Game character flight control method and device, storage medium, and electronic device

CN114225418BActive Publication Date: 2025-08-12SHANGHAI PERFECT WORLD SOFTWARE CO LTD
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Patent Information

Application Number
CN202111643379.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-29
Publication Date
2025-08-12
Estimated Expiration
2041-12-29

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Abstract

The present invention provides a flight control method and device for game characters, a storage medium, and an electronic device. The method includes: detecting a team flight request triggered by a first game client in a virtual scene, wherein the first game client is used to control the first game character in the virtual scene; forwarding the team flight request to a second game client, wherein the first game client and the second game client access a game server, and the second game client is used to control the second game character in the virtual scene; detecting a team acceptance instruction returned by the second game client based on the team flight request; and responding to the team acceptance instruction to control the second game character to follow the first game character in the virtual scene. The present invention solves the technical problem in the related art that game characters cannot fly in a team in a virtual scene, improves the flight control flexibility of the game characters, and improves the playability of the game.
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Description

Technical Field

[0001] The present invention relates to the field of computer technology, and in particular to a flight control method and device for a game character, a storage medium, and an electronic device. Background Art

[0002] In the related art, in Massive Multiplayer Online Role-Playing Game (MMORPG) game scenes or battle scenes in the current market, virtual characters can fly in the scenes or change the habitat terrain.

[0003] In the related technologies, there are no multi-person flight scenarios, and the flying vehicle cannot carry multiple people at the same time, nor can they interact during the flight, resulting in limited multi-person interaction scenarios in virtual games and low interaction efficiency.

[0004] Currently, no effective solution has been found for the above-mentioned problems existing in the related technologies. Summary of the Invention

[0005] Embodiments of the present invention provide a game character flight control method and device, a storage medium, and an electronic device.

[0006] According to one embodiment of the present invention, a flight control method for a game character is provided, comprising: detecting a team flight request triggered by a first game client in a virtual scene, wherein the first game client is used to control the first game character in the virtual scene; forwarding the team flight request to a second game client, wherein the first game client and the second game client are connected to a game server, and the second game client is used to control the second game character in the virtual scene; detecting a team acceptance instruction returned by the second game client based on the team flight request; and responding to the team acceptance instruction to control the second game character to follow the first game character in flying in the virtual scene.

[0007] According to another embodiment of the present invention, a flight control device for a game character is provided, comprising: a first detection module for detecting a team flight request triggered by a first game client in a virtual scene, wherein the first game client is used to control the first game character in the virtual scene; a forwarding module for forwarding the team flight request to a second game client, wherein the first game client and the second game client are connected to a game server, and the second game client is used to control the second game character in the virtual scene; a second detection module for detecting a team acceptance instruction returned by the second game client based on the team flight request; and a first control module for responding to the team acceptance instruction to control the second game character to follow the first game character in the virtual scene.

[0008] According to yet another embodiment of the present invention, a storage medium is provided, in which a computer program is stored. The computer program is configured to execute the steps of any one of the above method embodiments when running.

[0009] According to another embodiment of the present invention, an electronic device is provided, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to run the computer program to perform the steps in any one of the above method embodiments.

[0010] Through the present invention, a team flight request triggered by a first game client in a virtual scene is detected, wherein the first game client is used to control a first game character in the virtual scene; the team flight request is forwarded to a second game client, wherein the first game client and the second game client are connected to a game server, and the second game client is used to control a second game character in the virtual scene, and a team acceptance instruction returned by the second game client based on the team flight request is detected, and the team acceptance instruction is responded to, and the second game character is controlled to follow the first game character in flying in the virtual scene. By forwarding the team flight request of the first game character to the second game character and controlling the second game character to follow the first game character in flying in the virtual scene, the technical problem in the related art that game characters cannot fly in a team in a virtual scene is solved, and the flight control flexibility of the game characters and the playability of the game are improved. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of this application. The exemplary embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:

[0012] Figure 1 This is a hardware structure block diagram of a flight control computer for a game character according to an embodiment of the present invention;

[0013] Figure 2 is a flow chart of a method for controlling flight of a game character according to an embodiment of the present invention;

[0014] Figure 3 is a schematic diagram of following flight in a team array according to an embodiment of the present invention;

[0015] Figure 4 is a schematic diagram of following flight within a team air wall according to an embodiment of the present invention;

[0016] Figure 5 This is a structural block diagram of a flight control device for a game character according to an embodiment of the present invention;

[0017] Figure 6 It is a structural diagram of an electronic device according to an embodiment of the present invention. DETAILED DESCRIPTION

[0018] In order to enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only embodiments of a part of the present application, not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without making creative work should fall within the scope of protection of this application. It should be noted that, in the absence of conflict, the embodiments in the present application and the features in the embodiments can be combined with each other.

[0019] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0020] Example 1

[0021] The method embodiment provided in the first embodiment of the present application can be executed in a mobile phone, tablet, server, computer or similar electronic terminal. Taking running on a computer as an example, Figure 1 FIG. 1 is a hardware structure diagram of a flight control computer for a game character according to an embodiment of the present invention. Figure 1As shown, the computer may include one or more ( Figure 1 Only one is shown in the figure) processor 102 (processor 102 may include but is not limited to a microprocessor MCU or a programmable logic device FPGA and other processing devices) and a memory 104 for storing data. Optionally, the above computer may also include a transmission device 106 and an input and output device 108 for communication functions. It will be understood by those skilled in the art that Figure 1 The structure shown is only for illustration and does not limit the structure of the above-mentioned computer. Figure 1 More or fewer components than shown, or with Figure 1 Different configurations shown.

[0022] Memory 104 can be used to store computer programs, such as application software programs and modules, such as the computer program corresponding to a flight control method for a game character in an embodiment of the present invention. Processor 102 executes the computer programs stored in memory 104 to execute various functional applications and data processing, thereby implementing the aforementioned method. Memory 104 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some embodiments, memory 104 may further include memory remotely located from processor 102, which can be connected to the computer via a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof. In this embodiment, processor 104 is configured to respond to human-computer interaction instructions and game strategies, controlling the target virtual character to perform designated operations to complete game tasks. Memory 104 is configured to store electronic game program scripts, configuration information, and virtual character attribute information.

[0023] The transmission device 106 is used to receive or send data via a network. A specific example of the aforementioned network may include a wireless network provided by a computer's communications provider. In one embodiment, the transmission device 106 includes a network interface controller (NIC), which can be connected to other network devices via a base station to enable communication with the Internet. In another embodiment, the transmission device 106 may be a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0024] Optionally, the input and output device 108 further includes a human-computer interaction screen for obtaining human-computer interaction instructions through a human-computer interaction interface and for presenting images in a virtual scene;

[0025] In this embodiment, a flight control method for a game character is provided. Figure 2 FIG. 1 is a flow chart of a method for controlling a flight of a game character according to an embodiment of the present invention. Figure 2 As shown, the process includes the following steps:

[0026] Step S202: detecting a team flight request triggered by a first game client in a virtual scene, wherein the first game client is used to control a first game character in the virtual scene;

[0027] Optionally, the virtual scene used in this embodiment can be a virtual game scene, a virtual teaching scene, a virtual demonstration scene, etc., and the virtual scene includes multiple virtual characters (such as the first virtual character and the second virtual character in this embodiment). The virtual characters can be controlled by user operations or system AI to move in the virtual scene such as the game scene. Among them, the virtual characters can be controlled by the user, such as the PCC (Player-Controlled Character) in the virtual game controlled by the main control player. In this embodiment, the virtual scene is described as a game scene.

[0028] In this embodiment, the game scene includes multiple spaces, such as land, water, and airspace. Here, the flight control of the game character in the airspace is taken as an example for description.

[0029] When the first game character moves on land or water, if the light skill, flying skill, flying vehicle, etc. are triggered, the first game character enters the airspace and switches to the flying state. In this embodiment, when the first game character switches to the flying state, other game characters can also be summoned and controlled synchronously, so that the second game character, etc. can follow the first game character to fly in the game scene.

[0030] Optionally, the first game character may be controlled to enter a flying state by operating a flight trigger control, or the first game character may switch from a current state to a flying state by triggering a specified attack skill combination, or triggering a specified skill button a predetermined number of times. When switching from a non-flying state to a flying state, the first operating control on the current control interface of the first game character may be synchronously updated to a second operating control for the flying state.

[0031] Step S204: forwarding the team flight request to the second game client, wherein the first game client and the second game client access the game server, and the second game client is used to control the second game character in the virtual scene;

[0032] Step S206: detecting a team formation acceptance instruction returned by the second game client based on the team formation flight request;

[0033] Step S208: In response to the team acceptance instruction, the second game character is controlled to fly following the first game character in the virtual scene.

[0034] Optionally, the flight following states of the first game character and the second game character include multiple types. In one example, after the second game character accepts team flight, the character state of the second game character is switched to the flight following state, and the character state of the first game character is switched to the flight leading state. The first game character in the flight leading state can control the second game character in the flight following state, such as adjusting the following position and following distance of the second game character, and releasing the flight following state of the second game character. At the same time, the second game character can also adjust its following position and following distance with the first game character within the following range.

[0035] Through the above steps, the team flight request triggered by the first game client in the virtual scene is detected, wherein the first game client is used to control the first game character in the virtual scene; the team flight request is forwarded to the second game client, wherein the first game client and the second game client are connected to the game server, and the second game client is used to control the second game character in the virtual scene, and the team acceptance instruction returned by the second game client based on the team flight request is detected, and the team acceptance instruction is responded to, and the second game character is controlled to follow the first game character in flying in the virtual scene. By forwarding the team flight request of the first game character to the second game character and controlling the second game character to follow the first game character in flying in the virtual scene, the technical problem in the related art that the game characters cannot fly in a team in the virtual scene is solved, and the flight control flexibility of the game characters and the playability of the game are improved.

[0036] In one implementation of this embodiment, controlling the second game character to follow the first game character in the virtual scene includes: locating the three-dimensional coordinate position of the first game character in the virtual scene; creating a team array with the three-dimensional coordinate position as a reference position, wherein the team array includes multiple array points at fixed positions; locating the first array point of the first game character in the team array, and assigning a second array point to the second game character; and controlling the second game character to follow the first game character in the virtual scene based on the second array point in the team array.

[0037] Optionally, the three-dimensional coordinate position of the first game character in the virtual scene can be the center position of the team array, the position of the team array in the first preset row and the second preset column, or the position custom-selected by the first game character. Each array point of the team array is used to assign a game character to be followed in flight. The team array is connected to the first game character through the first array point. The first game character is the driving point of the team array. The first game character drives the team array to fly in real time in the game scene, and at the same time drives other game characters in the team array, such as the second game character.

[0038] Figure 3 This is a schematic diagram illustrating a team formation flight following an embodiment of the present invention. The team formation is a honeycomb array consisting of seven array points, 1 through 7. The first game character is at array point 1, the second game character is at array point 5, and the remaining empty array points can be assigned to other game characters following the first game character. Alternatively, the team formation can be arranged in a long snake formation, for example.

[0039] In another implementation of this embodiment, controlling the second game character to follow the first game character in the virtual scene includes:

[0040] S11, locating the three-dimensional coordinate position of the first game character in the virtual scene;

[0041] S12, creating a team air wall using the three-dimensional coordinate position as a reference position, wherein the boundary of the team air wall is the farthest movement boundary of the second game character in the team flight state;

[0042] Optionally, the three-dimensional coordinate position of the first game character in the virtual scene can be the center position of the team air wall, the boundary position of the wall on one side of the team air wall, etc. The range of the team air wall is the range in which the second game character follows the first game character to fly. The team air wall is connected to the first game character through the first position inside the wall (the first position is the fixed position or real-time position of the first game character in the team air wall). The first game character is the driving point of the team air wall. The first game character drives the team air wall to fly in real time in the game scene, and at the same time drives other game characters in the team air wall to fly, such as the second game character.

[0043] S13, controlling the second game character to fly following the first game character within the range of the team air wall in the virtual scene.

[0044] Figure 4 This is a schematic diagram of following flight within a team air wall according to an embodiment of the present invention. The team air wall is a spherical wall, and a first game character and a second game character follow and fly within the spherical wall.

[0045] In some examples, after controlling the second game character to follow the first game character to fly within the range of the team air wall in the virtual scene, it also includes: detecting a movement instruction triggered by the second game character within the team air wall; responding to the movement instruction, and determining whether the second game character has left the range of the team air wall; if the second game character has left the range of the team air wall, sending a leave notification message to the first game client, wherein the leave notification message is used to indicate that the second game character has stopped flying in a team with the first game character.

[0046] Optionally, when the entire team in the team array or team air wall is flying, the team members can change the formation or change their positions in the team. By calculating the distance between the game characters or the distance between the game characters and the wall boundary of the team air wall in real time, when the distance meets the preset conditions, the second game character is determined to automatically leave the team.

[0047] Based on the above example, determining whether the second game character has left the team air wall includes: calculating the interval distance between the second game character and the first game character; if the interval distance between the second game character and the first game character is greater than a preset distance, determining that the second game character has left the team air wall; and / or, monitoring whether a collision operation occurs between the second game character and the team air wall; if a collision operation occurs between the second game character and the team air wall, determining that the second game character has left the team air wall.

[0048] In other examples, there are multiple second game characters, including a first character and a second character, and determining whether the second game characters have left the team air wall includes: calculating a first distance between the first character and the first game character, and if the first distance is greater than a first preset distance; determining the second character closest to the first character, and calculating a second distance between the first character and the second character, and if the second distance is greater than the second preset distance, determining that the first character has left the team air wall; if the second distance is less than or equal to the second preset distance, determining that the first character has not left the team air wall. Through this example, when multiple second game characters follow the first game character in flight, as long as the distance between any two second game characters is less than a certain distance, it can be determined that the second game characters are still in the team flying state.

[0049] In one implementation of this embodiment, forwarding the team flight request to the second game client includes: obtaining character attribute information of the first game character; determining the game camp to which the first game character belongs and the character type of the first game character in the game camp based on the character attribute information; if the character type is a specified type, forwarding the team flight request to the second game client corresponding to the second game character in the game camp.

[0050] Optionally, the designated type can be a team leader, gang leader, or other character type, or a character type whose level meets certain requirements. In some examples, a team flight request is triggered by a designated virtual item in the game scene. For example, clicking the summon button in the control skill area of the first game character can summon other team members to enter a high-altitude flight follow state. The other team members accept the team flight request, enter the flight follow state, and follow the first game character who initiated the summon in a certain formation. Optionally, only characters of a designated type in the team can initiate a summon. After a second game character leaves the team, the entire team or team leader will receive a prompt message.

[0051] In some implementation scenarios, the solution of this embodiment further includes:

[0052] S21, detecting a ride-sharing request triggered by a first game client on a target flying vehicle, wherein the ride-sharing request is used to request a third game character in a virtual scene to ride on the target flying vehicle of the first game character;

[0053] S22, obtaining the prop attribute information of the target flying vehicle;

[0054] S23, determining whether the target aircraft is a multi-person aircraft based on the prop attribute information;

[0055] S24: If the target aircraft is a multi-player aircraft, forward the ride-sharing request to the third game client corresponding to the third game character, and control the third game character and the first game character to ride on the target aircraft together.

[0056] Optionally, a multiplayer aircraft may be a two-person, three-person, or aircraft rated to carry more game characters.

[0057] Optionally, after controlling the third game character and the first game character to simultaneously board the target flying vehicle, the method further includes:

[0058] S25, obtaining the number of crew members allowed to be carried by the target aircraft;

[0059] The limited number of members is the number of game characters that the target aircraft is rated to carry, which can be read from the attribute information of the target aircraft.

[0060] S26, determining whether the current number of passengers on the target aircraft is greater than the maximum number of passengers;

[0061] S27, if the current number of passengers of the target aircraft is greater than the maximum number of passengers, reduce the maximum flight speed of the target aircraft, and / or reduce the maximum flight altitude of the target aircraft, and / or freeze the designated function buttons of the target aircraft.

[0062] In this example, the target aircraft is an aircraft. When the number of characters on board increases, the flight speed slows down. An aircraft with a rated number of passengers can also be overloaded. When overloaded, certain specific functions of the aircraft cannot be triggered, and the flight speed and altitude are significantly reduced. Reducing the maximum flight altitude of the target aircraft includes: obtaining the initial maximum flight altitude of the target aircraft, calculating the overload of the target aircraft based on the current number of passengers and the number of passengers with a limited capacity, and calculating the target maximum flight altitude to be updated based on the overload and the initial maximum flight altitude. For example, if the initial maximum flight altitude is 100 (unit: meters), the number of passengers with a limited capacity is 4, and the current number of passengers is 6, the overload is calculated by the difference (6-4) or the ratio ((6-4) / 4). If the overload calculated by the ratio is 50%, the target maximum flight altitude is calculated as 100*50%=50. The example of calculating the maximum flight speed is similar to the above example. For example, multiple speeds are configured in the attribute information of the target aircraft, and each speed corresponds to a range of the number of people currently on board the target aircraft, namely the first speed, the second speed, and the third speed. When the number of passengers is less than the maximum number of members, such as 1 person, the aircraft flies at the first speed. When the number of passengers is equal to the maximum number of members, if there are 4 people, the aircraft flies at the second speed. When the number of passengers is greater than the maximum number of members, if there are 5 people, the aircraft flies at the third speed. The first speed is greater than the second speed, and the second speed is greater than the third speed.

[0063] Optionally, after controlling the third game character and the first game character to ride on the target flying vehicle together, it also includes: detecting a multi-player interaction request triggered by the first game client on the target flying vehicle; responding to the multi-player interaction request, controlling the first game character and the third game character to perform mutually coordinated interactive operations on the target flying vehicle.

[0064] The interactive operations of this embodiment may include, but are not limited to, hugging each other, jumping simultaneously, the first game character and the third game character performing a coordinated first action and a coordinated second action, etc. The coordinated interactive operation can be accomplished by simultaneously driving the skeletal models of the first game character and the third game character, or by playing special effect animations for the interactive operation.

[0065] Optionally, controlling the first game character and the third game character to perform a mutually coordinated interactive operation on the target flying vehicle includes: obtaining a first gender attribute of the first game character and a second gender attribute of the third game character, and comparing the first gender attribute with the second gender attribute; if the third game character and the first game character are opposite-sex characters, controlling the first game character and the third game character to perform a mutually coordinated first interactive operation on the target flying vehicle; if the third game character and the first game character are same-sex characters, controlling the first game character and the third game character to perform a mutually coordinated second interactive operation on the target flying vehicle. In a scenario involving same-sex characters, differentiated interactive operations can be further performed between two game characters with different gender attributes based on the gender attributes of the game characters.

[0066] During a two-player flight, you can invite another character to join you in a two-player flight by clicking the "Invite to Ride" button in the flight control area. For example, clicking the "Invite to Ride" button in the character control area will allow you to join the two-player flight. After entering the two-player flight mode, clicking the "Release Ride" button will allow you to cancel the two-player flight mode. The character to which the aircraft belongs can choose to cancel the two-player flight mode. After canceling the two-player flight mode, both characters on the aircraft can land simultaneously, or one of the two characters can choose to land. If the aircraft's owner remains on board, the character that triggered the "Release Ride" button will land.

[0067] In some implementation scenarios of this embodiment, after detecting the multi-person interaction request triggered by the first game client on the target aircraft, it also includes: generating a control instruction for the target aircraft based on the interaction request; responding to the control instruction, searching for a flight animation effect that matches the interaction operation, displaying the flight animation effect on the flight trajectory of the target aircraft, and / or searching for a flight control parameter that matches the interaction operation, and adjusting the flight speed / or flight trajectory of the target aircraft based on the flight control parameter.

[0068] During a shared ride, for example, if character 1 invites character 2 to share a target vehicle, the shared ride screen's display effects, or the target vehicle's flight status (such as speed or flight animation effects) can be controlled based on the interactions initiated by the two. This includes: displaying effects corresponding to the interaction while the target vehicle is in flight, and adjusting the target vehicle's speed, acceleration, and flight trajectory in real time based on the flight control parameters corresponding to the interaction.

[0069] In some implementation scenarios of this embodiment, after controlling the third game character and the first game character to ride on the target flying vehicle together, the solution also includes: allocating first control authority of the target flying vehicle to the first game character, and allocating second control authority of the target flying vehicle to the third game character.

[0070] In one example, the first control authority is used to control the cockpit of the target aircraft, and the second control authority is used to control the weapon bay of the target aircraft. In another example, the first control authority is used to control the target aircraft in the horizontal direction, and the second control authority is used to control the flight altitude of the target aircraft. In yet another example, the first control authority is used to control the first control of the target aircraft, and the second control authority is used to control the second control of the target aircraft. The operating controls of the target aircraft include a first control and a second control.

[0071] When two games are sharing a target aircraft, the character initiating the ride request can have full control over the flight altitude and direction, or all characters sharing the ride can jointly control the aircraft. For example, character 1 transfers the altitude control authority of the aircraft to character 2. Character 1 controls the front, back, left, and right, while character 2 controls the flight altitude. The two people work together to control the flight status.

[0072] By adopting the solution of this embodiment, multi-person follow-up flight and flight interaction are realized, thereby improving the efficiency of human-computer interaction.

[0073] Through the description of the above embodiments, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus the necessary general hardware platform, and of course it can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention is essentially or the part that contributes to the prior art can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes a number of instructions for enabling a terminal device (which can be a mobile phone, computer, server, or network device, etc.) to execute the methods described in each embodiment of the present invention.

[0074] Example 2

[0075] This embodiment also provides a flight control device for a game character, which is used to implement the above-mentioned embodiments and preferred embodiments. Details already described will not be repeated here. As used below, the term "module" may refer to a combination of software and / or hardware that implements a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, implementation using hardware, or a combination of software and hardware, is also possible and contemplated.

[0076] Figure 5 is a structural block diagram of a flight control device for a game character according to an embodiment of the present invention. Figure 5 As shown, the device includes: a first detection module 50, a forwarding module 52, a second detection module 54, and a first control module 56, wherein:

[0077] A first detection module 50 is configured to detect a team flight request triggered by a first game client in a virtual scene, wherein the first game client is configured to control a first game character in the virtual scene;

[0078] a forwarding module 52 configured to forward the team flight request to a second game client, wherein the first game client and the second game client are connected to a game server, and the second game client is configured to control a second game character in the virtual scene;

[0079] A second detection module 54 is configured to detect a team acceptance instruction returned by the second game client based on the team flight request;

[0080] The first control module 56 is configured to respond to the team acceptance instruction and control the second game character to follow the first game character in the virtual scene.

[0081] Optionally, the first control module includes: a positioning unit for locating the three-dimensional coordinate position of the first game character in the virtual scene; a first creation unit for creating a team array using the three-dimensional coordinate position as a reference position, wherein the team array includes multiple array points at fixed positions; an allocation unit for locating a first array point of the first game character in the team array and allocating a second array point to the second game character; and a first control unit for controlling the second game character to follow the first game character in the virtual scene based on the second array point in the team array. Optionally, the first control module includes: a positioning unit for locating the three-dimensional coordinate position of the first game character in the virtual scene; a second creation unit for creating a team air wall using the three-dimensional coordinate position as a reference position, wherein the wall boundary of the team air wall is the farthest movement boundary of the second game character in the team flight state; and a second control unit for controlling the second game character to follow the first game character in the virtual scene within the range of the team air wall.

[0082] Optionally, the first control module also includes: a detection unit, used to detect the movement instruction triggered by the second game character within the team air wall after the second control unit controls the second game character to fly following the first game character within the range of the team air wall in the virtual scene; a judgment unit, used to respond to the movement instruction and judge whether the second game character is out of the range of the team air wall; a notification unit, used to send a leaving notification message to the first game client if the second game character is out of the range of the team air wall, wherein the leaving notification message is used to indicate that the second game character has stopped flying in a team with the first game character.

[0083] Optionally, the judgment unit includes: a calculation subunit, used to calculate the interval distance between the second game character and the first game character; if the interval distance between the second game character and the first game character is greater than a preset distance, it is determined that the second game character has left the team air wall; and / or, a monitoring subunit, used to monitor whether a collision operation occurs between the second game character and the team air wall; if a collision operation occurs between the second game character and the team air wall, it is determined that the second game character has left the team air wall.

[0084] Optionally, the forwarding module includes: an acquisition unit for acquiring character attribute information of the first game character; a determination unit for determining the game camp to which the first game character belongs and the character type of the first game character in the game camp based on the character attribute information; and a forwarding unit for forwarding the team flight request to the second game client corresponding to the second game character in the game camp if the character type is a specified type.

[0085] Optionally, the device also includes: a third detection module, used to detect a carpooling request triggered by the first game client on the target aircraft, wherein the carpooling request is used to request the third game character in the virtual scene to ride on the target aircraft of the first game character; a first acquisition module, used to obtain prop attribute information of the target aircraft; a first judgment module, used to judge whether the target aircraft is a multi-person aircraft based on the prop attribute information; and a second control module, used to forward the carpooling request to the third game client corresponding to the third game character if the target aircraft is a multi-person aircraft, and control the third game character and the first game character to ride on the target aircraft together.

[0086] Optionally, the device also includes: a second acquisition module, used to obtain the limited number of passengers of the target aircraft after the second control module controls the third game character and the first game character to board the target aircraft at the same time; a second judgment module, used to judge whether the current number of passengers on the target aircraft is greater than the limited number of passengers; a third control module, used to reduce the maximum flight speed of the target aircraft, and / or reduce the maximum flight altitude of the target aircraft, and / or freeze the designated function button of the target aircraft if the current number of passengers on the target aircraft is greater than the limited number of passengers.

[0087] Optionally, the device also includes: a fourth detection module, used to detect a multi-player interaction request triggered by the first game client on the target aircraft after the second control module controls the third game character and the first game character to board the target aircraft together; a fourth control module, used to respond to the multi-player interaction request, and control the first game character and the third game character to perform mutually coordinated interactive operations on the target aircraft.

[0088] It should be noted that the above modules can be implemented through software or hardware. For the latter, it can be implemented in the following ways, but not limited to: the above modules are all located in the same processor; or the above modules are located in different processors in any combination.

[0089] Example 3

[0090] The embodiment of the present application also provides an electronic device, Figure 6 is a structural diagram of an electronic device according to an embodiment of the present invention, such as Figure 6 As shown, it includes a processor 61, a communication interface 62, a memory 63 and a communication bus 64, wherein the processor 61, the communication interface 62, and the memory 63 communicate with each other through the communication bus 64, and the memory 63 is used to store computer programs;

[0091] The processor 61 is used to execute the program stored in the memory 63, and implements the following steps: detecting a team flight request triggered by a first game client in a virtual scene, wherein the first game client is used to control a first game character in the virtual scene; forwarding the team flight request to a second game client, wherein the first game client and the second game client are connected to a game server, and the second game client is used to control a second game character in the virtual scene; detecting a team acceptance instruction returned by the second game client based on the team flight request; and responding to the team acceptance instruction to control the second game character to follow the first game character in the virtual scene.

[0092] Optionally, controlling the second game character to follow the first game character in the virtual scene includes: locating the three-dimensional coordinate position of the first game character in the virtual scene; creating a team array with the three-dimensional coordinate position as a reference position, wherein the team array includes multiple array points at fixed positions; locating the first array point of the first game character in the team array, and assigning a second array point to the second game character; and controlling the second game character to follow the first game character in the virtual scene based on the second array point in the team array.

[0093] Optionally, controlling the second game character to follow the first game character in the virtual scene includes: locating the three-dimensional coordinate position of the first game character in the virtual scene; creating a team air wall with the three-dimensional coordinate position as a reference position, wherein the wall boundary of the team air wall is the farthest moving boundary of the second game character in the team flight state; controlling the second game character to follow the first game character in the virtual scene within the range of the team air wall.

[0094] Optionally, after controlling the second game character to fly following the first game character within the range of the team air wall in the virtual scene, the method further includes: detecting a movement instruction triggered by the second game character within the team air wall; responding to the movement instruction, determining whether the second game character has left the range of the team air wall; if the second game character has left the range of the team air wall, sending a leaving notification message to the first game client, wherein the leaving notification message is used to indicate that the second game character has stopped flying in a team with the first game character.

[0095] Optionally, determining whether the second game character has left the team air wall includes: calculating the interval distance between the second game character and the first game character; if the interval distance between the second game character and the first game character is greater than a preset distance, determining that the second game character has left the team air wall; and / or, monitoring whether a collision operation occurs between the second game character and the team air wall; if a collision operation occurs between the second game character and the team air wall, determining that the second game character has left the team air wall.

[0096] Optionally, forwarding the team flight request to the second game client includes: obtaining role attribute information of the first game character; determining the game camp to which the first game character belongs and the role type of the first game character in the game camp based on the role attribute information; if the role type is a specified type, forwarding the team flight request to the second game client corresponding to the second game character in the game camp.

[0097] Optionally, the method further includes: detecting a carpooling request triggered by the first game client on the target aircraft, wherein the carpooling request is used to request a third game character in the virtual scene to ride on the target aircraft of the first game character; obtaining prop attribute information of the target aircraft; determining whether the target aircraft is a multi-person aircraft based on the prop attribute information; if the target aircraft is a multi-person aircraft, forwarding the carpooling request to a third game client corresponding to the third game character, and controlling the third game character and the first game character to ride on the target aircraft together.

[0098] Optionally, after controlling the third game character and the first game character to board the target aircraft at the same time, the method further includes: obtaining the limited number of passengers of the target aircraft; determining whether the current number of passengers on the target aircraft is greater than the limited number of passengers; if the current number of passengers on the target aircraft is greater than the limited number of passengers, reducing the maximum flight speed of the target aircraft, and / or reducing the maximum flight altitude of the target aircraft, and / or freezing the designated function buttons of the target aircraft.

[0099] Optionally, after controlling the third game character and the first game character to ride on the target aircraft together, the method further includes: detecting a multi-player interaction request triggered by the first game client on the target aircraft; and responding to the multi-player interaction request, controlling the first game character and the third game character to perform mutually coordinated interactive operations on the target aircraft.

[0100] The communication bus mentioned in the terminal can be a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus. This communication bus can be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one thick line is used in the figure, but this does not mean that there is only one bus or only one type of bus.

[0101] The communication interface is used for communication between the above terminal and other devices.

[0102] The memory may include random access memory (RAM) or non-volatile memory, such as at least one disk storage. Alternatively, the memory may be at least one storage device located away from the processor.

[0103] The above-mentioned processor can be a general-purpose 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 gate or transistor logic devices, and discrete hardware components.

[0104] In another embodiment provided by the present application, a computer-readable storage medium is also provided, in which instructions are stored. When the computer-readable storage medium is run on a computer, the computer executes the flight control method of the game character described in any of the above embodiments.

[0105] In another embodiment provided by the present application, a computer program product including instructions is also provided, which, when executed on a computer, enables the computer to execute the flight control method for a game character described in any one of the above embodiments.

[0106] In the above embodiments, it can be implemented in whole or in part by software, hardware, firmware or any combination thereof. When software is used for implementation, it can be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, the process or function described in the embodiment of the present application is generated in whole or in part. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable device. The computer instructions can be stored in a computer-readable storage medium or transmitted from one computer-readable storage medium to another computer-readable storage medium. For example, the computer instructions can be transmitted from a website, computer, server or data center to another website, computer, server or data center via a wired (e.g., coaxial cable, optical fiber, digital subscriber line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.) method. The computer-readable storage medium can be any available medium that a computer can access or a data storage device such as a server or data center that includes one or more available media integrations. The available medium can be a magnetic medium (e.g., a floppy disk, a hard disk, a tape), an optical medium (e.g., a DVD), or a semiconductor medium (e.g., a solid-state drive (SSD)).

[0107] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0108] In the above embodiments of the present application, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.

[0109] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0110] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0111] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.

[0112] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for enabling 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 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 read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk.

[0113] The above is only a preferred embodiment of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.

Claims

1. A flight control method for a game character, characterized in that: include: detecting a team flight request triggered by a first game client in a virtual scene, wherein the first game client is used to control a first game character in the virtual scene; Forwarding the team flight request to a second game client, wherein the first game client and the second game client are connected to a game server, and the second game client is used to control a second game character in the virtual scene; detecting a team acceptance instruction returned by the second game client based on the team flight request; In response to the team acceptance instruction, controlling the second game character to fly following the first game character in the virtual scene; Among them, controlling the second game character to follow the first game character in the virtual scene includes: locating the three-dimensional coordinate position of the first game character in the virtual scene; creating a team air wall with the three-dimensional coordinate position as a reference position, wherein the wall boundary of the team air wall is the farthest moving boundary of the second game character in the team flight state; controlling the second game character to follow the first game character in the virtual scene within the range of the team air wall.

2. The method according to claim 1, characterized in that Controlling the second game character to fly following the first game character in the virtual scene includes: Locating the three-dimensional coordinate position of the first game character in the virtual scene; Creating a team array using the three-dimensional coordinate position as a reference position, wherein the team array includes a plurality of array points at fixed positions; Locating a first array point of the first game character in the team array, and assigning a second array point to the second game character; The second game character is controlled to fly following the first game character in the virtual scene based on a second array point in the team array.

3. The method according to claim 2, characterized in that After controlling the second game character to fly in the virtual scene within the range of the team air wall following the first game character, the method further includes: detecting a movement instruction triggered by the second game character within the team air wall; In response to the movement instruction, determining whether the second game character has left the range of the team air wall; If the second game character leaves the range of the team air wall, a leaving notification message is sent to the first game client, wherein the leaving notification message is used to indicate that the second game character has stopped flying in a team with the first game character.

4. The method according to claim 3, characterized in that Determining whether the second game character has left the team air wall includes: Calculating the distance between the second game character and the first game character; if the distance between the second game character and the first game character is greater than a preset distance, determining that the second game character has escaped from the team air wall; and / or, Monitor whether a collision operation occurs between the second game character and the team air wall; if a collision operation occurs between the second game character and the team air wall, determine that the second game character has left the team air wall.

5. The method according to claim 1, wherein Forwarding the team flight request to the second game client includes: Obtaining character attribute information of the first game character; Determining the game camp to which the first game character belongs and the role type of the first game character in the game camp based on the role attribute information; If the character type is a specified type, the team flight request is forwarded to a second game client corresponding to a second game character in the game camp.

6. The method according to claim 1, wherein The method further comprises: detecting a rideshare request triggered by the first game client on a target flying vehicle, wherein the rideshare request is used to request a third game character in the virtual scene to ride on the target flying vehicle of the first game character; Obtaining the prop attribute information of the target aircraft; Determining whether the target aircraft is a multi-person aircraft according to the prop attribute information; If the target aircraft is a multi-person aircraft, the ride-sharing request is forwarded to a third game client corresponding to the third game character, and the third game character and the first game character are controlled to ride on the target aircraft together.

7. The method according to claim 6, characterized in that After controlling the third game character and the first game character to board the target flying vehicle simultaneously, the method further includes: Obtaining the maximum number of crew members that the target aircraft can carry; Determining whether the current number of passengers on the target aircraft is greater than the maximum number of passengers; If the current number of passengers on the target aircraft is greater than the limited number of passengers, the maximum flight speed of the target aircraft is reduced, and / or the maximum flight altitude of the target aircraft is reduced, and / or the designated function buttons of the target aircraft are frozen.

8. The method according to claim 6, characterized in that After controlling the third game character and the first game character to board the target flying vehicle together, the method further includes: detecting a multiplayer interaction request triggered by the first game client on the target aircraft; In response to the multi-player interaction request, the first game character and the third game character are controlled to perform interactive operations that cooperate with each other on the target flying vehicle.

9. A flight control device for a game character, characterized in that: include: A first detection module is configured to detect a team flight request triggered by a first game client in a virtual scene, wherein the first game client is configured to control a first game character in the virtual scene; a forwarding module, configured to forward the team flight request to a second game client, wherein the first game client and the second game client are connected to a game server, and the second game client is configured to control a second game character in the virtual scene; A second detection module is used to detect a team acceptance instruction returned by the second game client based on the team flight request; a first control module, configured to respond to the team acceptance instruction and control the second game character to follow the first game character in the virtual scene; Among them, the first control module also includes: a detection unit, which is used to control the second game character in the virtual scene, and after the second control unit controls the second game character to fly within the range of the team air wall, detect the movement instruction triggered by the second game character within the team air wall; a judgment unit, which is used to respond to the movement instruction and judge whether the second game character is out of the range of the team air wall; a notification unit, which is used to send a leaving notification message to the first game client if the second game character is out of the range of the team air wall, wherein the leaving notification message is used to indicate that the second game character has stopped flying in a team with the first game character.

10. A storage medium, characterized in that: The storage medium stores a computer program, wherein the computer program is configured to execute the method according to any one of claims 1 to 8 when executed.

11. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to run the computer program to perform the method according to any one of claims 1 to 8.

Citation Information

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