virtual track. The first control module 4553 is further configured to control the virtual object to move on the first virtual track in the direction indicated by the task guidance element. During the movement of the virtual object, when the second virtual track appears, in response to the track switching operation, the virtual object is controlled to leap from the first virtual track to the second virtual track, and move to the target task point based on the second virtual track in the direction indicated by the task guidance element.
[0203] In some embodiments, the virtual track includes a bidirectional movement mode, and the virtual object switches tracks at a target position on the first virtual track. The third control module is further configured to, in response to the direction adjustment operation, adjust the movement direction of the virtual object to the opposite direction and control the virtual object to move along the opposite direction on the first virtual track to return to the target position and switch tracks when the first virtual track is in the bidirectional movement mode and receives a direction adjustment operation for the virtual object, provided that the virtual object has passed the target position and has not performed the track switching operation.
[0204] In some embodiments, the task guidance element includes a guide object, and the third control module is further configured to control the virtual object to move in the virtual scene in response to a movement operation on the virtual object; during the movement of the virtual object, when the distance between the virtual object and the guide object is less than or equal to a first distance threshold, the guide object is controlled to move to guide the virtual object to the task point.
[0205] In some embodiments, the third control module is further configured to control the guide object to stop moving when the distance between the virtual object and the guide object is greater than the first distance threshold and less than or equal to the second distance threshold, and to control the guide object to start moving again when the distance between the virtual object and the guide object is less than or equal to the first distance threshold; and to control the guide object to teleport to the target task point when the distance between the virtual object and the guide object is greater than the second distance threshold.
[0206] This application provides a computer program product, which includes computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the control method for the virtual object provided in this application.
[0207] This application provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the control method for the virtual object provided in this application. For example, ... Figure 3 The control methods for the virtual object are shown.
[0208] In some embodiments, the computer-readable storage medium may be a read-only memory (ROM), random access memory (RAM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), flash memory, magnetic surface memory, optical disk, or CD-ROM, etc.; or it may be a device that includes one or any combination of the above-mentioned memories.
[0209] In some embodiments, computer-executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.
[0210] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files that store one or more modules, subroutines, or code sections).
[0211] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.
[0212] In summary, the embodiments of this application have the following beneficial effects: By introducing virtual tracks and the ability to ride them within the virtual environment, this approach offers users a more diverse range of interaction methods compared to the previous method where players could only control virtual objects to move on the ground. This enriches the interactive experience within the virtual environment. Furthermore, by combining task guidance elements with virtual tracks connecting task points, players can quickly travel to their target point in the correct direction simply by triggering the ride operation. This eliminates the tedious process of manually determining direction and performing movement on a large map, significantly improving the effectiveness and efficiency of the operation. Moreover, since the movement speed on the virtual track is greater than on the virtual ground, the travel time between task points is greatly reduced. This eliminates the need for prolonged rendering of unnecessary transitional scenes and complex terrain, thus significantly reducing the computational burden and power consumption of electronic devices and improving the utilization of hardware resources.
[0213] It should be noted that in this application embodiment, data related to user operations is involved. When this application embodiment is applied to a specific product or technology, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0214] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.
Claims
1. A method for controlling a virtual object, characterized in that, The method includes: In a virtual scene that includes multiple tasks, a virtual object is displayed, and a task guidance element for the next task of the virtual object is displayed. The task guidance element is used to guide the virtual object to move to the target task point of the next task. In the virtual scene, a virtual track is displayed, which connects at least two task points of the tasks, and the at least two task points include the target task point; In response to a ride operation on the virtual track, the virtual object is controlled to ride the virtual track and move to the target task point along the direction indicated by the task guidance element based on the virtual track; The virtual object moves at a faster speed on the virtual track than it moves on the virtual ground of the virtual scene. When the target task point is reached based on the virtual track, the virtual object is controlled to move from the virtual track to the virtual ground of the virtual scene to execute the next task.
2. The method according to claim 1, characterized in that, Before displaying virtual objects in a virtual scene comprising multiple tasks, the method further includes: In an initial virtual scene different from the virtual scene described above, the virtual object is displayed, along with a task prop for activating the target task; wherein the target task includes the plurality of tasks, and the plurality of tasks form a task chain based on the execution order; The process of displaying virtual objects in a virtual scene that includes multiple tasks includes: In response to the activation operation for the target task triggered by the task prop, the virtual object is transferred from the initial virtual scene to the virtual scene, and the virtual object is displayed in the virtual scene.
3. The method according to claim 2, characterized in that, Before transferring the virtual object from the initial virtual scene to the virtual scene, the method further includes: In response to a movement operation on the virtual object, control the virtual object to move toward the quest prop; When the virtual object is within the sensing range of the task item, a task activation prompt is displayed, which is used to prompt the user to activate the target task. Based on the task activation prompt, receive the activation operation for the target task.
4. The method according to claim 2, characterized in that, After transferring the virtual object from the initial virtual scene to the virtual scene, the method further includes: In response to the fulfillment of the exit condition of the virtual scene, the virtual object is transferred from the virtual scene back to the initial virtual scene; wherein the exit condition includes at least one of the following: The virtual object's health value is less than or equal to the health value threshold; The virtual object is located in a specific area of the virtual scene; The virtual object has completed the multiple tasks; The virtual object performed a teleportation operation to leave the virtual scene; The virtual object interrupts the execution of the multiple tasks.
5. The method according to claim 1, characterized in that, After displaying virtual objects in a virtual scene comprising multiple tasks, the method further includes: When the virtual object is currently located at the task point of the task, in response to the execution operation for the current task, the virtual object is controlled to execute the current task; The task guidance element that displays the next task of the virtual object includes: When the virtual object completes the current task, a task guidance element for the virtual object's next task is displayed.
6. The method according to claim 5, characterized in that, The multiple tasks are executed sequentially; After controlling the virtual object to execute the current task in response to the execution operation for the current task, the method further includes: The display shows the task progress, which includes multiple task identifiers. The task progress is used to indicate the completion progress of the multiple tasks, and different task identifiers correspond to different tasks. In the task progress, a first style is used to display the task identifier of completed tasks, a second style is used to display the task identifier of incomplete tasks, and a third style is used to display the task identifier of tasks that are being completed.
7. The method according to claim 5, characterized in that, After controlling the virtual object to execute the current task in response to the execution operation for the current task, the method further includes: When the virtual object completes the current task, the reward for completing the current task is displayed; In response to a claim operation for the reward, control the virtual object to claim the reward.
8. The method according to claim 1, characterized in that, Before controlling the virtual object to ride the virtual track in response to a ride operation on the virtual track, the method further includes: The system displays a boarding prompt, which indicates the operation required to board the virtual track. The step of controlling the virtual object to ride the virtual track in response to a ride operation on the virtual track includes: In response to a ride operation performed based on the aforementioned operation mode, the virtual object is controlled to ride the virtual track.
9. The method according to claim 8, characterized in that, Before boarding the virtual track, the virtual object is located on the virtual ground. The step of controlling the virtual object to board the virtual track in response to a boarding operation performed based on the operation mode includes: In response to a ride operation on the virtual track, a virtual chain is displayed to connect the virtual object to the virtual track, and the virtual object is pulled from the virtual ground into the air based on the virtual chain; The process of the virtual chain gradually shortening is displayed, and the virtual object in the air is controlled to follow the gradually shortening virtual chain to move towards the virtual track until it moves onto the virtual track.
10. The method according to claim 1, characterized in that, The method further includes: During the process of the virtual object moving toward the target task point based on the virtual track, if the interaction conditions are met, in response to the first control operation for the virtual object, the virtual object is controlled to perform track interaction tasks on the virtual track. The orbital interaction task includes at least one of the following: Avoid obstacles on the virtual track; Claim the virtual resources on the virtual track.
11. The method according to claim 1, characterized in that, After displaying virtual objects in a virtual scene comprising multiple tasks, the method further includes: In response to a sliding operation on the virtual object, the virtual object is controlled to enter a sliding state, and a sliding countdown is displayed at the associated position of the virtual object; The glide countdown is used to indicate the remaining time the virtual object is in the glide state; Based on the gliding state, the process of the virtual object gliding in the virtual scene is displayed, and when the gliding countdown is cleared, the virtual object is controlled to exit the gliding state.
12. The method according to claim 11, characterized in that, After displaying the slide countdown at the associated location of the virtual object, the method further includes: During the sliding process of the virtual object, sliding interaction elements are displayed, which are used to increase the sliding countdown; In response to a second control operation on the virtual object, the virtual object is controlled to interact with the sliding interaction element, and when the virtual object successfully interacts with the sliding interaction element, the sliding countdown is incremented.
13. The method according to claim 1, characterized in that, The virtual object is in a gliding state. After displaying the virtual object in a virtual scene including multiple tasks, the method further includes: During the gliding process of the virtual object, a virtual platform is displayed in the virtual scene, which is used for the virtual object to leap into the air; In response to a third control operation on the virtual object, the virtual object is controlled to slide onto the virtual platform and slide toward the edge of the virtual platform; When the virtual object slides to the edge of the virtual platform, control the virtual object to leap from the edge into the air; The step of controlling the virtual object to ride the virtual track in response to a ride operation on the virtual track includes: When the virtual object is in the air, in response to a ride operation on the virtual track, the virtual object is controlled to ride the virtual track.
14. The method according to claim 1, characterized in that, The virtual scene includes a virtual ocean, the virtual object is in a gliding state, and after displaying the virtual object in a virtual scene including multiple tasks, the method further includes: During the process of the virtual object gliding on the virtual ocean, in response to a state switching operation for the virtual object, the virtual object is controlled to switch from the gliding state to the surfing state; The movement speed of the virtual object in the surfing state is greater than its movement speed in the gliding state.
15. The method according to claim 14, characterized in that, The method further includes: In response to a state switching operation on the virtual object, a virtual surfing strip is displayed on the sea surface beneath the virtual object; Control the virtual object to surf on the virtual surfing belt, and display surfing effects during the virtual object's surfing process.
16. The method according to claim 14, characterized in that, After controlling the virtual object to switch from the gliding state to the surfing state in response to a state switching operation on the virtual object, the method further includes: Record the surfing duration of the virtual object in the surfing state; When the surfing duration reaches the duration threshold, the state of the virtual object is switched from the surfing state back to the gliding state.
17. The method according to claim 1, characterized in that, After moving to the target task point along the direction indicated by the task guidance element based on the virtual track, the method further includes: When the target task point is reached based on the virtual track, a task prompt message is displayed, which is used to indicate that the target task point has been reached; Based on the task prompt information, in response to the fourth control operation for the virtual object, the virtual object is controlled to perform the next task at the target task point.
18. The method according to claim 1, characterized in that, The virtual track includes a first virtual track and a second virtual track. Moving along the direction indicated by the task guidance element to the target task point based on the virtual track includes: Control the virtual object to move on the first virtual track in the direction indicated by the task guidance element; During the movement of the virtual object, when the second virtual track appears, in response to the track switching operation, the virtual object is controlled to leap from the first virtual track to the second virtual track, and moves to the target task point based on the second virtual track in the direction indicated by the task guidance element.
19. The method according to claim 18, characterized in that, The virtual track includes a bidirectional movement mode, and the virtual object switches tracks at the target position of the first virtual track. After controlling the virtual object to move on the first virtual track in the direction indicated by the task guidance element, the method further includes: When the virtual object passes the target position and the track switching operation is not performed, when the first virtual track is in the bidirectional movement mode and receives a direction adjustment operation for the virtual object, in response to the direction adjustment operation, the movement direction of the virtual object is adjusted to the opposite direction, and the virtual object is controlled to move along the opposite direction on the first virtual track to return to the target position for track switching.
20. The method according to claim 1, characterized in that, The task guidance element includes a guidance object. After displaying the virtual object in a virtual scene comprising multiple tasks, the method further includes: In response to a movement operation on the virtual object, control the virtual object to move within the virtual scene; During the movement of the virtual object, when the distance between the virtual object and the guide object is less than or equal to a first distance threshold, the guide object is controlled to move to guide the virtual object to the task point.
21. The method according to claim 20, characterized in that, The method further includes: When the distance between the virtual object and the guide object is greater than the first distance threshold and less than or equal to the second distance threshold, the guide object is controlled to stop moving; and when the distance between the virtual object and the guide object is less than or equal to the first distance threshold, the guide object is controlled to start moving again. When the distance between the virtual object and the guiding object is greater than the second distance threshold, the guiding object is controlled to teleport to the target task point.
22. A control device for a virtual object, characterized in that, The device includes: The first display module is used to display virtual objects in a virtual scene that includes multiple tasks, and to display a task guidance element for the next task of the virtual object. The task guidance element is used to guide the virtual object to move to the target task point of the next task. The second display module is used to display a virtual track in the virtual scene, the virtual track connecting at least two task points of the task, and the at least two task points include the target task point; A first control module is configured to, in response to a ride operation on the virtual track, control the virtual object to ride the virtual track and move along the direction indicated by the task guidance element to the target task point based on the virtual track; wherein, the movement speed of the virtual object on the virtual track is greater than its movement speed on the virtual ground of the virtual scene; The second control module is used to control the virtual object to move from the virtual track to the virtual ground of the virtual scene when the target task point is reached based on the virtual track, so as to execute the next task.
23. An electronic device, characterized in that, include: Memory is used to store executable instructions or computer programs. A processor, when executing computer-executable instructions or computer programs stored in the memory, implements the control method for the virtual object according to any one of claims 1 to 21.
24. A computer-readable storage medium, characterized in that, The device stores computer-executable instructions or computer programs for inducing a processor to execute, thereby implementing the control method for the virtual object as described in any one of claims 1 to 21.
25. A computer program product comprising computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, the control method for the virtual object according to any one of claims 1 to 21 is implemented.