A flight control method and device in a game, electronic equipment and storage medium

By binding the first control area and the virtual camera with one hand, the problem of inflexible two-handed coordinated operation in existing games is solved, all-round steering flight control is achieved, and the flexibility and efficiency of player operations are improved.

CN113941144BActive Publication Date: 2025-10-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111223261.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-10-20
Publication Date
2025-10-17
Estimated Expiration
2041-10-20

AI Technical Summary

Technical Problem

In existing games, flight control requires the coordinated operation of both hands, which makes the operation inflexible and difficult, and the player's operation efficiency is low.

Method used

By operating the first control area with one hand and combining the binding position relationship between the virtual camera and the target virtual character, all-round steering flight control of the target virtual character can be achieved, and the flight functions can be enriched by using sliding operations and special effect flight controls.

Benefits of technology

It improves the flexibility and efficiency of the player's operation, reduces the difficulty of operation, and enables all-round steering flight control to be completed with one hand.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides a flight control method and device in a game, electronic equipment and a storage medium, comprising: in response to a first touch operation on a first control area, controlling a target virtual character to fly towards a target direction in a game scene, and controlling a virtual camera to keep a binding position relationship and move towards the target direction following the target virtual character; in response to a first sliding operation on the first control area, which is continuous with the first touch operation, according to a first sliding direction of the first sliding operation, controlling the target virtual character to fly towards a first turning direction relative to the target direction, and controlling the virtual camera to keep the binding position relationship and move towards the first turning direction following the target virtual character; in response to the end of the first sliding operation, controlling the target virtual character to stop flying and controlling the virtual camera to keep the binding position relationship and stop moving following the target virtual character. The application improves the flexibility of operation, reduces the difficulty of operation, and improves the operation efficiency.
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Description

TECHNICAL FIELD

[0001] The present application relates to the game technical field, and in particular to a flight control method and device in a game, an electronic device and a storage medium. BACKGROUND

[0002] Currently, in the flight control of some games, there are some operation modes for controlling the space flight of a game character through left and right joysticks, but the hand feeling is not good and both hands need to be operated to complete all angle steering. For example, when a player wants to control the game character to fly in space, both hands need to be operated, the left hand controls the flight of the game character forward, backward, left and right, and the right hand controls the up and down view angle of the game character, both hands need to be operated to control the game character to complete the omnidirectional steering flight, the overall operation is not good to control, the operation flexibility is poor, and the operation difficulty of the player is high. SUMMARY

[0003] Therefore, the purpose of the present application is to provide a flight control method and device in a game, an electronic device and a storage medium, so that the player can complete the omnidirectional steering flight control of the target virtual character through single-hand operation of the first control area, improve the flexibility of the player's operation, reduce the operation difficulty of the player, and improve the operation efficiency of the player.

[0004] In a first aspect, an embodiment of the present application provides a flight control method in a game, a graphical user interface is provided through a terminal device, a game scene including a target virtual character is displayed in the graphical user interface, a virtual camera in the game and the target virtual character have a preset binding position relationship, and the flight control method comprises the following steps.

[0005] In response to a first touch operation on a first control area in the graphical user interface, the target virtual character is controlled to fly towards a target direction in the game scene, and at the same time, the virtual camera is controlled to keep the binding position relationship and move towards the target direction following the target virtual character;

[0006] In response to a first sliding operation on the first control area, which is continuous with the first touch operation, according to a first sliding direction of the first sliding operation, the target virtual character is controlled to steer and fly towards a first steering direction relative to the target direction, and at the same time, the virtual camera is controlled to keep the binding position relationship and move towards the first steering direction following the target virtual character;

[0007] In response to the end of the first sliding operation, the target virtual character is controlled to stop flying, and at the same time, the virtual camera is controlled to keep the binding position relationship and stop moving following the target virtual character.

[0008] In a possible implementation, the flight control method further includes:

[0009] detecting a first sliding speed and a first sliding distance of the first sliding operation every preset time period; determining a target speed gear to which the first sliding speed belongs, and determining a first steering angle corresponding to the first sliding distance according to a first correspondence relationship between unit sliding distance and steering angle in the target speed gear;

[0010] the control of the target virtual character to fly in a first steering direction relative to the target direction, includes:

[0011] controlling the target virtual character to fly in the first steering direction and at the first steering angle.

[0012] In a possible implementation, the flight control method further includes:

[0013] a plurality of speed gears are constructed in advance, each of the speed gears including a sliding speed range and a steering angle corresponding to unit sliding distance; wherein the larger the speed gear is, the larger the sliding speed range included in the speed gear is, and the larger the steering angle corresponding to unit sliding distance in the speed gear is.

[0014] In a possible implementation, the target direction is a forward direction of the target virtual character, and the first steering direction is any direction in the game scene except the forward direction.

[0015] In a possible implementation, the first control region includes a first virtual joystick, and the first virtual joystick moves in the first control region following the first sliding operation; the first virtual joystick is used to indicate a first steering direction in which the target virtual character steers to fly relative to the target direction.

[0016] In a possible implementation, the flight control method further includes:

[0017] in response to a second sliding operation on a second control region in the graphical user interface, the target virtual character is controlled to maintain a current state, a second steering direction of the virtual camera relative to the target virtual character is generated according to a second sliding direction of the second sliding operation, and the virtual camera is controlled to rotate around the target virtual character along the second steering direction; the second control region and the first control region are located at different positions of the graphical user interface.

[0018] In a possible implementation, the flight control method further includes, in response to the second sliding operation on the second control region in the graphical user interface:

[0019] determining a second sliding distance of the second sliding operation, and determining a second turning angle corresponding to the second sliding distance according to a second preset correspondence between unit sliding distance and turning angle;

[0020] the control of the virtual camera to turn around the target virtual character along the second turning direction includes:

[0021] the control of the virtual camera to turn around the target virtual character along the second turning direction and according to the second turning angle.

[0022] In a possible implementation, the virtual camera in the game and the specific surface of the target virtual character have a preset binding positional relationship.

[0023] Each second turning direction corresponds to a preset maximum turning angle, and the maximum turning angle is a maximum angle at which the virtual camera rotates from the specific surface of the target virtual character along the corresponding second turning direction; different second turning directions correspond to different maximum turning angles.

[0024] In a possible implementation, the second control region includes a second virtual joystick, and the second virtual joystick moves in the second control region following the second sliding operation; the second virtual joystick indicates a second turning direction in which the virtual camera turns around the target virtual character.

[0025] In a possible implementation, the second control region further includes a joystick moving region, and an initial position of the second virtual joystick is located at a center position of the joystick moving region; the control of the virtual camera to turn around the target virtual character along the second turning direction further includes:

[0026] in response to a second sliding distance of the second sliding operation being less than or equal to a maximum sliding distance corresponding to the second sliding direction, the second virtual joystick is controlled to slide in the joystick moving region following the second sliding operation; the maximum sliding distance is determined according to the second turning direction determined according to the second sliding direction; each maximum turning angle corresponds to a maximum sliding distance of the second sliding operation.

[0027] in response to a second sliding distance of the second sliding operation being greater than a corresponding maximum sliding distance, determining a position state of the second virtual joystick in the joystick moving area when the second sliding distance is equal to the maximum sliding distance, and controlling the second virtual joystick and the joystick moving area to jointly move following the second sliding operation under a premise of maintaining the position state.

[0028] In a possible implementation, the flight control method further includes:

[0029] in response to an end of the second sliding operation, controlling the virtual camera to return to an original position having a preset binding position relationship with the target virtual character.

[0030] In a possible implementation, the graphical user interface includes a special effect flight control located above the second control area; and the flight control method further includes:

[0031] in response to a second touch operation on the special effect flight control, determining a current state of the target virtual character, and switching the first control area to a third control area while controlling the target virtual character to maintain the current state;

[0032] in response to a third sliding operation on the third control area, controlling the target virtual character to perform a special effect flight action according to the third sliding operation while flying toward the target direction, and controlling the virtual camera to maintain the binding position relationship with the target virtual character to move toward the target direction.

[0033] In a possible implementation, controlling the target virtual character to perform a special effect flight action according to the third sliding operation includes:

[0034] controlling the target virtual character to fly according to a curve route matched with a sliding track of the third sliding operation.

[0035] In a possible implementation, the flight control method further includes:

[0036] in response to the third control area satisfying a preset switching back condition, switching the third control area back to the first control area; the preset switching back condition at least includes an end of the second touch operation or a duration of the third control area satisfying a preset time threshold.

[0037] In a possible implementation, the flight control method further includes:

[0038] In response to a first touch operation on a first control region in the graphical user interface, the first virtual joystick is provided in the first control region, and a special effect flight control is provided on the graphical user interface.

[0039] In a possible implementation, the flight control method further includes:

[0040] In response to a third touch operation on a second control region in the graphical user interface, the second virtual joystick is provided in the second control region, or the second virtual joystick and the joystick moving region are provided in the second control region.

[0041] The flight control method in the game provided by the embodiments of the present application can enable a player to complete full-range steering flight control of a target virtual character by operating a first control region with one hand, improve the flexibility of player operation, reduce the difficulty of player operation, and improve the efficiency of player operation.

[0042] In a second aspect, the embodiments of the present application provide a flight control method in a game. A terminal device provides a graphical user interface, the graphical user interface displays a game scene including a target virtual character, a first control region, and a special effect flight control, and the flight control method includes:

[0043] In response to a first touch operation on the first control region, the flight direction of the target virtual character in the game scene is controlled.

[0044] In response to a second touch operation on the special effect flight control, the first control region is switched to a third control region while the target virtual character maintains the current flight direction.

[0045] In response to a first sliding operation on the third control region, the target virtual character performs a special effect flight action toward the current flight direction according to the first sliding operation.

[0046] In a possible implementation, the flight control method further includes:

[0047] The target virtual character flies toward the current flight direction according to a curve route matched with the sliding track of the first sliding operation.

[0048] In a possible implementation, the flight control method further includes:

[0049] switching the third control area back to the first control area in response to the third control area satisfying a preset switching-back condition; the preset switching-back condition at least comprises an end of the second touch operation or a duration of the third control area satisfying a preset time threshold.

[0050] In a possible implementation, the virtual camera in the game and the target virtual character have a preset first binding position relationship; the controlling the flight direction of the target virtual character in the game scene in response to the first touch operation for the first control area comprises:

[0051] controlling the target virtual character and the virtual camera to jointly fly towards a first target direction in the game scene that matches the second sliding direction while maintaining the first binding position according to the second sliding direction of the second sliding operation for the first control area, while controlling the virtual camera to rotate along the first target direction relative to the virtual camera.

[0052] In a possible implementation, the virtual camera in the game and the target virtual character have a preset second binding position relationship; the controlling the flight direction of the target virtual character in the game scene in response to the first touch operation for the first control area comprises:

[0053] controlling the target virtual character to fly towards a second target direction in the game scene in response to the first touch operation for the first control area, while controlling the virtual camera to maintain the binding position relationship and move towards the second target direction following the target virtual character;

[0054] controlling the target virtual character to fly towards a first turning direction relative to the second target direction according to a first sliding direction of a third sliding operation for the first control area that is continuous with the first touch operation, while controlling the virtual camera to maintain the binding position relationship and move towards the first turning direction following the target virtual character;

[0055] controlling the target virtual character to stop flying in response to an end of the third sliding operation, while controlling the virtual camera to maintain the binding position relationship and stop moving following the target virtual character.

[0056] In a possible implementation, the flight control method further comprises, while responding to the third sliding operation for the first control area that is continuous with the first touch operation:

[0057] detect a first sliding speed and a first sliding distance of the third sliding operation every preset time period; determine a target speed gear to which the first sliding speed belongs, and determine a first steering angle corresponding to the first sliding distance according to a first correspondence relationship between unit sliding distance and steering angle in the target speed gear;

[0058] the controlling the target virtual character to fly in a first steering direction relative to the second target direction, includes:

[0059] controlling the target virtual character to fly in the first steering direction and at the first steering angle.

[0060] In a possible implementation, the flight control method further includes:

[0061] a plurality of speed gears are constructed in advance, each of the speed gears including a sliding speed range and a steering angle corresponding to unit sliding distance; wherein the larger the speed gear is, the larger the sliding speed range included in the speed gear is, and the larger the steering angle corresponding to unit sliding distance in the speed gear is.

[0062] In a possible implementation, the second target direction is a forward direction of the target virtual character, and the first steering direction is any direction in the game scene except the forward direction.

[0063] In a possible implementation, the first control region includes a first virtual joystick, the first virtual joystick moving in the first control region following the third sliding operation; and the first virtual joystick is used to indicate the first steering direction in which the target virtual character flies relative to the second target direction.

[0064] In a possible implementation, the flight control method further includes:

[0065] in response to a fourth sliding operation on a second control region in the graphical user interface, controlling the target virtual character to keep a current state, and generating a second steering direction of the virtual camera relative to the target virtual character according to a second sliding direction of the fourth sliding operation, and controlling the virtual camera to rotate around the target virtual character along the second steering direction; the second control region and the first control region are located at different positions of the graphical user interface.

[0066] In a possible implementation, while responding to the fourth sliding operation on the second control region in the graphical user interface, the flight control method further includes:

[0067] determine a second turning angle corresponding to the second sliding distance according to a second preset correspondence between unit sliding distance and turning angle;

[0068] controlling the virtual camera to rotate around the target virtual character along the second turning direction and according to the second turning angle.

[0069] controlling the virtual camera to rotate around the target virtual character along the second turning direction and according to the second turning angle.

[0070] In a possible implementation, the virtual camera in the game and the specific surface of the target virtual character have a preset binding positional relationship.

[0071] Each second turning direction corresponds to a preset maximum turning angle, and the maximum turning angle is a maximum angle at which the virtual camera rotates from the specific surface of the target virtual character along the corresponding second turning direction; wherein the maximum turning angles corresponding to different second turning directions are different.

[0072] In a possible implementation, the second control region includes a second virtual joystick, and the second virtual joystick moves in the second control region following the fourth sliding operation; the second virtual joystick is used to indicate a second turning direction of the virtual camera rotating around the target virtual character.

[0073] In a possible implementation, the second control region further includes a joystick moving region, and an initial position of the second virtual joystick is located at a center position of the joystick moving region; the controlling the virtual camera to rotate around the target virtual character along the second turning direction further includes:

[0074] in response to the second sliding distance of the fourth sliding operation being less than or equal to a maximum sliding distance corresponding to the second sliding direction, controlling the second virtual joystick to slide in the joystick moving region following the fourth sliding operation; wherein the maximum sliding distance is determined according to the second turning direction determined under the second sliding direction; each maximum turning angle corresponds to a maximum sliding distance of the fourth sliding operation;

[0075] in response to the second sliding distance of the fourth sliding operation being greater than the corresponding maximum sliding distance, determining a position state of the second virtual joystick in the joystick moving region when the second sliding distance is equal to the maximum sliding distance, and controlling the second virtual joystick and the joystick moving region to move together following the fourth sliding operation on the premise of maintaining the position state.

[0076] In a possible implementation, the flight control method further includes:

[0077] In response to an end of the fourth sliding operation, the virtual camera is controlled to return to an original position having a preset binding positional relationship with the target virtual character.

[0078] The flight control method in the game provided by the embodiments of the present application can switch the first control region corresponding to the flight direction control function to the third control region corresponding to the special effect flight control through the second touch operation on the special effect flight control, thereby enriching the flight control function of the target virtual character, improving the flexibility of the player operation, reducing the operation difficulty of the player, and improving the operation efficiency of the player.

[0079] In a third aspect, the embodiments of the present application further provide a flight control device in a game. A graphical user interface is provided by a terminal device, and a game scene including a target virtual character is displayed in the graphical user interface. A virtual camera in the game and the target virtual character have a preset binding positional relationship. The flight control device includes:

[0080] A first control module is configured to control the target virtual character to fly toward a target direction in the game scene in response to a first touch operation on a first control region in the graphical user interface, and control the virtual camera to keep the binding positional relationship and move toward the target direction following the target virtual character.

[0081] A second control module is configured to control the target virtual character to fly toward a first turning direction relative to the target direction in response to a first sliding operation on the first control region and continuous with the first touch operation, and control the virtual camera to keep the binding positional relationship and move toward the first turning direction following the target virtual character according to a first sliding direction of the first sliding operation.

[0082] A third control module is configured to control the target virtual character to stop flying in response to an end of the first sliding operation, and control the virtual camera to keep the binding positional relationship and stop moving following the target virtual character.

[0083] In a fourth aspect, the embodiments of the present application further provide a flight control device in a game. A graphical user interface is provided by a terminal device, and a game scene including a target virtual character, a first control region and a special effect flight control are displayed in the graphical user interface. The flight control device includes:

[0084] A first control module is configured to control a flight direction of the target virtual character in the game scene in response to a first touch operation on the first control region.

[0085] The first switching module is configured to, in response to a second touch operation on the special effect flight control, control the target virtual character to keep a current flight direction while switching the first control region to a third control region.

[0086] The second control module is configured to, in response to a first sliding operation on the third control region, control the target virtual character to perform a special effect flight action toward the current flight direction according to the first sliding operation.

[0087] In a fifth aspect, an embodiment of the present application further provides an electronic device, including a processor, a storage medium and a bus, the storage medium stores machine readable instructions executable by the processor, when the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine readable instructions to perform steps of the flight control method in a game according to any one of the first aspect or any one of the second aspect.

[0088] In a sixth aspect, an embodiment of the present application further provides a computer readable storage medium, the computer readable storage medium stores a computer program, when the computer program is run by a processor, steps of the flight control method in a game according to any one of the first aspect or any one of the second aspect are executed. BRIEF DESCRIPTION OF DRAWINGS

[0089] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings needed to be used in the embodiments. It should be understood that the following drawings only show some of the embodiments of the present application, and therefore should not be considered as a limitation to the scope. For those skilled in the art, other related drawings can also be obtained without creative labor.

[0090] Figure 1a A flow chart of a flight control method in a game provided by an embodiment of the present application is shown;

[0091] Figure 1b A schematic diagram of an operation region in a graphical user interface provided by an embodiment of the present application is shown;

[0092] Figure 1c A schematic diagram of controlling the target virtual character to fly according to a curve route matched with a sliding track of a third sliding operation after the first control region is switched to the third control region is shown;

[0093] Figure 1d A schematic diagram of controlling the target virtual character to fly according to another curve route matched with a sliding track of a third sliding operation after the first control region is switched to the third control region is shown;

[0094] Figure 2 A flow chart of a flight control method in a game is shown according to an embodiment of the present application;

[0095] Figure 3 A flow chart of another flight control method in a game is shown according to an embodiment of the present application;

[0096] Figure 4 A flow chart of another flight control method in a game is shown according to an embodiment of the present application;

[0097] Figure 5 A structural schematic diagram of a flight control device in a game is shown according to an embodiment of the present application;

[0098] Figure 6 A structural schematic diagram of a flight control device in a game is shown according to an embodiment of the present application;

[0099] Figure 7 A structural schematic diagram of an electronic device is shown according to an embodiment of the present application. DETAILED DESCRIPTION

[0100] To make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be described clearly and completely below with reference to the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of description and illustration, and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn according to the actual proportions. The flow charts show the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flow charts can not be implemented in sequence, and the steps without logical context relationship can be reversed in sequence or implemented simultaneously. In addition, one or more other operations can be added to the flow charts or removed from the flow charts by those skilled in the art under the guidance of the content of the present application.

[0101] In addition, the described embodiments are only some of the embodiments of the present application, not all the embodiments. The components of the embodiments of the present application described and shown in the drawings can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed present application, but only represents selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative labor fall within the scope of protection of the present application.

[0102] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0103] In some games at present, when a player wants to fly in space, both hands need to be operated simultaneously when controlling a target virtual character to fly, the left hand controls the flight in the front, back, left and right directions, and the right hand controls the upward and downward view angles, both hands need to be operated simultaneously to control the character to complete the turning flight, the overall operation is not good to control, and the operation flexibility is poor. Based on this, the embodiment of the application provides a flight control method, device, electronic equipment and storage medium in a game, the player can complete the full-range turning flight control of the target virtual character through the operation of a single hand on a first control area, the operation flexibility is improved, the operation difficulty of the player is reduced, and the operation efficiency of the player is improved.

[0104] To facilitate the understanding of the embodiment, a flight control method, device, electronic equipment and storage medium in a game provided by the embodiment of the application are described in detail below. The above method provided by the embodiment of the application can be applied to a terminal device, and can also be applied to a server. When the above method is applied to the server, it can be cloud gaming, that is, a human-computer interaction interface and a game picture are provided through a terminal device, the terminal device sends an operation instruction triggered by a player through the human-computer interaction picture to the server, the server responds to the operation instruction of the player to perform data processing, and returns the processed game picture to the terminal device.

[0105] As shown in FIG. 1, a flight control method in a game provided by the first embodiment of the application provides a graphical user interface through a terminal device, the graphical user interface displays a game scene including a target virtual character, a virtual camera in the game and the target virtual character have a preset binding position relationship, and the flight control method includes the following steps. Figure 1a

[0106] S101, in response to a first touch operation on a first control area in the graphical user interface, controlling the target virtual character to fly towards a target direction in the game scene, and at the same time, controlling the virtual camera to keep the binding position relationship and move towards the target direction following the target virtual character.

[0107] S102, in response to a first sliding operation on the first control area, which is continuous with the first touch operation, according to a first sliding direction of the first sliding operation, controlling the target virtual character to turn and fly towards a first turning direction relative to the target direction, and at the same time, controlling the virtual camera to keep the binding position relationship and move towards the first turning direction following the target virtual character.

[0108] ​S103, in response to the end of the first sliding operation, controlling the target virtual character to stop flying, and controlling the virtual camera to keep the binding positional relationship and follow the target virtual character to stop moving.

[0109] The flight control method in the game provided by the embodiments of the present application can realize all-around steering flight control of the target virtual character by the single-hand operation of the first control region, improve the flexibility of the operation of the player, reduce the difficulty of the operation of the player, and improve the operation efficiency of the player.

[0110] The following will take the terminal device as an example to describe the above-mentioned exemplary steps of the embodiments of the present application.

[0111] S101, in response to the first touch operation on the first control region in the graphical user interface, controlling the target virtual character to fly towards a target direction in the game scene, and controlling the virtual camera to keep the binding positional relationship and follow the target virtual character to move towards the target direction.

[0112] In the embodiments of the present application, a graphical user interface is provided by the terminal device, and a game scene of a game is displayed in the graphical user interface, and the game scene includes a target virtual character controlled by the player. In practice, the game also includes other virtual characters controlled by other players. Here, the target virtual character and the other virtual characters can be virtual characters flying in the air, such as a person sitting on a flying broom, a flying vehicle (for example, a fighter, a drone, a spaceship), etc.

[0113] In addition, the game also includes a virtual camera, which is used to shoot the game scene and display on the graphical user interface. The virtual camera and the target virtual character controlled by the player have a preset binding positional relationship, so that the player can control the binding target virtual character and the virtual camera to move simultaneously by a specific operation, and stop moving simultaneously after the operation is ended; or control the virtual camera to rotate around the target virtual character by another specific operation, and make the virtual camera return to a position corresponding to the binding positional relationship with the target virtual character after the operation is ended. Optionally, the binding positional relationship is that the virtual camera faces the back of the target virtual character, and has a preset distance from the target virtual character.

[0114] As Figure 1bAs shown, the first control region 101, which is a forward and steering operation region, is included in the graphical user interface 100. Optionally, the first control region can be located at a left side position (such as a whole left side position or a middle and lower left side position) of the graphical user interface 100, so as to facilitate the player to control the forward and steering of the target virtual character 201 by the left hand. The first control region 101 can also be located at a right side position (such as a whole right side position or a middle and lower right side position) of the graphical user interface 100, so as to facilitate the player to control the forward and steering of the target virtual character by the right hand. In the embodiment of the present application, the target virtual character 201 is at any position in the sky of the game scene 200, and the player can control the target virtual character 201 to fly towards the front of the game scene 200 by triggering a first touch operation on the first control region 101. At the same time, the virtual camera is controlled to keep the above-mentioned binding position relationship and move synchronously with the target virtual character 201, that is, the virtual camera is controlled to move synchronously with the target virtual character 201 towards the front. Here, the target direction is the forward direction of the target virtual character 201 (specifically, the front of the target virtual character), and the specific target direction can be the front of the target virtual character 201 (specifically, the front of the target virtual character) in the game scene. Optionally, the first touch operation is a click operation on the first control region 101.

[0115] That is, the player can control the target virtual character 201 and the virtual camera to move synchronously by clicking the first control region 101. With the target virtual character 201 flying towards the front and the virtual camera moving towards the front, the game scene 200 seen by the player also changes towards the front.

[0116] S102, in response to a first sliding operation on the first control region, which is continuous with the first touch operation, according to a first sliding direction of the first sliding operation, the target virtual character is controlled to fly towards a first steering direction relative to the target direction, and the virtual camera is controlled to keep the binding position relationship and move towards the first steering direction with the target virtual character.

[0117] In the embodiment of the present application, the player triggers a first sliding operation on the first control region, which is continuous with the first touch operation. The terminal device determines a first steering direction of the target virtual character relative to the target direction according to a first sliding direction of the first sliding operation, and controls the target virtual character to fly towards the first steering direction. At the same time, the virtual camera is controlled to keep the binding position relationship and move towards the first steering direction with the target virtual character.

[0118] The target direction is a forward direction of the target virtual character (for example, a front direction of the target virtual character), and the first turning direction is any direction in the game scene other than the forward direction.

[0119] That is, the player can control the target virtual character to turn and fly by triggering the first sliding operation in the first control area, and the virtual camera can keep the above binding relationship to turn and move synchronously, and the game scene viewed by the player also presents a change after turning.

[0120] S103, in response to the end of the first sliding operation, controlling the target virtual character to stop flying, and controlling the virtual camera to keep the binding position relationship to stop moving following the target virtual character.

[0121] In the embodiments of the application, when the first sliding operation triggered by the player is released, the first sliding operation ends, at this time, the target virtual character in the binding relationship is controlled to stop flying, and the virtual camera in the binding relationship is controlled to stop moving.

[0122] Further, the embodiments of the application also define the turning angle (i.e., the turning amplitude) corresponding to the unit displacement (i.e., the unit sliding distance) by classifying the sliding speed of the first sliding operation, and then determine the real-time first turning angle of the target virtual character according to the real-time first sliding speed of the first sliding operation, so as to control the target virtual character to fly according to the first turning angle. Based on this, in response to the first sliding operation continuous to the first touch operation on the first control area, the flight control method further comprises:

[0123] Detect the first sliding speed and the first sliding distance of the first sliding operation every preset time period; determine the target speed gear to which the first sliding speed belongs, and determine the first turning angle corresponding to the first sliding distance according to the first corresponding relationship between the unit sliding distance and the turning angle in the target speed gear;

[0124] The control of the target virtual character to fly towards the first turning direction relative to the target direction comprises: controlling the target virtual character to fly towards the first turning direction and according to the first turning angle.

[0125] In the embodiment of the present application, the detection time of the first sliding speed and the first sliding distance (i.e. the moving range) of each first sliding operation is defined in advance to capture the real-time operation information (i.e. the first sliding operation triggered by the player) and to feed back to the game screen in real time. Here, the detection time can be set to 0.1 seconds (this time can be flexibly adjusted), that is, 10 basic operation data (i.e. operation data of the first sliding operation) will be generated every second and reflected in the game. According to the above hierarchical logic, in the embodiment of the present application, the sliding gear of the first sliding operation is further subdivided, and the more subdivided, the closer to the smooth variable steering. In practice, the desired control feeling of the player can be debugged by flexibly adjusting the specific data such as the first sliding speed and the first sliding distance corresponding to each steering gear.

[0126] In addition, in the embodiment of the present application, a plurality of speed gears are constructed in advance, each speed gear including a sliding speed range and a steering angle corresponding to a unit sliding distance; wherein the larger the speed gear, the larger the sliding speed range included in the speed gear, and the larger the steering angle corresponding to the unit sliding distance under the speed gear.

[0127] For example, the pre-constructed speed gears are three, which are speed gear 1, speed gear 2 and speed gear 3; wherein in the speed gear 1: the sliding speed range is "a speed less than or equal to n pixels / second", and the steering angle corresponding to the unit sliding distance (for example, setting 10 pixels per sliding as the unit sliding distance) is 1 degree; in the speed gear 2: the sliding speed range is "a speed greater than n pixels / second and less than or equal to 2n pixels / second", and the steering angle corresponding to the unit sliding distance is 10 degrees; in the speed gear 3: the sliding speed range is "a speed greater than 2n pixels / second", and the steering angle corresponding to the unit sliding distance is 100 degrees.

[0128] After the desired feeling of the player is debugged, the preset time period and the speed gear are determined, and when the player triggers the first sliding operation in the first control area of the graphical user interface, the first sliding speed and the first sliding distance of the first sliding operation are detected according to the debugged preset time period; when the sliding speed of the first sliding speed is small (assuming that this small sliding speed is located in the speed gear 1, and the corresponding sliding speed range is a speed less than or equal to n pixels / second), it is judged as a micro steering. At this time, the steering gear is set to 1 gear (we temporarily set the gear to 3 gears), and when it is judged as 1 gear, 10 pixels per sliding is fed back as 1 degree of steering.

[0129] If the player continues to trigger the first sliding operation at a speed of "less than or equal to n pixels / second" in the speed gear 1, it is determined that the speed gear 1, and the steering angle in the speed gear 1 (i.e., 1 degree) is taken as the steering range of the target virtual character as a target. When the player continues to slide at a speed of "greater than n pixels / second and less than 2n pixels / second" in the speed gear 2, it is determined that the speed gear 2, and the steering angle in the speed gear 2 (i.e., 10 degrees) is taken as the steering range of the target virtual character as a target. When the player continues to slide at a speed of "greater than 2n pixels / second" in the speed gear 3, it is determined that the speed gear 3, and the steering angle in the speed gear 3 (i.e., 100 degrees) is taken as the steering range of the target virtual character as a target.

[0130] Here, when the sliding speed is fast enough (i.e., reaches the first set threshold) and / or the sliding distance is long enough (i.e., reaches the second set threshold), the target virtual character can be controlled to quickly turn 180 degrees, and can stay for a preset time after the 180-degree turn to prevent continuous steering from causing screen dizziness.

[0131] Based on this, after determining the first steering angle corresponding to the first sliding distance, the target virtual character is controlled to fly in the first steering direction and at the first steering angle determined in real time. That is, the first steering direction of the target virtual character follows the first sliding direction of the first sliding operation, and the first steering angle of the target virtual character can be large or small.

[0132] Optionally, as shown in Figure 1b The first virtual joystick 102 in the first control area 101 is used to indicate the first steering direction of the target virtual character 201 relative to the target direction. For example, the target virtual character 201 flies towards the front, and the player controls the target virtual character 201 to fly towards the left side of the game scene 200 through the first sliding operation. Correspondingly, the first virtual joystick 102 flies to the left side following the first sliding operation, and is used to indicate the first steering direction of the target virtual character 201 in the game scene 200 controlled by the player through the first sliding direction on the graphical user interface 100.

[0133] In the embodiments of the present application, the first virtual joystick can be displayed after starting the game, or the first virtual joystick can be provided in the first control area in response to the first touch operation on the first control area of the graphical user interface.

[0134] Optionally, the first control region further comprises a wheel 103, and the first virtual joystick 102 is located in the wheel 103 and moves in the wheel 103, and the maximum moving limit of the first virtual joystick 102 is the edge position of the wheel 103. When the first sliding operation is not triggered (i.e. in the normal state), the first virtual joystick 102 is located at the center position of the wheel 103, and when the first sliding operation is triggered, the first virtual joystick 102 moves in the wheel 103 following the first sliding operation. When the first virtual joystick 102 moves to the maximum limit in a certain direction in the wheel 103, the first sliding operation in the first direction is still continuing, at this time, the first virtual joystick 102 is kept at the maximum limit position in the wheel 103 in the direction, and the wheel 103 is controlled to move following the continuing first sliding operation, that is, in this state, the wheel 103 moves following the continuing first sliding operation with the first virtual joystick 102 at the maximum limit.

[0135] In the embodiment of the present application, the graphic user interface further comprises a second control region in addition to the first control region, and the second control region is a player view rotation operation region. The player can adjust the view of the target virtual character by operating the second control region, and the view rotation does not affect the operation logic of the left steering, but only changes the observation view of the player.

[0136] Further, the flight control method in the game provided by the embodiment of the present application further comprises:

[0137] In response to a second sliding operation on the second control region of the graphic user interface, the target virtual character is controlled to keep the current state, a second steering direction of the virtual camera relative to the target virtual character is generated according to a second sliding direction of the second sliding operation, and the virtual camera is controlled to rotate around the target virtual character along the second steering direction; the second control region and the first control region are located at different positions of the graphic user interface.

[0138] As Figure 1bAs shown, the first control area 101 is located at the left side of the graphical user interface 100, and the second control area 104 is located at the right side of the graphical user interface 100 (for example, the entire right side or the lower middle of the right side), so that the player can control the target virtual character 201 to move forward and turn by the left hand, and control the view angle of the player to the target virtual character 201 by the right hand. In addition, some players are used to controlling the target virtual character 201 to move forward and turn by the right hand, and controlling the view angle of the player to the target virtual character 201 by the left hand. Therefore, the first control area 101 can be located at the right side of the graphical user interface 100, and the second control area 104 can be located at the left side of the graphical user interface 100 (for example, the entire left side or the lower middle of the left side).

[0139] As described above, the virtual camera in the game and the target virtual character controlled by the player have a preset binding position relationship. At this time, the view angle of the player to the target virtual character is fixed (i.e., the initial view angle). The player can control the target virtual character to move forward or turn by operating the first control area without changing the view angle. The player can change the view angle to the target virtual character by operating the second control area, i.e., change the binding position relationship between the virtual camera and the target virtual character, specifically, control the virtual camera to rotate around the target virtual character, and return to the fixed view angle of the player to the target virtual character (i.e., the initial view angle) after the operation is completed. At this time, the virtual camera is controlled to return to the position corresponding to the binding position relationship with the target virtual character.

[0140] In addition, in the embodiment of the application, when the second sliding operation triggered by the player is completed, the virtual camera is controlled to return to the original position having the preset binding position relationship with the target virtual character in response to the end of the second sliding operation.

[0141] Specifically, when the player does not click the second control area, the view angle of the player remains at the back of the flying character. When the player clicks the second control area and slides, only the displacement variables of the x-axis and y-axis of the steering wheel are judged. The rotation in the vertical and horizontal directions with the flying character as the center is fed back, so as to keep the stability of the view angle change and prevent the player from losing the spatial direction. When the player releases the operation of the right area, the initial view angle, i.e., the back of the flying character, is automatically turned to.

[0142] Here, when the player does not trigger the click operation for the second control area, the view angle of the player looking at the target virtual character does not change, that is, the binding positional relationship between the virtual camera and the target virtual character does not change; when the player triggers the second sliding operation for the second control area, at this time, if the player controls the target virtual character to be in a flight state (at this time, it does not matter whether the target virtual character turns or not, as long as it is in a flight state) by operating the first control area, then the current flight state of the target virtual character is kept unchanged, and at the same time, the virtual camera is controlled to rotate around the target virtual character along a corresponding second turning direction according to the second sliding direction of the second sliding operation; and at this time, if the player does not operate the first control area, then the target virtual character is in an air static state, at this time, the current air static state of the target virtual character is kept unchanged, and at the same time, the virtual camera is controlled to rotate around the target virtual character along a matching second turning direction according to the second sliding direction of the second sliding operation.

[0143] In the embodiments of the present application, the judgment logic of the second control area is that the second sliding distance (that is, the sliding amplitude) of the second sliding operation is proportional to the second turning angle, and specifically, while responding to the second sliding operation for the second control area in the graphical user interface, the flight control method further includes: determining the second sliding distance of the second sliding operation, and determining the second turning angle corresponding to the second sliding distance according to a second corresponding relationship between a unit sliding distance and a turning angle which is set in advance;

[0144] The control of the virtual camera rotating around the target virtual character along the second turning direction includes: control of the virtual camera rotating around the target virtual character along the second turning direction and according to the second turning angle.

[0145] In the embodiments of the present application, the second corresponding relationship between a unit sliding distance and a turning angle is set in advance, for example, a unit sliding distance of 10 pixels corresponds to a second turning angle of 10 degrees, after the second sliding distance of the second sliding operation is determined, the second turning angle corresponding to the second sliding distance can be determined according to the second corresponding relationship, and then the virtual camera is controlled to rotate around the target virtual character along the second turning direction and according to the second turning angle.

[0146] In the embodiments of the present application, the specific surface (for example, the back of the target virtual character) of the virtual camera and the target virtual character in the game has a preset binding positional relationship, here, each second turning direction corresponds to a preset maximum turning angle, which is the maximum angle of the virtual camera rotating from the specific surface of the target virtual character along the corresponding second turning direction; wherein the maximum turning angles corresponding to different second turning directions are different.

[0147] Here, the second control region includes two spatial control directions of x-axis and y-axis. Here, the initial angles corresponding to the x-axis and y-axis are based on the current orientation of the flight character model, wherein the x-axis is horizontal to the lateral profile of the target virtual character, and the y-axis is parallel to the longitudinal profile of the target virtual character. When the second sliding operation of the player is along the positive direction of the x-axis (i.e., sliding to the right of the x-axis) in the second control region, the second turning direction is that the virtual camera turns around the target virtual character from the rear of the target virtual character along the right side of the target virtual character, and the maximum angle is turning along the right side of the target virtual character to the front of the target virtual character (e.g., the front).

[0148] When the second sliding operation of the player is along the positive direction of the y-axis (i.e., sliding upwards of the y-axis) in the second control region, the second turning direction is that the virtual camera turns around the target virtual character from the rear of the target virtual character along the upper side of the target virtual character, and the maximum angle is turning along the upper side of the target virtual character to the top of the target virtual character. When the second sliding operation of the player is along the negative direction of the y-axis (i.e., sliding downwards of the y-axis) in the second control region, the second turning direction is that the virtual camera turns around the target virtual character from the rear of the target virtual character along the lower side of the target virtual character, and the maximum angle is turning along the lower side of the target virtual character to the bottom of the target virtual character.

[0149] In addition, when the second sliding operation of the player is moved along the direction considering the x-axis and the y-axis, the principle is similar to moving along the direction of the x-axis and the y-axis, but the setting of the maximum angle is to ensure that the player can better present the view of the target virtual character.

[0150] As shown in Figure 1b The second control region 104 includes a second virtual joystick 105, which moves in the second control region 104 following the second sliding operation, and the second virtual joystick 105 is used to indicate the second turning direction of the virtual camera turning around the target virtual character. For example, the player controls the virtual camera to turn around the target virtual character from the rear of the target virtual character along the left side of the target virtual character by the second sliding operation, and the maximum angle is turning along the left side of the target virtual character to the front of the target virtual character (e.g., the front). At this time, the first virtual joystick 102 moves to the negative direction of the x-axis of the second control region 104 following the second sliding operation, and is used to indicate the second turning direction of the virtual camera turning around the target virtual character.

[0151] In addition, in the embodiment of the present application, the second control area 104 needs to include the second virtual joystick 105, and can also include a joystick moving area 106. Here, the second virtual joystick 105 can be displayed all the time, or can be provided in the second control area 104 in response to a third touch operation on the second control area 104 of the graphical user interface. Correspondingly, the joystick moving area 106 can also be displayed all the time, or can be provided in the second control area 104 in response to the third touch operation on the second control area 104 of the graphical user interface.

[0152] Here, the third touch operation can be a click operation. Once the player clicks the second control area, the second virtual joystick can be displayed on the graphical user interface, or the second virtual joystick and the joystick moving area can be provided in the second control area.

[0153] Further, as shown in the figure, the flight control method in the game provided by the embodiment of the present application further includes a joystick moving area in the second control area, and the initial position of the second virtual joystick is located at the center position of the joystick moving area, and the maximum moving limit of the second virtual joystick is to move to the edge position of the joystick moving area. Figure 2

[0154] S201, in response to the second sliding distance of the second sliding operation being less than or equal to the maximum sliding distance corresponding to the second sliding direction, controlling the second virtual joystick to slide in the joystick moving area following the second sliding operation; wherein the maximum sliding distance is determined according to the second turning direction determined under the second sliding direction; each maximum turning angle corresponds to a maximum sliding distance of the second sliding operation.

[0155] S202, in response to the second sliding distance of the second sliding operation being greater than the corresponding maximum sliding distance, determining the position state of the second virtual joystick in the joystick moving area when the second sliding distance is equal to the maximum sliding distance, and controlling the second virtual joystick and the joystick moving area to move together following the second sliding operation on the premise of maintaining the position state.

[0156] ​In combination with steps 201-202, each maximum steering angle corresponds to a maximum sliding distance of a second sliding operation; when the second sliding distance of the second sliding operation triggered by the player is less than or equal to the maximum sliding distance corresponding to the current second sliding direction, the second virtual joystick is controlled to slide in the joystick moving area following the second sliding operation; as the second sliding operation continues, when the second sliding distance of the second sliding operation is greater than the maximum sliding distance, first, the position state of the second virtual joystick in the joystick moving area when the second sliding distance of the second sliding operation is equal to the maximum sliding distance is determined (for example, the second virtual joystick is at an edge position), and the second virtual joystick and the joystick moving area are controlled to continue moving following the subsequent second sliding operation along the same second sliding direction while maintaining the position state.

[0157] Further, as shown in FIG. 1, in the embodiment of the present application, the graphical user interface 100 further includes a special effect flight control 107 located above the second control area 104, which functions to switch the forward and steering control functions of the first control area 101 to the special effect flight function of the target virtual character 201 when triggered. Specifically, the flight control method further includes: Figure 1b and Figure 3 As shown in FIG. 1, in the embodiment of the present application, the graphical user interface 100 further includes a special effect flight control 107 located above the second control area 104, which functions to switch the forward and steering control functions of the first control area 101 to the special effect flight function of the target virtual character 201 when triggered. Specifically, the flight control method further includes:

[0158] S301, in response to a second touch operation on the special effect flight control, determining the current state of the target virtual character, and switching the first control area to a third control area while controlling the target virtual character to maintain the current state.

[0159] S302, in response to a third sliding operation on the third control area, controlling the target virtual character to fly towards the target direction while following the third sliding operation to perform a special effect flight action, and controlling the virtual camera to maintain the binding positional relationship with the target virtual character to move towards the target direction following the target virtual character.

[0160] In combination with steps 301-302, the special effect flight control functions to switch the forward and steering control functions of the first control area to the special effect flight function of the target virtual character when triggered. Therefore, in order to facilitate player operation, the special effect flight control is arranged above the second control area, so that, for example, the player controls the first control area with the left hand and operates the second control area with the right hand, the player can operate the second control area with the right thumb and operate the special effect flight control with the right index finger, and accordingly, after the forward and steering control functions of the first control area are switched to the special effect flight function of the target virtual character, the player can still operate the first control area (i.e., the third control area) with the left hand.

[0161] Here, the player determines the current state of the target virtual character (for example, flying in the air of the game scene or stationary in the air of the game scene) after triggering the second touch operation (for example, clicking the special effect flight control and continuously holding the operation) for the special effect flight control, and then controls the target virtual character to maintain the current state of the control flight or stationary state in the game scene while switching the forward and turning control function to the special effect flight function of the target virtual character. Here, the first control area switched to the special effect flight function of the target virtual character becomes the third control area. Then, the player controls the target virtual character to fly towards the target direction through the third sliding operation on the third control area, regardless of the previous state of the target virtual character (i.e., whether the target virtual character is in a flying state or in a stationary state in the air). Here, the target virtual character is also controlled to perform a special effect flight action following the third sliding operation, while keeping the player's view of the target virtual character unchanged (i.e., controlling the virtual camera to maintain a binding position relationship with the target virtual character and follow the target virtual character moving towards the target direction).

[0162] Here, controlling the target virtual character to perform a special effect flight action according to the third sliding operation includes controlling the target virtual character to fly according to a curved route matching the sliding trajectory of the third sliding operation. As shown in Figure 1c and 1d The sliding trajectory of the third sliding operation can be a curved trajectory or a snake-shaped trajectory or a spiral trajectory.

[0163] Here, the player clicks the "stunt control" and continuously holds it, and the first control area is switched to the third control area, and the first virtual joystick of the first control area is switched to the operation joystick of the stunt action, which is used to perform roll, lateral and longitudinal dodge, etc. When performing the roll action, the character can only maintain forward flight until the "stunt button" is released (because the operation nature of the left joystick has changed, and there is no turning operation area on the entire screen when performing the stunt action). Through the "stunt control" function, the player can draw some winding routes with the left joystick to make the flying character perform some special roll actions.

[0164] In addition, in the embodiments of the present application, in response to the third control area satisfying a preset switching back condition, the third control area is switched back to the first control area; the preset switching back condition at least includes: the end of the second touch operation or the duration of the third control area satisfying a preset time threshold.

[0165] Here, when the second touch operation triggered by the player ends or the duration of the third control area meets the preset time threshold, the third control area is switched to the first control area. At this time, the player can still control the flight direction of the target virtual character by operating the first control area.

[0166] Here, the second touch operation ends in the following ways: for example, the second touch operation is continuous pressing, and it ends when releasing the hand; the second touch operation starts with one click and ends with another click; the duration of the third control area meets the preset time threshold, that is, after the second touch operation starts with one click or is continuously pressed, the flight special effect control will display a countdown, and it will end when the time is up.

[0167] In an embodiment of the present application, the special effect flight control may be displayed all the time, or a special effect flight control may be provided on the graphical user interface in response to a first touch operation on the first control area in the graphical user interface.

[0168] The first embodiment of the present application provides a flight control method in the above-mentioned game. The player can complete all-round steering flight control of the target virtual character by operating the first control area with one hand, which improves the player's operation flexibility, reduces the player's operation difficulty, and improves the player's operation efficiency.

[0169] like Figure 4 As shown, a flight control method in a game provided by the second embodiment of the present application is provided, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface displays a game scene including a target virtual character, a first control area, and special effect flight controls. The flight control method includes:

[0170] S401: In response to a first touch operation on the first control area, control the flying direction of the target virtual character in the game scene.

[0171] S402: In response to a second touch operation on the special effect flight control, control the target virtual character to maintain a current flight direction while switching the first control area to a third control area.

[0172] S403: In response to a first sliding operation on the third control area, control the target virtual character to perform a special effect flying action toward the current flying direction according to the first sliding operation.

[0173] The flight control method in the game provided by the embodiments of the present application can switch the first control area corresponding to the flight direction control function to the third control area corresponding to the special effect flight control through the second touch operation on the special effect flight control, thereby enriching the flight control function of the target virtual role, improving the flexibility of the player operation, reducing the operation difficulty of the player, and improving the operation efficiency of the player.

[0174] The following describes the above exemplary steps of the embodiments of the present application by taking the flight control method in the game applied to the terminal device as an example.

[0175] S401, in response to the first touch operation on the first control area, control the flight direction of the target virtual role in the game scene.

[0176] Here, the position of the first control area in the graphical user interface is the same as the related description in the first embodiment, except that the player controls the flight direction of the target virtual role in the game scene through the first touch operation on the first control area, which is not limited to the manner of the first embodiment, but can also be other manners.

[0177] In one way: the virtual camera and the target virtual role in the game have a preset first binding position relationship; the response to the first touch operation on the first control area to control the flight direction of the target virtual role in the game scene includes:

[0178] In response to a second sliding operation on the first control region, according to a second sliding direction of the second sliding operation, the target virtual character and the virtual camera are controlled to fly together toward a first target direction matching the second sliding direction in the game scene while keeping the first binding position, and meanwhile the virtual camera is controlled to rotate along the first target direction relative to the virtual camera. Here, the first touch operation is the first sliding operation based on the first touch operation, and the first binding position relationship binds the position relationship between the model of the target virtual character (not limited to a specific surface) and the virtual camera. Through the second sliding operation, the player controls the target virtual character and the virtual camera to fly together, and also controls the virtual camera to rotate along the first target direction relative to the virtual camera. In addition, the first target direction matching the second sliding direction includes: when the second sliding direction is sliding upwards on the graphical user interface, the corresponding first target direction is a forward flight direction of the target virtual character facing away from the virtual camera (correspondingly, the target virtual character flies forward facing away from the virtual camera); when the second sliding direction is sliding to the left on the graphical user interface, the corresponding first target direction is a forward flight direction of the target virtual character with the left side facing the virtual camera; when the second sliding direction is sliding downwards on the graphical user interface, the corresponding first target direction is a forward flight direction of the target virtual character facing the virtual camera; and when the second sliding direction is sliding to the right on the graphical user interface, the corresponding first target direction is a forward flight direction of the target virtual character with the right side facing the virtual camera.

[0179] In another way, the virtual camera and the target virtual character in the game have a preset second binding position relationship (the second binding position relationship is the binding position relationship in the first embodiment, that is, the virtual camera binds the back of the target virtual character and has a preset distance from the target virtual character); at this time, the control of the flight direction of the target virtual character in the game scene is the same as in the first embodiment. Specific explanation is not repeated here, and specifically, the player can control the target virtual character to fly toward the front of the game scene by triggering the first touch operation on the first control region, and at the same time, control the virtual camera to keep the above binding position relationship and move synchronously with the target virtual character. That is, in this control mode, the virtual camera always follows the target virtual character and moves synchronously with the target virtual character.

[0180] S402、in response to a second touch operation on the special effect flight control, the target virtual character is controlled to keep the current flight direction while the first control region is switched to a third control region.

[0181] The special flight control is used to switch the first control area of the forward and steering control function to the third control area of the corresponding special flight function when triggered. Optionally, in order to facilitate the player's operation, the special flight control is arranged above the second control area, so that, taking the example that the player controls the first control area with the left hand and controls the second control area with the right hand, the player can operate the second control area with the right thumb and operate the special flight control with the right index finger, and correspondingly, after the first control area is switched to the third control area of the special flight function of the target virtual character, the player can still operate the first control area (i.e., the third control area) after switching with the left hand.

[0182] S403、in response to the first sliding operation on the third control area, controlling the target virtual character to perform a special flight action according to the first sliding operation in the current flight direction.

[0183] Here, the player controls the target virtual character to fly towards the target direction through the third sliding operation on the third control area, regardless of the previous state of the target virtual character, and at the same time, controls the target virtual character to perform a special flight action following the third sliding operation, while keeping the player's view of the target virtual character unchanged (i.e., controlling the virtual camera to keep a binding position relationship with the target virtual character and follow the target virtual character to move towards the target direction).

[0184] Here, controlling the target virtual character to perform a special flight action according to the third sliding operation includes controlling the target virtual character to fly according to a curved route matching the sliding trajectory of the third sliding operation. As shown in Figure 1c and 1d The sliding trajectory of the third sliding operation can be a curved trajectory or a snake-shaped trajectory or a spiral trajectory.

[0185] Here, the player clicks the "stunt control" and holds it, and the first control area is switched to the third control area, and the first virtual joystick of the first control area is switched to the operation joystick of the stunt action, which is used to perform roll, lateral and longitudinal dodging, etc. When performing the roll action, the character can only keep flying forward until the "stunt button" is released (because the operation nature of the left joystick has changed, and there is no steering operation area on the entire screen when performing the stunt action); through the "stunt control" function, the player can draw some winding routes with the left joystick to make the flying character perform some special roll actions.

[0186] In addition, in the embodiment of the application, the third control area is switched back to the first control area in response to the third control area satisfying a preset switching-back condition; the preset switching-back condition at least includes an end of the second touch operation or a duration of the third control area satisfying a preset time threshold.

[0187] Here, when the second touch operation triggered by the player ends or the duration of the third control area satisfies the preset time threshold, the third control area is switched to the first control area, and at this time, the player can still control the flight direction of the target virtual character by operating the first control area.

[0188] Here, the end of the second touch operation can be in the following manner: for example, the second touch operation is continuously pressed, and the hand is released to end; the second touch operation is single-clicked once to start, and is single-clicked once to end; or the duration of the third control area satisfies the preset time threshold, that is, the flight special effect control appears a countdown after the second touch operation is single-clicked to start or continuously pressed, and the countdown ends.

[0189] The following steps are the control manner of the target virtual object flight in the first control area and the second control area in the first embodiment, and the following specific explanation process is the same as that in the first embodiment, and the corresponding explanation is not repeated here.

[0190] Further, in the flight control method in the game provided by the embodiment of the application, the virtual camera in the game and the target virtual character have a preset first binding position relationship; the flight direction of the target virtual character in the game scene is controlled in response to a first touch operation on the first control area, and the flight direction of the target virtual character in the game scene is controlled in response to a second touch operation on the first control area.

[0191] The target virtual character and the virtual camera are controlled to fly together toward a first target direction in the game scene matching the second sliding direction while maintaining the first binding position in response to a second sliding operation on the first control area according to a second sliding direction of the second sliding operation, and the virtual camera is controlled to rotate along the first target direction relative to the virtual camera.

[0192] Further, in the flight control method in the game provided by the embodiment of the application, the virtual camera in the game and the target virtual character have a preset second binding position relationship; the flight direction of the target virtual character in the game scene is controlled in response to a first touch operation on the first control area, and the flight direction of the target virtual character in the game scene is controlled in response to a second touch operation on the first control area.

[0193] in response to a first touch operation on the first control region, controlling the target virtual character to fly towards a second target direction in the game scene, and controlling the virtual camera to keep the binding positional relationship and move towards the second target direction following the target virtual character;

[0194] in response to a third sliding operation on the first control region, which is continuous with the first touch operation, according to a first sliding direction of the third sliding operation, controlling the target virtual character to fly towards a first turning direction relative to the second target direction, and controlling the virtual camera to keep the binding positional relationship and move towards the first turning direction following the target virtual character;

[0195] in response to an end of the third sliding operation, controlling the target virtual character to stop flying, and controlling the virtual camera to keep the binding positional relationship and stop moving following the target virtual character.

[0196] Further, the game flight control method provided by the embodiment of the application further comprises:

[0197] detecting a first sliding speed and a first sliding distance of the third sliding operation every preset time period; determining a target speed gear to which the first sliding speed belongs, and determining a first turning angle corresponding to the first sliding distance according to a first corresponding relationship between unit sliding distance and turning angle in the target speed gear;

[0198] the controlling the target virtual character to fly towards the first turning direction relative to the second target direction comprises:

[0199] controlling the target virtual character to fly towards the first turning direction and at the first turning angle.

[0200] Further, the game flight control method provided by the embodiment of the application further comprises:

[0201] a plurality of speed gears are constructed in advance, each of the speed gears comprises a sliding speed range and a turning angle corresponding to unit sliding distance; wherein, the larger the speed gear is, the larger the sliding speed range included in the speed gear is, and the larger the turning angle corresponding to unit sliding distance in the speed gear is.

[0202] Further, in the game flight control method provided by the embodiment of the application, the second target direction is a forward direction of the target virtual character, and the first turning direction is any direction in the game scene except the forward direction.

[0203] Further, the flight control method in the game provided by the embodiments of the present application further comprises:

[0204] Further, the flight control method in the game provided by the embodiments of the present application further comprises:

[0205] In response to a fourth sliding operation on a second control area in the graphical user interface, the target virtual character is controlled to keep the current state, a second turning direction of the virtual camera relative to the target virtual character is generated according to a second sliding direction of the fourth sliding operation, and the virtual camera is controlled to rotate around the target virtual character along the second turning direction; the second control area is located at a different position from the first control area in the graphical user interface.

[0206] Further, the flight control method in the game provided by the embodiments of the present application further comprises:

[0207] Further, the flight control method in the game provided by the embodiments of the present application further comprises:

[0208] The control of the virtual camera rotating around the target virtual character along the second turning direction comprises:

[0209] The control of the virtual camera rotating around the target virtual character along the second turning direction comprises:

[0210] Further, the flight control method in the game provided by the embodiments of the present application further comprises:

[0211] Each of the second turning directions corresponds to a pre-set maximum turning angle, and the maximum turning angle is a maximum angle of the virtual camera rotating from the specific surface of the target virtual character along the corresponding second turning direction; wherein the maximum turning angles corresponding to different second turning directions are different.

[0212] Further, the game flight control method provided by the embodiment of the present application further comprises:

[0213] Further, the game flight control method provided by the embodiment of the present application further comprises:

[0214] In response to the second sliding distance of the fourth sliding operation being less than or equal to the maximum sliding distance corresponding to the second sliding direction, the second virtual joystick is controlled to slide in the joystick moving area following the fourth sliding operation, wherein the maximum sliding distance is determined according to the second turning direction determined under the second sliding direction; each maximum turning angle corresponds to a maximum sliding distance of the fourth sliding operation.

[0215] In response to the second sliding distance of the fourth sliding operation being greater than the corresponding maximum sliding distance, the position state of the second virtual joystick in the joystick moving area when the second sliding distance is equal to the maximum sliding distance is determined, and the second virtual joystick and the joystick moving area are controlled to move together following the fourth sliding operation on the premise of maintaining the position state.

[0216] Further, the game flight control method provided by the embodiment of the present application further comprises:

[0217] In response to the end of the fourth sliding operation, the virtual camera is controlled to return to the original position having the preset binding position relationship with the target virtual character.

[0218] Further, the game flight control method provided by the embodiment of the present application further comprises:

[0219] In response to the first touch operation on the first control area of the graphical user interface, the first virtual joystick is provided in the first control area, and a special effect flight control is provided on the graphical user interface.

[0220] Further, the game flight control method provided by the embodiment of the present application further comprises:

[0221] In response to a third touch operation on the second control area in the graphical user interface, the second virtual joystick is provided in the second control area, or the second virtual joystick and the joystick movement area are provided in the second control area.

[0222] The flight control method in the above-mentioned game provided in the second embodiment of the present application allows players to switch the first control area corresponding to the flight direction control function to the third control area corresponding to the special effect flight control through a second touch operation on the special effect flight control control, thereby enriching the flight control function of the target virtual character, improving the flexibility of the player's operation, reducing the difficulty of the player's operation, and improving the player's operation efficiency.

[0223] Based on the same inventive concept, the third embodiment of the present application also provides a flight control device in the game corresponding to the flight control method in the game in the first embodiment. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the flight control method in the above-mentioned game in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0224] Reference Figure 5 FIG. 1 is a schematic diagram of a flight control device in a game provided by an embodiment of the present application. A graphical user interface is provided by a terminal device. The graphical user interface displays a game scene including a target virtual character. A virtual camera in the game and the target virtual character have a preset binding position relationship. The flight control device includes:

[0225] A first control module 501 is configured to respond to a first touch operation on a first control area in the graphical user interface, control the target virtual character to fly toward a target direction in the game scene, and control the virtual camera to maintain the binding position relationship and follow the target virtual character to move toward the target direction;

[0226] a second control module 502, configured to respond to a first sliding operation on the first control area that is continuous with the first touch operation, and control the target virtual character to turn and fly in a first turning direction relative to the target direction according to a first sliding direction of the first sliding operation, and simultaneously control the virtual camera to maintain the binding position relationship and follow the target virtual character in the first turning direction;

[0227] The third control module 503 is configured to control the target virtual character to stop flying in response to the end of the first sliding operation, and control the virtual camera to maintain the binding position relationship and follow the target virtual character to stop moving.

[0228] In a possible implementation manner, the flight control device further includes:

[0229] detecting, by a detection module, a first sliding speed and a first sliding distance of the first sliding operation every preset time period while responding to the first sliding operation continuous to the first control region;

[0230] a first determination module configured to determine a target speed gear to which the first sliding speed belongs, and determine a first turning angle corresponding to the first sliding distance according to a first correspondence relationship between unit sliding distance and turning angle in the target speed gear;

[0231] The second control module comprises: controlling the target virtual character to fly in the first turning direction and at the first turning angle when controlling the target virtual character to fly in a first turning direction relative to the target direction.

[0232] In a possible implementation, the flight control apparatus further comprises:

[0233] a construction module configured to pre-construct a plurality of speed gears, each of the speed gears comprising a sliding speed range and a turning angle corresponding to unit sliding distance; wherein the larger the speed gear is, the larger the sliding speed range included in the speed gear is, and the larger the turning angle corresponding to unit sliding distance in the speed gear is.

[0234] In a possible implementation, the target direction is a forward direction of the target virtual character, and the first turning direction is any direction in the game scene except the forward direction.

[0235] In a possible implementation, the first control region comprises a first virtual joystick, and the first virtual joystick moves in the first control region following the first sliding operation; the first virtual joystick is used to indicate a first turning direction of the target virtual character relative to the target direction.

[0236] In a possible implementation, the flight control apparatus further comprises:

[0237] a fourth control module configured to, in response to a second sliding operation on a second control region in the graphical user interface, control the target virtual character to keep a current state, generate a second turning direction of the virtual camera relative to the target virtual character according to a second sliding direction of the second sliding operation, and control the virtual camera to rotate around the target virtual character along the second turning direction; the second control region is located at a different position from the first control region in the graphical user interface.

[0238] In a possible implementation, the flight control apparatus further includes:

[0239] The second determining module is configured to determine a second sliding distance of the second sliding operation in response to the second sliding operation on the second control region in the graphical user interface, and determine a second turning angle corresponding to the second sliding distance according to a second preset correspondence between a unit sliding distance and a turning angle.

[0240] The fourth control module includes controlling the virtual camera to rotate around the target virtual character along the second turning direction and according to the second turning angle when controlling the virtual camera to rotate around the target virtual character along the second turning direction.

[0241] In a possible implementation, the virtual camera in the game and the specific face of the target virtual character have a preset binding positional relationship.

[0242] Each second turning direction corresponds to a preset maximum turning angle, and the maximum turning angle is a maximum angle at which the virtual camera rotates from the specific face of the target virtual character along the corresponding second turning direction; wherein the maximum turning angles corresponding to different second turning directions are different.

[0243] In a possible implementation, the second control region includes a second virtual joystick, and the second virtual joystick moves in the second control region following the second sliding operation; the second virtual joystick is used to indicate a second turning direction of the virtual camera rotating around the target virtual character.

[0244] In a possible implementation, the second control region further includes a joystick moving region, and an initial position of the second virtual joystick is located at a center position of the joystick moving region; the fourth control module includes the following when controlling the virtual camera to rotate around the target virtual character along the second turning direction:

[0245] controlling the second virtual joystick to slide in the joystick moving region following the second sliding operation in response to the second sliding distance of the second sliding operation being less than or equal to a maximum sliding distance corresponding to the second sliding direction; wherein the maximum sliding distance is determined according to the second turning direction determined under the second sliding direction; each maximum turning angle corresponds to a maximum sliding distance of the second sliding operation;

[0246] in response to the second sliding distance of the second sliding operation being greater than the corresponding maximum sliding distance, determining a position state of the second virtual joystick in the joystick moving area when the second sliding distance is equal to the maximum sliding distance, and controlling the second virtual joystick and the joystick moving area to jointly move following the second sliding operation under the premise of maintaining the position state.

[0247] In a possible implementation, the flight control apparatus further includes:

[0248] The fifth control module is configured to, in response to an end of the second sliding operation, control the virtual camera to return to an original position having a preset binding position relationship with the target virtual character.

[0249] In a possible implementation, the graphical user interface includes a special effect flight control, and the flight control apparatus further includes:

[0250] The first switching module is configured to, in response to a second touch operation on the special effect flight control, determine a current state of the target virtual character, and switch the first control area to a third control area while controlling the target virtual character to maintain the current state.

[0251] The sixth control module is configured to, in response to a third sliding operation on the third control area, control the target virtual character to perform a special effect flight action according to the third sliding operation while flying toward the target direction, and control the virtual camera to maintain the binding position relationship with the target virtual character and move toward the target direction following the target virtual character.

[0252] In a possible implementation, the sixth control module controls the target virtual character to perform a special effect flight action according to the third sliding operation, including controlling the target virtual character to fly according to a curve route matched with a sliding track of the third sliding operation.

[0253] In a possible implementation, the flight control apparatus further includes:

[0254] The second switching module is configured to, in response to the third control area satisfying a preset switching back condition, switch the third control area back to the first control area; the preset switching back condition at least includes an end of the second touch operation or a duration of the third control area satisfying a preset time threshold.

[0255] In a possible implementation, the flight control apparatus further includes:

[0256] The first providing module is configured to provide the first virtual joystick in the first control region in response to a first touch operation on the first control region in the graphical user interface, and provide a special effect flight control on the graphical user interface.

[0257] In a possible implementation, the flight control device further includes:

[0258] The second providing module is configured to provide the second virtual joystick in the second control region in response to a third touch operation on the second control region in the graphical user interface, or provide the second virtual joystick and the joystick moving region in the second control region.

[0259] The flight control device provided by the embodiments of the present application can realize full-range steering flight control of a target virtual character by operating the first control region with one hand, improve the flexibility of player operation, reduce the difficulty of player operation, and improve the efficiency of player operation.

[0260] Based on the same inventive concept, the fourth embodiment of the present application further provides a flight control device in a game corresponding to the flight control method in a game in the second embodiment. Since the principle of solving problems in the device of the fourth embodiment of the present application is similar to the flight control method in a game in the second embodiment, the implementation of the device can be referred to the implementation of the method, and the repeated parts will not be described herein.

[0261] Referring to Figure 6 FIG. 1 shows a schematic diagram of a flight control device in a game provided by the embodiments of the present application. A terminal device provides a graphical user interface, the graphical user interface displays a game scene including a target virtual character, a first control region, and a special effect flight control. The flight control method includes:

[0262] The first control module 601 is configured to control the flight direction of the target virtual character in the game scene in response to a first touch operation on the first control region.

[0263] The first switching module 602 is configured to switch the first control region to a third control region while the target virtual character keeps the current flight direction in response to a second touch operation on the special effect flight control.

[0264] The second control module 603 is configured to control the target virtual character to perform a special effect flight action according to the first sliding operation towards the current flight direction in response to a first sliding operation on the third control region.

[0265] In a possible implementation, the second control module 603 controls the target virtual character to perform a special effect flying action according to the first sliding operation towards the current flying direction, including:

[0266] controlling the target virtual character to fly towards the current flying direction according to a curve route matched with the sliding track of the first sliding operation.

[0267] In a possible implementation, the flying control apparatus further includes:

[0268] a second switching module, configured to switch the third control area back to the first control area in response to the third control area satisfying a preset switching back condition; the preset switching back condition at least includes an end of the second touch operation or a duration of the third control area satisfying a preset time threshold.

[0269] In a possible implementation, the virtual camera in the game and the target virtual character have a preset first binding position relationship; the first control module 601 controls a flying direction of the target virtual character in the game scene in response to a first touch operation on the first control area, including:

[0270] in response to a second sliding operation on the first control area, controlling the target virtual character and the virtual camera to fly together towards a first target direction in the game scene matched with a second sliding direction of the second sliding operation while maintaining the first binding position, and controlling the virtual camera to rotate along the first target direction relative to the virtual camera.

[0271] In a possible implementation, the virtual camera in the game and the target virtual character have a preset second binding position relationship; the first control module 601 controls a flying direction of the target virtual character in the game scene in response to a first touch operation on the first control area, including:

[0272] in response to the first touch operation on the first control area, controlling the target virtual character to fly towards a second target direction in the game scene, and controlling the virtual camera to maintain the binding position relationship and move towards the second target direction following the target virtual character;

[0273] in response to a third sliding operation continuous to the first touch operation and aiming at the first control region, controlling the target virtual character to fly in a first turning direction relative to the second target direction according to a first sliding direction of the third sliding operation, while controlling the virtual camera to keep the binding positional relationship and move with the target virtual character to the first turning direction;

[0274] in response to an end of the third sliding operation, controlling the target virtual character to stop flying, while controlling the virtual camera to keep the binding positional relationship and stop moving with the target virtual character.

[0275] In a possible implementation, the flight control apparatus further includes:

[0276] a detection module, configured to detect a first sliding speed and a first sliding distance of the third sliding operation every preset time interval while responding to the third sliding operation continuous to the first touch operation and aiming at the first control region;

[0277] a first determination module, configured to determine a target speed gear to which the first sliding speed belongs, and determine a first turning angle corresponding to the first sliding distance according to a first corresponding relationship between unit sliding distance and turning angle in the target speed gear;

[0278] the first control module 601 controls the target virtual character to fly in a first turning direction relative to the second target direction, including:

[0279] controlling the target virtual character to fly in the first turning direction and at the first turning angle.

[0280] In a possible implementation, the flight control apparatus further includes:

[0281] a construction module, configured to pre-construct a plurality of speed gears, each of the speed gears including a sliding speed range and a turning angle corresponding to unit sliding distance; wherein the larger the speed gear is, the larger the sliding speed range included in the speed gear is, and the larger the turning angle corresponding to unit sliding distance in the speed gear is.

[0282] In a possible implementation, the second target direction is a forward direction of the target virtual character, and the first turning direction is any direction in the game scene except the forward direction.

[0283] In a possible implementation, the first control region includes a first virtual joystick, the first virtual joystick following the third sliding operation to move in the first control region; and the first virtual joystick is used to indicate a first turning direction of the target virtual character relative to the second target direction.

[0284] In a possible implementation, the flight control apparatus further includes:

[0285] a third control module, configured to, in response to a fourth sliding operation on a second control region in the graphical user interface, control the target virtual character to keep a current state, generate a second turning direction of the virtual camera relative to the target virtual character according to a second sliding direction of the fourth sliding operation, and control the virtual camera to rotate around the target virtual character along the second turning direction; and the second control region is located at a different position of the graphical user interface from the first control region.

[0286] In a possible implementation, the flight control apparatus further includes:

[0287] a second determination module, configured to, while responding to the fourth sliding operation on the second control region in the graphical user interface, determine a second sliding distance of the fourth sliding operation, and determine a second turning angle corresponding to the second sliding distance according to a second preset correspondence between a unit sliding distance and a turning angle.

[0288] The third control module controls the virtual camera to rotate around the target virtual character along the second turning direction, including:

[0289] controlling the virtual camera to rotate around the target virtual character along the second turning direction and according to the second turning angle.

[0290] In a possible implementation, the virtual camera in the game and a specific face of the target virtual character have a preset binding positional relationship.

[0291] Each of the second turning directions corresponds to a preset maximum turning angle, the maximum turning angle being a maximum angle of the virtual camera rotating from the specific face of the target virtual character along the corresponding second turning direction; and different second turning directions correspond to different maximum turning angles.

[0292] In a possible implementation, the second control region includes a second virtual joystick, the second virtual joystick following the fourth sliding operation to move in the second control region; and the second virtual joystick is used to indicate a second turning direction of the virtual camera rotating around the target virtual character.

[0293] In a possible implementation, the second control area further comprises a joystick moving area, and an initial position of the second virtual joystick is located at a center position of the joystick moving area; the third control module controls the virtual camera to rotate around the target virtual character along the second turning direction, and further comprises:

[0294] In response to a second sliding distance of the fourth sliding operation being less than or equal to a maximum sliding distance corresponding to the second sliding direction, the second virtual joystick is controlled to slide in the joystick moving area following the fourth sliding operation; wherein the maximum sliding distance is determined according to the second turning direction determined according to the second sliding direction; each maximum turning angle corresponds to a maximum sliding distance of the fourth sliding operation;

[0295] In response to the second sliding distance of the fourth sliding operation being greater than the corresponding maximum sliding distance, a position state of the second virtual joystick in the joystick moving area when the second sliding distance is equal to the maximum sliding distance is determined, and the second virtual joystick and the joystick moving area are controlled to move together following the fourth sliding operation on the premise of maintaining the position state.

[0296] In a possible implementation, the flight control device further comprises:

[0297] The fourth control module is configured to control the virtual camera to return to an original position having a preset binding position relationship with the target virtual character in response to an end of the fourth sliding operation.

[0298] The flight control method in the game provided by the embodiments of the present application can switch the first control area corresponding to the flight direction control function to the third control area corresponding to the special effect flight control through the second touch operation on the special effect flight control, thereby enriching the flight control function of the target virtual character, improving the flexibility of the player operation, reducing the operation difficulty of the player, and improving the operation efficiency of the player.

[0299] As shown in Figure 7 The electronic device 700 provided by the embodiments of the present application comprises a processor 701, a memory 702 and a bus, the memory 702 stores machine readable instructions executable by the processor 701, when the electronic device is running, the processor 701 and the memory 702 communicate through the bus, and the processor 701 executes the machine readable instructions to perform the steps of the flight control method in the game as described in the first embodiment or the second embodiment.

[0300] Specifically, the memory 702 and the processor 701 can be general memory and processor, which are not specifically limited here, and when the processor 701 runs the computer program stored in the memory 702, the flight control method in the game in the first embodiment or the second embodiment can be executed.

[0301] Corresponding to the flight control method in the game in the first embodiment or the second embodiment, the embodiment of the present application further provides a computer readable storage medium, and the computer readable storage medium stores a computer program, and the computer program is run by a processor to execute the steps of the flight control method in the game in the first embodiment or the second embodiment.

[0302] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the method embodiment, which will not be repeated in the present application. In the several embodiments provided in the present application, it should be understood that the disclosed system, device and method can be implemented by other ways. The device embodiments described above are only schematic, for example, the division of the modules is only a logical function division, and the actual implementation can have another division manner, for example, a plurality of modules or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the coupling or direct coupling or communication connection between the shown or discussed mutual elements can be indirect coupling or communication connection through some communication interface, device or module, which can be electrical, mechanical or other forms.

[0303] The modules described as separate components can or can not be physically separated, and the components shown as modules can or can not be physical units, that is, they can be located in one place, or they can be distributed on multiple network units. According to actual needs, some or all of the units can be selected to achieve the purpose of the embodiment.

[0304] In addition, the functional units in each embodiment of the present application can be integrated in one processing unit, or each unit can be physically present separately, or two or more units can be integrated in one unit.

[0305] If the functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a nonvolatile computer readable storage medium executable by a processor. Based on this understanding, the technical solutions of the present application essentially or the parts that contribute to the prior art or parts of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the flight control method described in the embodiments of the present application. The aforementioned storage medium includes: a U disk, a mobile hard disk, a ROM, a RAM, a magnetic disk or an optical disk, and various storage program codes.

[0306] The above is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto. Any person skilled in the art can easily think of changes or replacements within the technical scope disclosed in the present application, which should be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.

Claims

1. A flight control method in a game, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays a game scene including a target virtual character, and a virtual camera in the game and the target virtual character have a preset binding position relationship; The flight control method comprises: In response to a first touch operation on a first control area in the graphical user interface, controlling the target virtual character to fly toward a target direction in the game scene, and at the same time, controlling the virtual camera to maintain the binding position relationship and follow the target virtual character to move toward the target direction; In response to a first sliding operation on the first control area that is continuous with the first touch operation, the target virtual character is controlled to turn and fly toward a first turning direction relative to the target direction according to a first sliding direction of the first sliding operation, and at the same time, the virtual camera is controlled to maintain the binding position relationship and follow the target virtual character in the first turning direction; the target direction is the forward direction of the target virtual character, and the first turning direction is any direction in the game scene other than the forward direction; In response to the end of the first sliding operation, the target virtual character is controlled to stop flying, and the virtual camera is controlled to maintain the binding position relationship and follow the target virtual character to stop moving.

2. The flight control method in a game according to claim 1, characterized in that: While responding to a first sliding operation on the first control area that is continuous with the first touch operation, the flight control method further includes: detecting a first sliding speed and a first sliding distance of the first sliding operation at predetermined intervals; determining a target speed gear to which the first sliding speed belongs, and determining a first steering angle corresponding to the first sliding distance based on a first correspondence between a unit sliding distance and a steering angle in the target speed gear; The controlling the target virtual character to turn and fly toward a first turning direction relative to the target direction includes: The target virtual character is controlled to fly toward the first turning direction and according to the first turning angle.

3. The flight control method in a game according to claim 2, characterized in that: The flight control method further includes: A plurality of speed gears are pre-constructed, each of which includes a sliding speed range and a steering angle corresponding to a unit sliding distance; wherein, a larger speed gear includes a larger sliding speed range, and a larger steering angle corresponding to a unit sliding distance under the speed gear.

4. The flight control method in a game according to claim 1, characterized in that: The first control area includes a first virtual joystick, which moves in the first control area following the first sliding operation; the first virtual joystick is used to indicate a first turning direction for the target virtual character to turn and fly relative to the target direction.

5. The flight control method in a game according to claim 1, characterized in that: The flight control method further includes: In response to a second sliding operation on a second control area in the graphical user interface, the target virtual character is controlled to maintain a current state, and a second turning direction of the virtual camera relative to the target virtual character is generated according to a second sliding direction of the second sliding operation, and the virtual camera is controlled to rotate around the target virtual character along the second turning direction; the second control area and the first control area are located at different positions of the graphical user interface.

6. The flight control method in a game according to claim 5, characterized in that: While responding to a second sliding operation on a second control area in the graphical user interface, the flight control method further includes: determining a second sliding distance of the second sliding operation, and determining a second steering angle corresponding to the second sliding distance based on a preset second correspondence between unit sliding distances and steering angles; The controlling the virtual camera to rotate around the target virtual character along the second turning direction includes: The virtual camera is controlled to rotate around the target virtual character along the second turning direction and according to the second turning angle.

7. The flight control method in a game according to claim 5, characterized in that: The virtual camera in the game and the specific face of the target virtual character have a preset binding position relationship; Each of the second turning directions corresponds to a preset maximum turning angle, and the maximum turning angle is the maximum angle of rotation of the virtual camera from the specific face of the target virtual character along the corresponding second turning direction; wherein different second turning directions correspond to different maximum turning angles.

8. The flight control method in a game according to claim 5, characterized in that: The second control area includes a second virtual joystick, which moves in the second control area following the second sliding operation; and the second virtual joystick is used to instruct the virtual camera to rotate around the target virtual character in a second turning direction.

9. The flight control method in a game according to claim 8, characterized in that: The second control area further includes a joystick movement area, and the initial position of the second virtual joystick is located at the center of the joystick movement area; and controlling the virtual camera to rotate around the target virtual character along the second turning direction further includes: In response to a second sliding distance of the second sliding operation being less than or equal to a maximum sliding distance corresponding to the second sliding direction, controlling the second virtual joystick to slide within the joystick movement area following the second sliding operation; wherein the maximum sliding distance is determined based on the second steering direction determined under the second sliding direction; and each maximum steering angle corresponds to a maximum sliding distance of the second sliding operation; In response to the second sliding distance of the second sliding operation being greater than the corresponding maximum sliding distance, the position state of the second virtual joystick in the joystick moving area is determined when the second sliding distance is equal to the maximum sliding distance, and under the premise of maintaining the position state, the second virtual joystick and the joystick moving area are controlled to move together following the second sliding operation.

10. The flight control method in a game according to claim 5, characterized in that: The flight control method further includes: In response to the end of the second sliding operation, the virtual camera is controlled to return to an original position having a preset binding position relationship with the target virtual character.

11. The flight control method in a game according to claim 1, characterized in that: The graphical user interface includes a special effect flight control; the flight control method further includes: In response to a second touch operation on the special effect flight control, determining a current state of the target virtual character, and switching the first control area to a third control area while controlling the target virtual character to maintain the current state; In response to a third sliding operation on the third control area, the target virtual character is controlled to fly toward the target direction while performing special effects flying actions according to the third sliding operation. At the same time, the virtual camera is controlled to maintain the binding position relationship with the target virtual character and follow the target virtual character to move toward the target direction.

12. The flight control method in a game according to claim 11, characterized in that: Controlling the target virtual character to perform a special effect flying action according to the third sliding operation includes: The target virtual character is controlled to fly along a curved route that matches the sliding trajectory of the third sliding operation.

13. The flight control method in a game according to claim 11, characterized in that: The flight control method further includes: In response to the third control area meeting a preset switch-back condition, the third control area is switched back to the first control area; the preset switch-back condition at least includes: the end of the second touch operation or the duration of the third control area meeting a preset time threshold.

14. The flight control method in a game according to claim 4, characterized in that: The flight control method further includes: In response to a first touch operation on a first control area in the graphical user interface, the first virtual joystick is provided in the first control area, and at the same time, a special effect flight control is provided on the graphical user interface.

15. The flight control method in a game according to claim 9, characterized in that: The flight control method further includes: In response to a third touch operation on the second control area in the graphical user interface, the second virtual joystick is provided in the second control area, or the second virtual joystick and the joystick movement area are provided in the second control area.

16. A flight control method in a game, characterized in that: A graphical user interface is provided by a terminal device, wherein the graphical user interface displays a game scene including a target virtual character, a first control area, and a special effect flight control. The flight control method includes: In response to a first touch operation on the first control area, controlling the flight direction of the target virtual character in the game scene; In response to a second touch operation on the special effect flight control, controlling the target virtual character to maintain a current flight direction while switching the first control area to a third control area; In response to a first sliding operation on the third control area, controlling the target virtual character to perform a special effect flying action according to the first sliding operation toward the current flying direction; The step of controlling the target virtual character to perform a special effect flying action toward the current flying direction according to the first sliding operation includes: The target virtual character is controlled to fly toward the current flight direction and along a curved route that matches the sliding trajectory of the first sliding operation.

17. The flight control method in a game according to claim 16, characterized in that: The flight control method further includes: In response to the third control area meeting a preset switch-back condition, the third control area is switched back to the first control area; the preset switch-back condition at least includes: the end of the second touch operation or the duration of the third control area meeting a preset time threshold.

18. The flight control method in a game according to claim 16, characterized in that: The virtual camera in the game and the target virtual character have a preset first binding position relationship; The step of responding to the first touch operation on the first control area and controlling the flight direction of the target virtual character in the game scene includes: In response to a second sliding operation on the first control area, according to the second sliding direction of the second sliding operation, the target virtual character and the virtual camera are controlled to fly together toward a first target direction matching the second sliding direction in the game scene while maintaining the first binding position, and at the same time, the virtual camera is controlled to rotate relative to the virtual camera along the first target direction.

19. The flight control method in a game according to claim 16, characterized in that: The virtual camera in the game and the target virtual character have a preset second binding position relationship; The step of responding to the first touch operation on the first control area and controlling the flight direction of the target virtual character in the game scene includes: In response to a first touch operation on the first control area, controlling the target virtual character to fly toward a second target direction in the game scene, and at the same time, controlling the virtual camera to maintain the binding position relationship and follow the target virtual character to move toward the second target direction; In response to a third sliding operation on the first control area that is continuous with the first touch operation, controlling the target virtual character to turn and fly toward a first turning direction relative to the second target direction according to a first sliding direction of the third sliding operation, and simultaneously controlling the virtual camera to maintain the binding position relationship and follow the target virtual character in the first turning direction; In response to the end of the third sliding operation, the target virtual character is controlled to stop flying, and at the same time, the virtual camera is controlled to maintain the binding position relationship and follow the target virtual character to stop moving.

20. The flight control method in a game according to claim 19, characterized in that: While responding to a third sliding operation on the first control area that is continuous with the first touch operation, the flight control method further includes: detecting a first sliding speed and a first sliding distance of the third sliding operation at predetermined intervals; determining a target speed gear to which the first sliding speed belongs, and determining a first steering angle corresponding to the first sliding distance based on a first correspondence between a unit sliding distance and a steering angle in the target speed gear; The controlling the target virtual character to turn and fly toward a first turning direction relative to the second target direction includes: The target virtual character is controlled to fly toward the first turning direction and according to the first turning angle.

21. The flight control method in a game according to claim 20, characterized in that: The flight control method further includes: A plurality of speed gears are pre-constructed, each of which includes a sliding speed range and a steering angle corresponding to a unit sliding distance; wherein, a larger speed gear includes a larger sliding speed range, and a larger steering angle corresponding to a unit sliding distance under the speed gear.

22. The flight control method in a game according to claim 20, characterized in that: The second target direction is the forward direction of the target virtual character, and the first turning direction is any direction in the game scene except the forward direction.

23. The flight control method in a game according to claim 20, characterized in that: The first control area includes a first virtual joystick, which moves in the first control area following the third sliding operation; the first virtual joystick is used to indicate a first turning direction for the target virtual character to turn and fly relative to the second target direction.

24. The flight control method in a game according to claim 20, characterized in that: The flight control method further includes: In response to a fourth sliding operation on the second control area in the graphical user interface, the target virtual character is controlled to maintain a current state, and according to the second sliding direction of the fourth sliding operation, a second turning direction of the virtual camera relative to the target virtual character is generated, and the virtual camera is controlled to rotate around the target virtual character along the second turning direction; the second control area and the first control area are located at different positions of the graphical user interface.

25. The flight control method in a game according to claim 24, characterized in that: While responding to a fourth sliding operation on the second control area in the graphical user interface, the flight control method further includes: determining a second sliding distance of the fourth sliding operation, and determining a second steering angle corresponding to the second sliding distance based on a pre-set second correspondence between unit sliding distances and steering angles; The controlling the virtual camera to rotate around the target virtual character along the second turning direction includes: The virtual camera is controlled to rotate around the target virtual character along the second turning direction and according to the second turning angle.

26. The flight control method in a game according to claim 24, characterized in that: The virtual camera in the game and the specific face of the target virtual character have a preset binding position relationship; Each second turning direction corresponds to a preset maximum turning angle, and the maximum turning angle is the maximum angle that the virtual camera rotates from the specific face of the target virtual character along the corresponding second turning direction; wherein different second turning directions correspond to different maximum turning angles.

27. The flight control method in a game according to claim 24, characterized in that: The second control area includes a second virtual joystick, which moves in the second control area following the fourth sliding operation; and the second virtual joystick is used to instruct the virtual camera to rotate around the target virtual character in a second turning direction.

28. The flight control method in a game according to claim 27, characterized in that: The second control area further includes a joystick movement area, and the initial position of the second virtual joystick is located at the center of the joystick movement area; and controlling the virtual camera to rotate around the target virtual character along the second turning direction further includes: In response to the second sliding distance of the fourth sliding operation being less than or equal to the maximum sliding distance corresponding to the second sliding direction, controlling the second virtual joystick to slide within the joystick movement area following the fourth sliding operation; wherein the maximum sliding distance is determined based on the second steering direction determined under the second sliding direction; and each maximum steering angle corresponds to a maximum sliding distance of the fourth sliding operation; In response to the second sliding distance of the fourth sliding operation being greater than the corresponding maximum sliding distance, the position state of the second virtual joystick in the joystick movement area is determined when the second sliding distance is equal to the maximum sliding distance, and under the premise of maintaining the position state, the second virtual joystick and the joystick movement area are controlled to move together following the fourth sliding operation.

29. The flight control method in a game according to claim 24, characterized in that: The flight control method further includes: In response to the end of the fourth sliding operation, the virtual camera is controlled to return to an original position having a preset binding position relationship with the target virtual character.

30. A flight control device in a game, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays a game scene including a target virtual character, and a virtual camera in the game and the target virtual character have a preset binding position relationship; The flight control device comprises: a first control module, configured to, in response to a first touch operation on a first control area in the graphical user interface, control the target virtual character to fly toward a target direction in the game scene, and simultaneously control the virtual camera to maintain the binding position relationship and follow the target virtual character as it moves toward the target direction; a second control module, configured to respond to a first sliding operation on the first control area that is continuous with the first touch operation, and control the target virtual character to turn and fly toward a first turning direction relative to the target direction according to a first sliding direction of the first sliding operation, and simultaneously control the virtual camera to maintain the binding position relationship and follow the target virtual character in the first turning direction; the target direction is a forward direction of the target virtual character, and the first turning direction is any direction in the game scene other than the forward direction; The third control module is configured to control the target virtual character to stop flying in response to the end of the first sliding operation, and control the virtual camera to maintain the binding position relationship and follow the target virtual character to stop moving.

31. A flight control device in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays a game scene including a target virtual character, a first control area, and a special effect flight control; the flight control device includes: a first control module, configured to control a flying direction of the target virtual character in the game scene in response to a first touch operation on the first control area; a first switching module, configured to respond to a second touch operation on the special effect flight control, control the target virtual character to maintain a current flight direction, and switch the first control area to a third control area; a second control module, configured to respond to a first sliding operation on the third control area and control the target virtual character to perform a special effect flying action in the current flying direction according to the first sliding operation; The second control module controls the target virtual character to perform a special effect flying action toward the current flight direction according to the first sliding operation, including: controlling the target virtual character to fly toward the current flight direction and along a curved route matching the sliding trajectory of the first sliding operation.

32. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to execute the steps of the flight control method in the game as described in any one of claims 1 to 15, or executes the steps of the flight control method in the game as described in any one of claims 16 to 29.

33. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the flight control method in the game according to any one of claims 1 to 15, or executes the steps of the flight control method in the game according to any one of claims 16 to 29.

Citation Information

Patent Citations

  • Method and device for controlling information in game, and terminal equipment

    CN112807692A