Virtual character control method and electronic device in game

By dividing the two mobile control areas in the game interface, the problem of excessive control in the game interface of the touch terminal is solved, and the more accurate and flexible virtual character control has been achieved, and the player's game experience is improved.

CN114011063BActive Publication Date: 2025-01-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111350018.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-11-15
Publication Date
2025-01-28
Estimated Expiration
2041-11-15

AI Technical Summary

Technical Problem

On the touch terminal, too many controls in the game interface cause inaccurate game scenes and operations, which increases the difficulty of players controlling the movement of virtual characters.

Method used

By dividing two mobile control areas in the game interface, the first area is used to default, and the second area is used to determine the operating parameters (such as duration, trajectory length and operating pressure value) to achieve disease running or dodge.

Benefits of technology

The number of controls in the game interface is reduced, the accuracy of the operating control is increased, the difficulty of controlling the movement of the player to control the virtual character, and enhancing the game experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application provides a method and electronic device for controlling a virtual character in a game, the method comprising: responding to a mobile control operation acting on a first mobile control area, controlling a player's virtual character to move in a default mobile mode in a game scene; responding to a mobile control operation, a touch point moves from the first mobile control area to a second mobile control area, and determining an operation parameter of the touch point in the second mobile control area; if the operation parameter meets a first preset condition, controlling the player's virtual character to sprint in the game scene; if the operation parameter does not meet the first preset condition, controlling the player's virtual character to dodge in the game scene. The present application can reduce the number of controls in a game interface, ensure the accuracy of the operation controls, reduce the difficulty of the player controlling the movement of the virtual character, and thus enhance the player's gaming experience.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a method and electronic device for controlling a virtual character in a game. Background Art

[0002] With the improvement of touch terminal performance, games that were originally only available on PCs can now be implemented on touch terminals such as mobile phones through certain porting methods. In this porting method, the functions that were originally controlled by mouse and keyboard on PCs need to be implemented on the game interface of touch terminals. However, touch terminals usually have small screens. For games with more control functions, there are more controls in the game interface of touch terminals, which blocks the player's view of the game scene and affects the accuracy of the control operation. Summary of the invention

[0003] The purpose of this application is to provide a method and electronic device for controlling a virtual character in a game, so as to reduce the number of controls in a game interface, ensure the accuracy of operating controls, reduce the difficulty for players to control the movement of virtual characters, and thus enhance the player's gaming experience.

[0004] In a first aspect, an embodiment of the present application provides a method for controlling a virtual character in a game, wherein the game includes a player virtual character located in a game scene, and a graphical user interface of the game is provided through a touch terminal, wherein the graphical user interface includes a movement control area, and the movement control area includes a first movement control area and a second movement control area; the method includes: in response to a movement control operation acting on the first movement control area, controlling the player virtual character to move in a default movement manner in the game scene; in response to the movement control operation, a touch point moves from the first movement control area to the second movement control area, and determining an operation parameter of the touch point in the second movement control area; wherein the operation parameter includes at least one of the following: duration, trajectory length, and operation pressure value; if the operation parameter meets a first preset condition, controlling the player virtual character to sprint in the game scene; if the operation parameter does not meet the first preset condition, controlling the player virtual character to dodge in the game scene.

[0005] In combination with the first aspect, an embodiment of the present application provides a first possible implementation of the first aspect, wherein the first movement control area is at least partially located inside an area surrounded by an outer contour of the second movement control area.

[0006] In combination with the first aspect, an embodiment of the present application provides a second possible implementation of the first aspect, wherein the step of controlling the player virtual character to move in the game scene in a default movement manner includes: controlling the player virtual character to move in the game scene in a default movement manner according to the position of the touch point of the mobile control operation in the first mobile control area.

[0007] In combination with the first aspect, an embodiment of the present application provides a third possible implementation of the first aspect, wherein the step of controlling the player virtual character to move in the game scene in a default movement mode according to the position of the touch point of the mobile control operation in the first mobile control area includes: determining a first moving direction according to the position of the touch point of the mobile control operation in the first mobile control area, and controlling the player virtual character to move in the game scene in a default movement mode according to the first moving direction; the default movement mode is jogging.

[0008] In combination with the first aspect, an embodiment of the present application provides a fourth possible implementation of the first aspect, wherein controlling the player virtual character to sprint in the game scene includes: determining a second moving direction based on the position of the touch point in the second moving control area, and controlling the player virtual character to sprint in the game scene based on the second moving direction; or, controlling the player virtual character to sprint along a first predetermined direction in the game scene.

[0009] In combination with the first aspect, an embodiment of the present application provides a fifth possible implementation of the first aspect, wherein controlling the player virtual character to dodge in the game scene includes: determining a third moving direction based on the position of the touch point in the second moving control area, and controlling the player virtual character to dodge in the game scene based on the third moving direction; or, controlling the player virtual character to dodge along a second predetermined direction in the game scene.

[0010] In combination with the first aspect, an embodiment of the present application provides a sixth possible implementation of the first aspect, wherein the operation parameter is the duration that the touch point stays in the second movement control area; the operation parameter satisfies the first preset condition if the duration is greater than a threshold duration, and the operation parameter does not satisfy the first preset condition if the duration is less than or equal to the threshold duration.

[0011] In combination with the first aspect, an embodiment of the present application provides a seventh possible implementation of the first aspect, wherein the mobile control operation is an operation acting on a hand touch control in the mobile control area, and the hand touch control moves following the movement of the touch point.

[0012] In combination with the first aspect, an embodiment of the present application provides an eighth possible implementation of the first aspect, wherein the first movement control area and the second movement control area are respectively marked with different colors and / or characters.

[0013] In a second aspect, an embodiment of the present application further provides a method for controlling a virtual character in a game, wherein the game includes a player virtual character located in a game scene, and a graphical user interface of the game is provided through a touch terminal, wherein the graphical user interface includes a movement control area, and the movement control area includes a first movement control area and a second movement control area; the method includes: in response to a first movement control operation acting on the first movement control area, controlling the player virtual character to move in a default movement manner in the game scene; in response to a second movement control operation for the second movement control area, determining the operation parameters of the touch point of the second movement control operation in the second movement control area; wherein the operation parameters include at least one of the following: duration, trajectory length and operation pressure value; if the operation parameters meet a first preset condition, controlling the player virtual character to sprint in the game scene; if the operation parameters do not meet the first preset condition, controlling the player virtual character to dodge in the game scene.

[0014] In combination with the second aspect, an embodiment of the present application provides a first possible implementation of the second aspect, wherein the first movement control area is at least partially located inside an area surrounded by an outer contour of the second movement control area.

[0015] In combination with the second aspect, an embodiment of the present application provides a second possible implementation of the second aspect, wherein the step of controlling the player virtual character to move in the game scene in a default movement manner includes: controlling the player virtual character to move in the game scene in a default movement manner according to the position of the touch point of the first movement control operation in the first movement control area.

[0016] In combination with the second aspect, an embodiment of the present application provides a third possible implementation of the second aspect, wherein the step of controlling the player virtual character to move in the game scene in a default movement manner according to the position of the touch point of the first movement control operation in the first movement control area includes: determining a first movement direction according to the position of the touch point of the first movement control operation in the first movement control area, and controlling the player virtual character to move in the game scene in a default movement manner according to the first movement direction; the default movement manner is jogging.

[0017] In combination with the second aspect, an embodiment of the present application provides a fourth possible implementation of the second aspect, wherein the operation parameter is the duration that the touch point stays in the second movement control area; the operation parameter satisfies the first preset condition if the duration is greater than a threshold duration, and the operation parameter does not satisfy the first preset condition if the duration is less than or equal to the threshold duration.

[0018] In combination with the second aspect, an embodiment of the present application provides a fifth possible implementation of the second aspect, wherein the step of controlling the player virtual character to sprint in the game scene includes: determining a second moving direction according to the position of the touch point of the second mobile control operation in the second mobile control area, and controlling the player virtual character to sprint in the game scene according to the second moving direction; or, controlling the player virtual character to sprint along a first predetermined direction in the game scene.

[0019] In combination with the second aspect, an embodiment of the present application provides a sixth possible implementation of the second aspect, wherein the step of controlling the player virtual character to dodge in the game scene includes: determining a third moving direction according to the position of the touch point of the second mobile control operation in the second mobile control area, and controlling the player virtual character to dodge in the game scene according to the third moving direction; or, controlling the player virtual character to dodge along a second predetermined direction in the game scene.

[0020] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the above-mentioned method for controlling a virtual character in a game.

[0021] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the virtual character control method in the above-mentioned game.

[0022] The embodiment of the present application provides a method and electronic device for controlling a virtual character in a game. When a player performs a mobile control operation on a first mobile control area, the touch terminal controls the player's virtual character to move in a default mobile mode in a game scene; when the player moves the touch point of the mobile control operation from the first mobile control area to the second mobile control area, the operation parameter of the touch point in the second mobile control area is determined. If the operation parameter meets the first preset condition, the player's virtual character is controlled to sprint in the game scene; if the operation parameter does not meet the first preset condition, the player's virtual character is controlled to dodge in the game scene. By adopting the above technology, by dividing two mobile control areas, on the basis of reducing the number of controls in the game interface, the player can control the virtual character to move in the default mobile mode or realize mobile controls such as sprinting and dodging by touching different mobile control areas with one hand, which reduces the difficulty of the player's control of the movement of the virtual character, thereby ensuring the accuracy of the operation controls, and also improving the flexibility of the player's operation in the game, thereby improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] In order to more clearly illustrate the specific implementation methods of the present application or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0024] Figure 1 A schematic diagram of a graphical user interface provided in an embodiment of the present application;

[0025] Figure 2 A schematic diagram of a mobile control area provided in an embodiment of the present application;

[0026] Figure 3 A flowchart of a method for controlling a virtual character in a game provided by an embodiment of the present application;

[0027] Figure 4 A schematic diagram of another graphical user interface provided in an embodiment of the present application;

[0028] Figure 5 A schematic diagram of another graphical user interface provided in an embodiment of the present application;

[0029] Figure 6 A schematic diagram of another graphical user interface provided in an embodiment of the present application;

[0030] Figure 7 A schematic diagram of another graphical user interface provided in an embodiment of the present application;

[0031] Figure 8 A flowchart of another method for controlling a virtual character in a game provided by an embodiment of the present application;

[0032] Fig. 9 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0033] The technical solution of the present application will be described clearly and completely below in conjunction with the embodiments. Obviously, the described embodiments are part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.

[0034] First, the nouns involved in this application are introduced:

[0035] (1) Virtual scene (game scene)

[0036] A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Example virtual scenes may include: at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles; for example, for 2D or 2.5D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 2.5D multiplayer online tactical competitive games, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, lines, rivers, classrooms, tables and chairs, podiums and other elements.

[0037] (2) Game interface

[0038] The game interface refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, character indicators, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0039] (3) Virtual objects (virtual characters)

[0040] A virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or is dynamically determined according to the number of clients joining the battle, and the embodiment of the present application does not limit this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.

[0041] (4) Player virtual characters

[0042] A player's avatar is a virtual object that can be controlled by the player and move around in the game environment. In some electronic games, it can also be called a shikigami character or a hero character. A player's avatar can be at least one of a virtual person, a virtual animal, an anime character, etc.

[0043] For ease of understanding, the game scene applicable to this embodiment is first described. Taking the transplantation of a PC-side action game to a mobile phone as an example, a graphical user interface of the game is provided by the mobile phone, and the game interface is displayed by the graphical user interface. In order to maintain the original PC-side control function of the mouse and keyboard, it is necessary to set corresponding controls in the game interface, such as: direction control, attack control, jump control, dodge control, squat control, jog control and sprint control, wherein the direction control can be located in the lower left area of ​​the graphical user interface, and the attack control, jump control, dodge control, squat control, jog control and sprint control can be located in the lower right area of ​​the graphical user interface. Since the dodge action, sprint action and jog action are all related to the moving direction of the virtual character, the player also needs to control the moving direction of the virtual character when controlling the virtual character to perform these three types of actions. For example, if the player wants to control the virtual character to dodge along the moving direction of the virtual character, the player needs to use the left hand to manipulate the direction control to control the moving direction of the virtual character, and press the dodge control with the right hand to perform the dodge action.

[0044] In the above game scenarios, since the mobile phone screen is relatively small, for games with more control functions, the large number of controls in the game interface will block the player's view of the game scene and affect the accuracy of the control operation. In addition, the player needs to use both hands to operate at the same time to control the virtual character to perform actions related to the moving direction (such as dodging, sprinting, jogging, etc.) during the movement. For situations where the virtual character needs to be controlled to quickly complete multiple actions during the movement, the above two-handed operation method is difficult to meet the player's operation needs, and sometimes even causes the player to miss the best opportunity for fighting.

[0045] Based on this, the embodiments of the present application provide a method and electronic device for controlling a virtual character in a game, which can reduce the number of controls in the game interface, ensure the accuracy of the operating controls, reduce the difficulty of the player controlling the movement of the virtual character, and thus enhance the player's gaming experience. The technology can be applied to the above-mentioned game scenes, or other game scenes of action games. The technology can be applied to mobile phones, tablet computers and other terminal devices that can realize human-computer interaction and have touch functions, and is particularly suitable for mobile game scenes.

[0046] To facilitate understanding of this embodiment, a control method for a virtual character disclosed in an embodiment of the present application is first introduced in detail.

[0047] The embodiment of the present application provides a method for controlling a virtual character in a game, which is applied to a touch terminal (i.e., a terminal device with a touch function, such as a mobile phone, a tablet computer, etc.). The game includes a virtual character of a player located in a game scene. The touch terminal provides a graphical user interface of the game, and the graphical user interface includes a movement control area, and the movement control area includes a first movement control area and a second movement control area. As a feasible implementation method, the first movement control area is at least partially located inside an area surrounded by an outer contour of the second movement control area, see Figure 1 A schematic diagram of a graphical user interface is shown, wherein the movement control area is located at the lower left of the graphical user interface, the first movement control area is marked with I, i.e., the white area in the figure, the second movement control area is marked with II, i.e., the shaded area in the figure, and the upper semicircle of the first movement control area is located inside the second movement control area. Other controls, such as attack controls, jump controls, and crouch controls, are also provided on the right side of the graphical user interface. In specific implementation, the above-mentioned movement control area may also be located at other positions of the graphical user interface, such as the right area of ​​the graphical user interface.

[0048] See also Figure 2 The schematic diagram of the mobile control area is shown in FIG. 1 , wherein the first mobile control area is area I, which is the white area in the figure, and the second mobile control area is area II, which is the shaded area in the figure. Figure 2 The movement control area in (a) includes a circular first movement control area and a ring-shaped second movement control area, and the outer contour of the first movement control area and the outer contour of the second movement control area are concentric circles; Figure 2 In (b), the movement control area includes a square first movement control area and a second movement control area outside the first area, and the center position of the outer contour of the first movement control area and the outer contour of the second movement control area are the same. In addition, the first movement control area and the second movement control area can also be adjacent to each other (such as Figure 2 (c) or adjacent to each other, or the number of the first mobile control area and the number of the second mobile control area can be one respectively. According to actual control needs, the number of the first mobile control area and the number of the second mobile control area can also be multiple, and the two can be equal or unequal (such as Figure 2 (d)).

[0049] The shapes of the first movement control area and the second movement control area can be determined according to actual needs, for example, circular, sector-shaped, annular, sector-shaped, etc., and are not limited to this.

[0050] See also Figure 3 The flowchart of a method for controlling a virtual character in a game is shown in FIG. 1 , wherein the method is executed by the above-mentioned touch terminal and comprises the following steps:

[0051] Step S302, in response to the movement control operation acting on the first movement control area, controls the player's virtual character to move in the game scene in a default movement mode.

[0052] For ease of operation, the above-mentioned movement control operation may be an operation of moving the touch point by sliding a finger. To ensure the accuracy of movement control, after responding to the movement control operation performed by the player on the first movement control area, the touch terminal may control the player's virtual character to move in the game scene in a default movement mode according to the position of the touch point of the movement control operation in the first movement control area.

[0053] Specifically, since the movement of the player's virtual character is usually directional, that is, the orientation of the player's virtual character is usually consistent with its movement direction, in order to further control the movement direction of the player's virtual character, the above-mentioned step of controlling the player's virtual character to move in the game scene in a default movement manner according to the position of the touch point of the mobile control operation in the first mobile control area can adopt the following operation method: determine the first movement direction according to the position of the touch point of the mobile control operation in the first mobile control area, and control the player's virtual character to move in the game scene in a default movement manner according to the first movement direction.

[0054] In the above-mentioned step of determining the first moving direction by the position of the touch point in the first moving control area of ​​the moving control operation, in specific implementation, the center position of the first moving control area can be used as the reference point, and the direction of the touch point relative to the reference point is the first moving direction. Alternatively, the first moving control area is pre-divided into multiple azimuth areas, each azimuth area corresponds to a direction, and the direction corresponding to the azimuth area to which the position of the touch point belongs is the first moving direction. The subsequent determination method of the second moving direction and the third moving direction can also be implemented with reference to the first moving direction, which will not be repeated here.

[0055] Since jogging is frequently used in the movement of the player's virtual character, that is, jogging is used in most game scenes involving the movement of the player's virtual character, and dodge and sprint are usually used only in specific combat scenes. For example, dodge is used when the player's virtual character needs to quickly avoid the vertical attack launched by the enemy in front, and sprint is used when the player's virtual character needs to quickly escape from the enemy's attack range. Therefore, for the convenience of operation, the above default movement methods can be defined as jogging, walking and other default movement methods. Figure 4In a schematic diagram of another graphical user interface shown in FIG. 1 , a player presses a first movable control area with a finger and changes the position of a touch point within the first movable control area by sliding the finger within the area. In response to the operation, the touch terminal determines a direction from the position of the outer contour center of the first movable control area to the position of the touch point as a first moving direction, and controls the player's virtual character to jog along the first direction in the game scene.

[0056] In addition to the above-mentioned jogging mode as the default movement mode, walking mode, sprinting mode or other movement modes can also be used as the default movement mode according to actual application needs, and the embodiments of the present application do not limit this.

[0057] Step S304, in response to the touch point of the mobile control operation moving from the first mobile control area to the second mobile control area, determining the operating parameters of the touch point in the second mobile control area; wherein the operating parameters include at least one of the following: duration, track length and operating pressure value.

[0058] Step S306, if the above operation parameters meet the first preset condition, control the player's virtual character to sprint in the game scene; if the operation parameters do not meet the first preset condition, control the player's virtual character to dodge in the game scene.

[0059] The first preset condition can be set according to the specific form of the operation parameter. In specific implementation, it can be determined whether the operation parameter is greater than the preset parameter threshold; if yes (i.e. the operation parameter is greater than the preset parameter threshold), the player's virtual character is controlled to sprint in the game scene; if no (i.e. the operation parameter is less than or equal to the preset parameter threshold), the player's virtual character is controlled to dodge in the game scene.

[0060] As a feasible implementation mode, the above-mentioned operation parameter can be defined as the duration that the touch point stays in the second mobile control area; then, the above-mentioned operation parameter satisfies the first preset condition if the duration is greater than the threshold duration, and the above-mentioned operation parameter does not satisfy the first preset condition if the duration is less than or equal to the threshold duration, wherein the size of the threshold duration is pre-set according to the actual application.

[0061] Continue Figure 4 For example, the player moves the touch point into the first movement control area by pressing the first movement control area with a finger and sliding the finger in the area, see Figure 5In another schematic diagram of a graphical user interface shown in FIG. 1 , the player continues to slide his finger toward the second mobile control area (the sliding track is shown by the dotted arrow in the figure), thereby moving the touch point from the first mobile control area to the second mobile control area. After responding to the operation, the touch terminal will determine the duration of the touch point in the second mobile control area (that is, the duration of the player's finger staying in the second mobile control area), and then determine whether the duration is greater than the threshold duration. If it is greater than the threshold duration, the player's virtual character is controlled to sprint in the game scene. If it is less than or equal to the threshold duration, the player's virtual character is controlled to dodge in the game scene. In the above operation mode, sprinting is triggered by the player's finger staying in the second mobile control area for a long time, which is compatible with the way in which the player triggers sprinting by controlling the direction wheel in the existing game, and is thus compatible with most terminal devices with touch functions; dodge is triggered by the player's finger staying in the second mobile control area for a short time, which can ensure the timeliness of dodge, which meets the player's eagerness to quickly avoid enemy attacks by dodging, thereby alleviating the player's tension during the battle.

[0062] As another possible implementation, the above-mentioned operation parameter may also be a trajectory length, and accordingly, the above-mentioned preset parameter threshold is defined as a certain threshold length. Alternatively, the above-mentioned operation parameter may also be an operation pressure value, and accordingly, the above-mentioned preset parameter threshold is defined as a certain threshold pressure. The above-mentioned preset parameter threshold may be defined according to the content of the operation parameter, and the embodiments of the present application do not limit this.

[0063] In order to increase the recognition of the first mobile control area and the second mobile control area so that the player can quickly distinguish the two mobile control areas, the first mobile control area and the second mobile control area can also be marked with different colors and / or characters respectively.

[0064] Similar to the operation method of controlling the player's virtual character to move in the game scene in the default movement mode in the above step S302, the operation of controlling the player's virtual character to sprint in the game scene in the above step S306 may adopt one of the following two operation methods:

[0065] (1) Determine a second moving direction according to the position of the touch point of the moving control operation in the second moving control area, and control the player's virtual character to sprint in the game scene according to the second moving direction.

[0066] See also Figure 5, the player moves the touch point from the first movement control area to the second movement control area, and then changes the position of the touch point in the second movement control area by sliding the finger in the second movement control area. In response to the operation, the touch terminal determines the duration of the touch point in the second movement control area, and when the duration is greater than the threshold duration, determines the direction from the position of the outer contour center of the second movement control area (coinciding with the position of the outer contour center of the first movement control area) to the position of the touch point as the second movement direction, and controls the player's virtual character to sprint along the second movement direction in the game scene.

[0067] (2) Controlling the player's virtual character to run along a first predetermined direction in the game scene.

[0068] The first predetermined direction may be the current direction of the player's virtual character in the game scene, or the first predetermined direction may be the opposite direction of the enemy character corresponding to the position of the player's virtual character.

[0069] Similar to the above-mentioned operation method of controlling the player's virtual character to sprint in the game scene, the above-mentioned operation method of controlling the player's virtual character to dodge in the game scene can adopt one of the following two operation methods: determining the third moving direction according to the position of the touch point in the second moving control area, and controlling the player's virtual character to dodge in the game scene according to the third moving direction; controlling the player's virtual character to dodge along the second predetermined direction in the game scene. Since the above-mentioned third moving direction is similar to the above-mentioned second moving direction, and the above-mentioned second predetermined direction is similar to the above-mentioned first predetermined direction, please refer to the description of the above-mentioned related content for details, and no further description is given for this.

[0070] The present embodiment provides a method for controlling a virtual character in a game. When a player performs a mobile control operation on a first mobile control area, the touch terminal controls the player's virtual character to move in a default mobile mode in a game scene; when the player moves the touch point of the mobile control operation from the first mobile control area to the second mobile control area, the touch terminal determines the operation parameter of the touch point in the second mobile control area; if the operation parameter meets the first preset condition, the player's virtual character is controlled to sprint in the game scene; if the operation parameter does not meet the first preset condition, the player's virtual character is controlled to dodge in the game scene. By adopting the above technology, by dividing two mobile control areas, on the basis of reducing the number of controls in the game interface, the player can control the virtual character to move in the default mobile mode or realize mobile controls such as sprinting and dodging by touching different mobile control areas with one hand, which reduces the difficulty of the player's control of the movement of the virtual character, thereby ensuring the accuracy of the operation controls, and also improving the flexibility of the player's operation in the game, thereby improving the player's gaming experience.

[0071] Based on the above virtual character control method in the game, in order to improve the accuracy of the player's mobile control operation, a hand touch control can be set in the above mobile control area. Based on this, the above mobile control operation can be an operation acting on the hand touch control, and the hand touch control moves with the movement of the touch point. Figure 6 In another schematic diagram of a graphical user interface, the touch control (black circle in the figure) is located in the first movement control area. The player presses the touch control with his finger and drags the touch control to change the position of the touch control in the first movement control area. In response to the operation, the touch terminal controls the player's virtual character to move in a jogging manner in the game scene. Figure 6 For example, see Figure 7 , the player drags the touch control from the first mobile control area to the second mobile control area. In response to the operation, the touch terminal determines the duration of the touch control in the second mobile control area (that is, the duration of the player's finger staying in the second mobile control area), and determines whether the operation parameter is greater than the preset parameter threshold. If so, the player's virtual character is controlled to sprint in the game scene. If not, the player's virtual character is controlled to dodge in the game scene.

[0072] In addition, the shape of the above-mentioned hand touch control and the initial position of the above-mentioned hand touch control in the mobile control area can be defined according to actual needs, and there is no limitation on this.

[0073] As a possible implementation, the movement control operations in the first movement control area and the second movement control area can be independent of each other, that is, the control of sprinting and dodging can occur in any state that the player's virtual character is currently in, for example, dodging after jumping, or sprinting after crouching. Based on this, the embodiment of the present application also provides another method for controlling a virtual character in a game, see Figure 8 The flowchart of another method for controlling a virtual character in a game is shown, the execution subject of the method is the above-mentioned touch terminal, the game includes a player virtual character located in a game scene, the touch terminal provides a graphical user interface of the game, the graphical user interface includes a movement control area, the movement control area includes a first movement control area and a second movement control area; the method includes the following steps:

[0074] Step S802, in response to a first movement control operation applied to a first movement control area, controls the player's virtual character to move in a default movement mode in the game scene.

[0075] Step S804, in response to the second movement control operation on the second movement control area, determining the operation parameters of the touch point of the second movement control operation in the second movement control area; wherein the operation parameters include at least one of the following: duration, track length and operation pressure value.

[0076] The second movement control operation for the second movement control area may be an operation acting only within the second movement control area, or may be an operation from the first movement control area to the second movement control area.

[0077] Step S806, if the above operation parameters meet the first preset condition, control the player's virtual character to sprint in the game scene; if the above operation parameters do not meet the first preset condition, control the player's virtual character to dodge in the game scene.

[0078] The second movement control operation is taken as an example that it only acts in the second movement control area. The second movement control operation can be a touch operation or a sliding operation in the second movement control area. Accordingly, the operation parameter is the duration of the touch point staying in the second movement control area; the operation parameter satisfies the first preset condition when the duration is greater than the threshold duration, and the operation parameter does not satisfy the first preset condition when the duration is less than or equal to the threshold duration.

[0079] Alternatively, the second movement control operation is that the player presses the second movement control area with a finger and changes the position of the touch point in the area by sliding the finger in the area. After responding to the operation, the touch terminal will determine the duration of the touch point in the second movement control area (that is, the duration of the player's finger staying in the second movement control area), and determine whether the duration is greater than a threshold duration. If it is greater than the threshold duration, the player's virtual character is controlled to sprint in the game scene; if it is less than or equal to the threshold duration, the player's virtual character is controlled to dodge in the game scene.

[0080] In addition, for the sake of brevity, parts of this method that are similar to the aforementioned related content will not be repeated here.

[0081] The present application also provides an electronic device, such as Fig. 9 As shown, it is a schematic diagram of the structure of the electronic device, wherein the electronic device 100 includes a processor 91 and a memory 92, the memory 92 stores computer executable instructions that can be executed by the processor 91, and the processor 91 executes the computer executable instructions to implement the virtual character control method in the above-mentioned game.

[0082] exist Fig. 9 In the illustrated embodiment, the electronic device 100 further includes a bus 93 and a communication interface 94 , wherein the processor 91 , the communication interface 94 and the memory 92 are connected via the bus 93 .

[0083] Among them, the memory 92 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 94 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 93 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 93 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig. 9 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0084] The processor 91 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 91. The above processor 91 can be a general processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The general processor can be a microprocessor or the processor can also be any conventional processor. The steps of the virtual character control method in the game disclosed in the embodiment of the present application can be directly embodied as a hardware decoding processor to execute, or a combination of hardware and software modules in the decoding processor to execute. The software module can be located in a mature storage medium in the field such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory, and the processor 91 reads the information in the memory 92 and combines its hardware to complete the steps of the virtual character control method in the game in the above-mentioned embodiment.

[0085] An embodiment of the present application also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the virtual character control method in the above-mentioned game. The specific implementation can be found in the aforementioned method embodiment, which will not be repeated here.

[0086] The in-game virtual character control method and computer program product of an electronic device provided in the embodiments of the present application include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the in-game virtual character control method described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0087] Unless otherwise specifically stated, the relative steps, numerical expressions and values ​​of the components and steps set forth in these embodiments do not limit the scope of the present application.

[0088] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0089] In the description of the present application, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present application and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present application. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0090] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims

1. A method for controlling a virtual character in a game, characterized in that: The game includes a virtual character of a player in a game scene, and a graphical user interface of the game is provided through a touch terminal, wherein the graphical user interface includes a movement control area, and the movement control area includes a first movement control area and a second movement control area; the first movement control area is at least partially located inside an area surrounded by an outer contour of the second movement control area, or the first movement control area is adjacent to the second movement control area in upper and lower parts or in left and right parts; the method includes: In response to the movement control operation acting on the first movement control area, controlling the player virtual character to move in the game scene in a default movement mode; In response to the touch point of the movement control operation moving from the first movement control area to the second movement control area, determining the operation parameters of the touch point in the second movement control area; wherein the operation parameters include at least one of the following: duration, track length and operation pressure value; If the operation parameter satisfies a first preset condition, controlling the player's virtual character to sprint in the game scene; If the operation parameter does not meet the first preset condition, the player virtual character is controlled to dodge in the game scene.

2. The method according to claim 1, characterized in that: The step of controlling the player virtual character to move in the game scene in a default movement mode comprises: According to the position of the touch point of the movement control operation in the first movement control area, the player virtual character is controlled to move in the game scene in a default movement mode.

3. The method according to claim 2, characterized in that The step of controlling the player virtual character to move in the game scene in a default movement mode according to the position of the touch point of the movement control operation in the first movement control area comprises: A first moving direction is determined according to the position of the touch point of the mobile control operation in the first mobile control area, and the player virtual character is controlled to move in a default moving mode in the game scene according to the first moving direction; the default moving mode is jogging.

4. The method according to claim 1, characterized in that: Controlling the player virtual character to sprint in the game scene includes: determining a second moving direction according to the position of the touch point in the second moving control area, and controlling the player virtual character to sprint in the game scene according to the second moving direction; or, The player virtual character is controlled to run along a first predetermined direction in the game scene.

5. The method according to claim 1, characterized in that Controlling the player virtual character to dodge in the game scene includes: determining a third moving direction according to the position of the touch point in the second moving control area, and controlling the player virtual character to dodge in the game scene according to the third moving direction; or, The player virtual character is controlled to dodge along a second predetermined direction in the game scene.

6. The method according to claim 1, characterized in that The operation parameter is the duration of time that the touch point stays in the second movement control area; The operation parameter satisfies the first preset condition when the duration is greater than a threshold duration, and the operation parameter does not satisfy the first preset condition when the duration is less than or equal to the threshold duration.

7. The method according to claim 1, characterized in that The movement control operation is an operation acting on a hand touch control in the movement control area, and the hand touch control moves following the movement of the touch control point.

8. The method according to claim 1, characterized in that The first movement control area and the second movement control area are marked with different colors and / or characters respectively.

9. A method for controlling a virtual character in a game, characterized in that: The game includes a virtual character of a player in a game scene, and a graphical user interface of the game is provided through a touch terminal, wherein the graphical user interface includes a movement control area, and the movement control area includes a first movement control area and a second movement control area; the first movement control area is at least partially located inside an area surrounded by an outer contour of the second movement control area, or the first movement control area is adjacent to the second movement control area in upper and lower parts or in left and right parts; the method includes: In response to a first movement control operation acting on the first movement control area, controlling the player virtual character to move in the game scene in a default movement mode; In response to a second movement control operation on the second movement control area, determining an operation parameter of the touch point of the second movement control operation in the second movement control area; wherein the operation parameter includes at least one of the following: duration, track length, and operation pressure value; If the operation parameter satisfies a first preset condition, controlling the player's virtual character to sprint in the game scene; If the operation parameter does not meet the first preset condition, the player virtual character is controlled to dodge in the game scene.

10. The method according to claim 9, characterized in that The step of controlling the player virtual character to move in the game scene in a default movement mode comprises: According to the position of the touch point of the first movement control operation in the first movement control area, the player virtual character is controlled to move in the game scene in a default movement manner.

11. The method according to claim 10, characterized in that The step of controlling the player virtual character to move in the game scene in a default movement manner according to the position of the touch point of the first movement control operation in the first movement control area includes: A first moving direction is determined according to the position of the touch point of the first moving control operation in the first moving control area, and the player virtual character is controlled to move in a default moving mode in the game scene according to the first moving direction; the default moving mode is jogging.

12. The method according to claim 9, characterized in that The operation parameter is the duration of time that the touch point stays in the second movement control area; The operation parameter satisfies the first preset condition when the duration is greater than a threshold duration, and the operation parameter does not satisfy the first preset condition when the duration is less than or equal to the threshold duration.

13. The method according to claim 9, characterized in that The step of controlling the player virtual character to sprint in the game scene comprises: determining a second moving direction according to the position of the touch point of the second moving control operation in the second moving control area, and controlling the player virtual character to sprint in the game scene according to the second moving direction; or, The player virtual character is controlled to run along a first predetermined direction in the game scene.

14. The method according to claim 9, characterized in that The step of controlling the player's virtual character to dodge in the game scene comprises: determining a third moving direction according to the position of the touch point of the second moving control operation in the second moving control area, and controlling the player virtual character to dodge in the game scene according to the third moving direction; or, The player virtual character is controlled to dodge along a second predetermined direction in the game scene.

15. An electronic device, characterized in that: The invention comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method according to any one of claims 1 to 14.

16. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 14.

Citation Information

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