Player character control method and apparatus, electronic device, and storage medium

By using a graphical user interface to detect positional relationships and provide entry controls in shooting games, the problem of poor game controllability caused by the player character automatically staying still is solved, thus improving operational efficiency and gaming experience.

CN114404986BActive Publication Date: 2026-07-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-01-20
Publication Date
2026-07-31

AI Technical Summary

Technical Problem

In shooting games, the automatic stopping of player characters when they approach virtual cover results in poor game controllability and affects the player's gaming experience.

Method used

The graphical user interface of the electronic terminal displays a virtual joystick, game scene, and cover objects, detects positional relationships in real time, and provides entry controls. Players can control their characters to move behind cover objects through touch operations.

Benefits of technology

It improves the controllability and operational efficiency of game controls, meets players' different game control needs, and enhances the game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention provides a method, device, electronic device, and readable storage medium for controlling a player character. The method includes: responding to a first touch operation on a virtual joystick to control the player character to move in a game scene; detecting the positional relationship between the player character and a cover object in the game scene; responding to the positional relationship between the player character and the first cover object satisfying a preset condition, displaying an entry control for the first cover object in the associated area of ​​the virtual joystick; and responding to a second touch operation on the entry control to control the player character to move behind the first cover object.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and in particular to a method for controlling a player character, a device for controlling a player character, an electronic device, and a computer-readable storage medium. Background Technology

[0002] With the rapid development of gaming technology, games have become an important form of entertainment in people's daily lives. In shooting games, players control a character within the game environment to shoot and eliminate enemy players or non-player characters. During gameplay, players can control their character to take cover behind virtual cover to avoid attacks from other players or non-player characters. Some technologies automatically stop the player character when near virtual cover, requiring no player intervention. However, this "automatic stop" has several drawbacks. Firstly, in tense situations, such as when the player is moving and shooting simultaneously, if the player doesn't intend to adjust their character's movement, the automatic stop can severely disrupt the combat experience, leading to a poor gaming experience. Summary of the Invention

[0003] This invention provides a method, device, electronic device, and computer-readable storage medium for controlling a player character, in order to solve or partially solve the problem in related technologies where the player character automatically stops when approaching a virtual cover in the game scene, resulting in poor game controllability and affecting the player's gaming experience.

[0004] This invention discloses a method for controlling a player character, providing a graphical user interface (GUI) via an electronic terminal. The GUI displays a virtual joystick, at least a portion of the game scene, the player character located within the game scene, and at least one cover object. The method includes:

[0005] In response to a first touch operation on the virtual joystick, the player character is controlled to move within the game scene;

[0006] Detect the positional relationship between the player character and cover objects in the game scene;

[0007] When the positional relationship between the player character and the first cover object meets a preset condition, an entry control for the first cover object is displayed in the associated area of ​​the virtual joystick;

[0008] In response to a second touch operation on the entry control, the player character is moved to the back of the first cover object.

[0009] Optionally, the preset conditions include at least one of the following:

[0010] The player character is facing the cover object;

[0011] The distance between the player character and the cover object is within a preset distance.

[0012] Optionally, the first touch operation and the second touch operation are consecutive operations.

[0013] Optionally, the method further includes:

[0014] In response to the player character arriving behind the first cover object, the entry control is hidden.

[0015] Optionally, the method further includes:

[0016] Upon completion of the second touch operation, the entry control is hidden.

[0017] Optionally, the entry control includes at least one sub-control representing the target's posture; the response to a second touch operation on the entry control, controlling the player character to move behind the first cover object, includes:

[0018] In response to a second touch operation on a sub-control within the entry control, the player character is controlled to move behind the first cover object, and the player character is controlled to enter the target posture corresponding to the sub-control.

[0019] Optionally, the entry control includes at least one sub-control representing the target's posture; the response to a second touch operation on the entry control, controlling the player character to move behind the first cover object, includes:

[0020] In response to a second touch operation on a sub-control within the entry control, the player character is controlled to move to the rear of the first cover object in the target posture corresponding to the sub-control.

[0021] This invention also discloses a control device for a player character, providing a graphical user interface via an electronic terminal. The graphical user interface displays a virtual joystick, at least a portion of the game scene, the player character located in the game scene, and at least one cover object. The device includes:

[0022] The player character control module is used to respond to a first touch operation on the virtual joystick and control the player character to move in the game scene;

[0023] The positional relationship detection module is used to detect the positional relationship between the player character and cover objects in the game scene;

[0024] An interactive control display module is used to display an entry control for the first cover object in the associated area of ​​the virtual joystick when the positional relationship between the player character and the first cover object meets a preset condition.

[0025] The player character movement module is used to respond to a second touch operation on the entry control and control the player character to move behind the first cover object.

[0026] Optionally, the preset conditions include at least one of the following:

[0027] The player character is facing the cover object;

[0028] The distance between the player character and the cover object is within a preset distance.

[0029] Optionally, the first touch operation and the second touch operation are consecutive operations.

[0030] Optionally, the device further includes:

[0031] The first control hiding module is used to hide the entry control when the player character arrives behind the first cover object.

[0032] Optionally, the device further includes:

[0033] The second control hiding module is used to hide the entry control in response to the end of the second touch operation.

[0034] Optionally, the entry control includes at least one sub-control representing the target posture; the player character movement module is specifically used for:

[0035] In response to a second touch operation on a sub-control within the entry control, the player character is controlled to move behind the first cover object, and the player character is controlled to enter the target posture corresponding to the sub-control.

[0036] Optionally, the entry control includes at least one sub-control representing the target posture; the player character movement module is specifically used for:

[0037] In response to a second touch operation on a sub-control within the entry control, the player character is controlled to move to the rear of the first cover object in the target posture corresponding to the sub-control.

[0038] This invention also discloses an electronic device, including a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory communicate with each other through the communication bus;

[0039] The memory is used to store computer programs;

[0040] When the processor executes a program stored in the memory, it implements the method described in the embodiments of the present invention.

[0041] This invention also discloses a computer-readable storage medium storing instructions that, when executed by one or more processors, cause the processors to perform the methods described in this invention.

[0042] The embodiments of the present invention have the following advantages:

[0043] In this embodiment of the invention, in a game, the terminal can respond to a first touch operation on the virtual joystick to control the player character to move within the game scene. Simultaneously, it detects the positional relationship between the player character and cover objects in the game scene. Then, in response to the player character's positional relationship with the first cover object meeting a preset condition, it displays an entry control for the first cover object in the associated area of ​​the virtual joystick. Then, in response to a second touch operation by the player on the entry control, it controls the player character to move behind the first cover object. Thus, by utilizing the positional relationship between the player character and cover objects, cover objects that the player character can automatically "hide" from can be effectively selected, reducing the player's decision-making and improving operational efficiency. Furthermore, providing a corresponding entry control in the associated area of ​​the virtual joystick allows the player to trigger the entry control through continuous operations, thereby controlling the player character to move to the corresponding cover object. This improves the controllability of game control, meets the player's different game needs, and enhances the player's gaming experience. Attached Figure Description

[0044] Figure 1 This is a flowchart illustrating the steps of a player character control method provided in an embodiment of the present invention;

[0045] Figure 2 This is a schematic diagram of the game interface provided in an embodiment of the present invention;

[0046] Figure 3 This is a schematic diagram of the game interface provided in an embodiment of the present invention;

[0047] Figure 4 This is a schematic diagram of the game interface provided in an embodiment of the present invention;

[0048] Figure 5 This is a schematic diagram of the game interface provided in an embodiment of the present invention;

[0049] Figure 6 This is a structural block diagram of a player character control device provided in an embodiment of the present invention;

[0050] Figure 7 This is a block diagram of an electronic device provided in an embodiment of the present invention;

[0051] Figure 8 This is a schematic diagram of a computer-readable storage medium provided in an embodiment of the present invention. Detailed Implementation

[0052] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, the present invention will be further described in detail below with reference to the accompanying drawings and specific embodiments.

[0053] The player character control method in this embodiment of the invention can run on a local terminal device or a server. When the player character control method runs on a server, it can be a cloud game.

[0054] In one optional implementation, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program and the game screen are separate. The storage and execution of player character control methods are completed on the cloud gaming server. The cloud gaming client is used for data reception, transmission, and game screen presentation. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the cloud gaming server in the cloud performs the game data processing. During gameplay, the player uses the cloud gaming client to send control commands to the cloud gaming server. The cloud gaming server runs the game according to the commands, encodes and compresses game screen data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.

[0055] In an alternative implementation, the local terminal device stores a game program and is used to display game visuals. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., by conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on a terminal display screen or providing it to the player via holographic projection. For example, the local terminal device may include a display screen for displaying the GUI, which includes game visuals, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the screen.

[0056] In this embodiment of the invention, an electronic terminal is used as a local terminal device for illustrative purposes. It is understood that the device could also be the cloud gaming client mentioned above, and the invention does not limit the application to this.

[0057] In one example, games are gradually becoming integrated into people's daily lives, becoming an important form of entertainment during leisure time. In shooting games, players can control their characters to shoot at enemy or non-player characters, while simultaneously using various virtual cover objects in the game environment to evade attacks or lurk behind them to ambush other players or non-player characters. For example, players can control their characters to hide behind virtual walls, virtual trees, or virtual trenches—virtually objects that can obstruct the enemy's line of sight. In related technologies, there are instances where the player character automatically stops behind virtual cover when approaching it, requiring no player intervention. However, this "automatic stopping" method has several drawbacks. Firstly, in tense game situations, such as when the player character is in a fast-paced combat state of moving and shooting, if the player does not intend to adjust their character's movement, this automatic stopping can severely disrupt the combat experience, resulting in a poor gaming experience. Furthermore, if a persistent interactive control for hovering is provided in the game interface, players must first use movement controls to move their character to the corresponding virtual cover, and then use the persistent interactive control to keep the character hovering at the corresponding location. Controlling the character's hovering with multiple interactive controls undoubtedly affects the efficiency of character control and contradicts the "automatic hovering" setting. Therefore, in related technologies, the "automatic hovering" of the player character suffers from poor controllability and low operational efficiency, negatively impacting the player's gaming experience.

[0058] One of the core inventive points of this invention is that it displays a virtual joystick, at least a portion of the game scene, a player character located in the game scene, and at least one virtual cover object through a graphical user interface on an electronic terminal. In the game, the player can input movement control commands for their character to move within the game scene. During the player character's movement, the terminal can detect the positional relationship between the player character and the virtual cover objects in the game scene in real time, and filter out a first cover object that meets the conditions for the player character to automatically stay. An entry control for this first cover object is displayed in the graphical user interface. If the player touches the entry control, the terminal can control the player character to move to the first cover object and stay there in the desired posture. Thus, by analyzing the positional relationship between the player character and the cover object, cover objects that the player character can automatically "hide" from can be effectively filtered, reducing the player's decision-making and improving operational efficiency. Simultaneously, providing a corresponding entry control in the associated area of ​​the virtual joystick allows the player to trigger the entry control through continuous operations, thereby controlling the player character to move to the corresponding cover object. This improves the controllability of the game, meets the player's different game needs, and enhances the player's gaming experience.

[0059] Reference Figure 1 This diagram illustrates a flowchart of a player character control method provided in an embodiment of the present invention. A graphical user interface (GUI) is provided via an electronic terminal. The GUI displays a virtual joystick, at least a portion of the game scene, the player character located within the game scene, and at least one cover object. Specifically, the method may include the following steps:

[0060] Step 101: In response to the first touch operation on the virtual joystick, control the player character to move in the game scene;

[0061] In this embodiment of the invention, the graphical user interface of the electronic terminal (hereinafter referred to as the terminal) may display a virtual joystick, a virtual crosshair, at least a portion of the game scene, a player character located in the game scene, and several game items. The virtual crosshair can be used to control the player character's viewing direction in the game. The virtual crosshair can be fixedly displayed at a target position on the graphical user interface (e.g., fixed in the center of the game interface), and its viewing direction changes as the player character's viewing direction in the game scene changes. The virtual joystick can be used to control the player character's movement within the game scene. The player character is a virtual character located in the game scene that the player controls in the game. The player character can move, jump, crouch, release skills, shoot, pick up items, etc., within the game scene. Cover objects can be virtual objects located in the game scene, such as virtual buildings, virtual trees, virtual rocks, virtual items, etc., that can affect the attack vision of other player characters or non-player characters. Therefore, the player can control their character to move to the corresponding position of the cover object to avoid attacks or to lie in wait for an opportunity to attack.

[0062] During gameplay, players can control their characters using interactive controls provided in the game interface to perform various game actions. These interactive controls include movement controls, skill controls, shooting controls, camouflage controls, jump controls, and standing controls. These controls can be either permanently displayed on the game interface or displayed only when the player character meets specific conditions (e.g., a movement control can be displayed when the condition for "cover movement" is met). Players can then control their characters to perform corresponding interactive actions. Optionally, in this embodiment, the virtual joystick can be a movement control.

[0063] In a practical implementation, players can input movement control commands on the terminal to control their character's movement within the game scene. For example, the player can move their character behind a first piece of cover in the game scene to avoid attacks from enemy players or to lie in wait. For instance, the terminal can respond to touch operations on "regular movement controls," controlling the player character's movement within the game scene based on the touch operation, including moving behind corresponding cover objects for hiding or lying in wait, etc. This invention does not impose any limitations on this.

[0064] Reference Figure 2This diagram illustrates a game interface provided in an embodiment of the present invention. The game interface 20 is displayed through a graphical user interface on a terminal. The game interface 20 includes a portion of the game scene currently visible to the player, a player character 210, several virtual cover objects 220, multiple interactive controls 230 for controlling the player character 210, and a virtual crosshair 240. The player can control the player character 210 using different interactive controls 230, such as controlling movement, shooting, jumping, crouching, prone, changing the viewpoint, picking up items, etc. Specifically, in a conventional manner, the player can control the player character 210 to move within the game scene using the interactive controls 230, such as moving the player character to the back (bottom, top, or inside) of a virtual cover object to avoid attacks or to lie in wait.

[0065] Step 102: Detect the positional relationship between the player character and the cover objects in the game scene;

[0066] During gameplay, as players control their characters to move within the game environment using a virtual joystick, the terminal can detect the positional relationship between the player character and cover objects in the game environment in real time. This positional relationship can include the distance and orientation between the player character and the cover objects.

[0067] Step 103: In response to the fact that the positional relationship between the player character and the first cover object meets the preset conditions, display an entry control for the first cover object in the associated area of ​​the virtual joystick;

[0068] In this embodiment of the invention, the first cover object can be a cover object that the player character can automatically stop at. That is, during the player character's movement, the cover object can include cover objects that can trigger automatic stopping and cover objects that cannot trigger automatic stopping. For cover objects that can trigger automatic stopping, the player can trigger automatic stopping when the player character approaches the cover object through corresponding touch operations. Thus, during the player character's movement, the terminal filters the cover objects in the game scene, reducing the player's decision to select cover objects. Especially when the player wants to control the player character to stop at a cover object, the terminal's filtering of cover objects can effectively improve the player's control efficiency.

[0069] Optionally, the preset conditions may include the player character facing the cover object, and the distance between the player character and the cover object being within a preset distance range, etc., which are not limited in this invention.

[0070] In practical implementation, as the player controls their character to move, the terminal can determine the target cover object corresponding to the player character in real time. Then, it obtains the relative distance between the player character and the target cover object in the game scene, and designates target cover objects whose relative distance is less than or equal to a preset distance threshold as the first cover object, displaying an entry control for the first cover object in the graphical user interface. Alternatively, the cover object currently being faced by the player character can be designated as the first cover object, and then the entry control for the first cover object can be displayed in the graphical user interface. Furthermore, cover objects within the player character's facing range that meet a preset distance can also be designated as the first cover object.

[0071] The target cover can be any cover that appears within the player character's field of vision. In the game, as the player adjusts the player character's viewing direction, the terminal can display the corresponding view in the graphical user interface based on the adjusted viewing direction. This view changes with the change in viewing direction. Furthermore, as the player character moves in the game scene and the viewing direction changes, the cover objects appearing in the view also change in real time. Thus, during the player character's movement, the terminal responds to the player character's view switching operation, adjusts the player character's viewing orientation, and uses the cover objects in the game scene that are within the player character's viewing orientation as the target cover objects.

[0072] Once the terminal determines the target cover object in the player character's field of view in real time, it can obtain the relative distance between each target cover object and the player character in the game scene. Target cover objects with a relative distance less than or equal to a preset distance threshold are designated as first cover objects. An entry control for the first cover object is displayed in the graphical user interface. By using the positional relationship between the player character and the cover object, the cover objects that the player character can automatically "hide" can be effectively filtered out, reducing the player's decision-making and improving operational efficiency.

[0073] Optionally, a spatial coordinate system corresponding to the game scene can be established. Under this spatial coordinate system, each virtual object in the game scene can be regarded as a point mass. Then, by obtaining the scene position coordinates of the player character, cover object, etc. in the spatial coordinate system, the positional relationship between the player character and the cover object in the game scene can be determined based on the scene position coordinates. Then, based on the positional relationship, the first cover object can be selected from the game scene, and then the entry control for the first cover object can be displayed in the graphical user interface.

[0074] In one example, the terminal can display a first movement control in the graphical user interface (GUI) for controlling the player character's movement. This first movement control can be a joystick controller, allowing the player to move their character within the game scene. During real-time movement, the terminal can continuously acquire the relative distances between the player character and various cover objects within the player character's field of view. Target cover objects with relative distances less than or equal to a preset distance threshold are designated as first cover objects that can trigger automatic stopping. An entry control for this first cover object is then displayed in the GUI at the location corresponding to the first movement control. Specifically, the first movement control can be a joystick controller, and the entry control can be a fan-shaped interactive area displayed around the joystick controller, allowing the player to trigger automatic stopping of their character at the corresponding cover object through this fan-shaped interactive area.

[0075] For example, as the player character moves in the game scene, the terminal can detect the player character's viewing direction, i.e., whether there are cover objects within a 120° range, and take the cover objects within the player character's 120° viewing range as target cover objects. Then, it obtains the relative distance R between each target cover object and the player character in the game scene. If the relative distance R is less than or equal to a preset distance threshold (such as 5 meters), the corresponding cover object can be taken as the first cover object. Thus, by using the positional relationship between the player character and the cover objects, the terminal can effectively filter out the cover objects that the player character can automatically "hide", reducing the player's corresponding decision-making and improving operational efficiency.

[0076] Optionally, when at least two target cover objects have a relative distance to the player character that meets a preset distance threshold, the target cover object with the smaller relative distance can be used as the first cover object; when at least two target cover objects have a relative distance to the player character that meets a preset distance threshold and the relative distances are the same, the target cover object with the smaller angle of deviation from the player character's viewing direction can be used as the first cover object. For example, assuming the viewing direction is due north, target cover object ① is located in the direction 15° east of due north, and target cover object ② is located in the direction 25° west of due north, the terminal can use target cover object ① as the first cover object, and then display an entry control for the first cover object in the graphical user interface so that the player can use the entry control to control the player character to stay at the first cover object.

[0077] Step 104: In response to the second touch operation on the entry control, control the player character to move behind the first cover object.

[0078] In this embodiment of the invention, when a player controls their character to move within a game scene, if the terminal detects that a cover object in the game scene meets the automatic stopping conditions for the player character, an entry control can be displayed in the graphical user interface at the position corresponding to the first movement control. If the player has corresponding game needs, such as controlling the player character to stop behind a cover object to avoid attacks from enemy player characters or non-player characters, or hiding behind a cover object for lurking, the player can control the player character to move to the first cover object by touching the entry control and stop at the first cover object in the desired posture. By providing an entry control for a cover object, the player can control the player character to stop at the corresponding cover object in the desired posture. Compared to the player character automatically stopping when approaching a cover object, triggering automatic stopping through the entry control improves the controllability of game control, meets the player's control over different game needs, and allows the player to achieve movement + cover hiding control through continuous operation during the player's movement control, thus improving the player's game experience.

[0079] In one optional embodiment, the entry control may include at least one sub-control representing a target posture. The terminal can then respond to a second touch operation on a sub-control within the entry control, controlling the player character to move behind the first cover object and enter the target posture corresponding to the sub-control. In another optional embodiment, the terminal can respond to a second touch operation on a sub-control within the entry control, controlling the player character to move behind the first cover object in the target posture corresponding to the sub-control.

[0080] In a specific implementation, the target posture may include standing posture, crouching posture, and crawling posture, etc. Then the player can select the corresponding sub-control to control the player character to move behind the first cover object and maintain the standing posture, crouching posture, and crawling posture, etc., or control the player character to move behind the first cover object in the standing posture, crouching posture, and crawling posture, etc., etc., and the present invention does not limit this.

[0081] Specifically, the first touch operation and the second touch operation can be continuous touch operations. When the player continuously touches the first movement control, the terminal can respond to the touch operation of sliding from the first movement control to the entry control, controlling the player character to move to the first cover object and stay behind the first cover object in the target posture, or move to the back of the first cover object in the target posture. When the player does not touch the first movement control to control the movement of the player character, the terminal can respond to the click operation on the entry control, controlling the player character to move to the first cover object and stay behind the first cover object in the target posture, or move to the back of the first cover object in the target posture. The target moves to behind the first cover object. When the entry control is displayed, if the player character is moving, the player can move the touch point to the entry control and stay there by maintaining control of the player character's movement and using the corresponding swipe operation. If the player character is not moving, the player can click the entry control to trigger the player character to move to the first cover object and stay there. By providing different interaction methods, players can choose the appropriate method to control the player character according to the actual game needs, thus improving the game experience.

[0082] In the specific implementation, when a player character moves to the first cover object and maintains the target posture, the terminal can respond to a touch operation on the entry control, controlling the player character to move to the target position of the first cover object and remain there in the target posture. The target position includes one of the following: the rear, interior, top, or bottom of the first cover object. It should be noted that the rear, interior, top, and bottom of the first cover object can all serve as occlusion surfaces relative to other player characters or hostile non-player characters in the game scene.

[0083] In one example, refer to Figure 3This diagram illustrates a game interface provided in an embodiment of the present invention. The game interface 30 is displayed via a graphical user interface of an electronic terminal. The game interface 30 includes a player character 310, a first movement control 320, and a cover object 330. When the player moves their character in the game scene, if the terminal detects that the cover object 330 is within the range corresponding to the player character's viewpoint and the relative distance between them is less than or equal to a preset distance threshold, the terminal can display an entry control 340 on the game interface 30. When the player touches the entry control 340 (including moving the touch point from the first movement control 320 to the entry control 340 via a swipe operation, or clicking the entry control 340, etc.), the terminal can control the player character 310 to move to the cover object 330 and crouch there. In one scenario, if the relative distance between the player character 310 and the cover object 330 is less than or equal to a preset target distance threshold (e.g., 0.5m, distinct from the preset distance threshold for activating the entry control; this target distance threshold is used to trigger the player character's automatic stopping, and is less than the aforementioned preset distance threshold), the terminal can control the player character to stop at the cover object 330 in a crouching posture. If the relative distance between the player character 310 and the cover object 330 is less than the preset distance threshold but greater than the target distance threshold, the terminal can first control the player character 310 to move closer to the cover object 330, and then, when the relative distance between them is less than... When the distance to the target threshold is equal to or equal to the target distance, the player character is controlled to crouch and remain at the cover object 330. By analyzing the positional relationship between the player character and the cover object, the cover objects that the player character can automatically "hide" can be effectively selected, reducing the player's decision-making and improving operational efficiency. At the same time, by providing corresponding entry controls, players can use the corresponding entry controls in the associated area of ​​the virtual joystick to control the player character to automatically "hide" to the corresponding cover object during movement through continuous operation (movement control + cover switching control touch), thereby improving the controllability of the game, meeting the player's control needs for different game needs, and improving the player's gaming experience.

[0084] In addition, when the player character reaches behind the first cover object, the terminal can hide the entry control in the graphical user interface, or the terminal can hide the entry control in response to the end of the second touch operation, so as to avoid obstructing the player's game view and ensure the player's game experience after the player completes the corresponding operation by hiding the interactive control.

[0085] Optionally, players can control their characters to stand, crouch, crawl, walk standing, run standing, move while crouching, and move while crawling, etc. The visibility of the standing, crouching, and crawling postures in the game scene varies. The standing posture has high visibility, the crouching posture has moderate visibility, and the crawling posture has very low visibility. The probability of being spotted by enemy players or non-player characters in the same game scene decreases in that order. For example, in a game scene with rice paddies, if a player character moves while standing, their upper body will be fully visible to other players, making them relatively easy to spot. If a player character moves in a crouching position within the game scene, and the height of the rice stalks is greater than the player character's height after crouching, the player character can move relatively stealthily within the rice stalks, requiring other players to carefully observe the game scene to spot the player character. If a player character moves in a crawling position within the game scene, the player character can be completely hidden within the rice stalks, making it difficult for other players to spot the player character from a certain distance. Thus, players can control virtual objects to lurk or hide in appropriate states within the corresponding cover objects based on the content of the cover objects they wish to conceal.

[0086] For example, the size of cover objects in a game scene varies. When the size of the cover object is large enough to completely hide a player character in a standing position, the player can choose to hide in or behind the cover object in a standing, crouching, or crawling position. When the size of the cover object is large enough to completely hide a player character in a crouching position, the player can choose to hide in or behind the cover object in a crouching or crawling position. When the size of the cover object is only large enough to completely hide a player character in a crawling position, the player can choose to hide in or behind the cover object in a crawling position, and so on. This invention does not impose any limitations on this.

[0087] It should be noted that, in addition to volume, cover objects can also include height, width, coverage area, etc., so players can choose to control their characters to lurk or hide in the corresponding positions of the cover objects according to the actual game needs.

[0088] In one optional embodiment, after the player controls the player character to remain in a target posture behind a first cover object, if the player wants to move the player character from the first cover object to another cover object, the player character's view direction can be adjusted to determine a second cover object from the game scene using a virtual crosshair, thus achieving "cover-switching movement". Specifically, when the player character is hidden behind the first cover object in a first posture, in response to a view switching operation for the player character, the aiming direction of the virtual crosshair is adjusted, and a second cover object for the player to hide behind is determined in the game scene based on the aiming direction of the virtual crosshair; a cover-switching control is displayed in the graphical user interface; in response to a first click operation on the cover-switching control, the player character is controlled to move from behind the first cover object to behind the second cover object.

[0089] During gameplay, when a player character is hidden behind a first cover object in a first posture, if the player wants to move the character from the current first cover object to a second cover object, the terminal can first determine the first cover object where the player character is hidden in the first posture. Then, based on the player's cover movement switching operation, the terminal can control the player character to move from the first cover object to the target cover object. The first posture can include standing, crouching, and crawling postures, etc. That is, the player can control the character to hide behind the first cover object in one of these postures. For example, the player character can hide inside the first cover object, behind the first cover object, at the bottom of the first cover object, or at the top of the first cover object in a standing posture, etc.

[0090] Optionally, the rear of the first cover object can be a position relative to other player characters or non-player characters. For example, if an enemy player character is located due north of the cover object, the rear of the cover object can be the position corresponding to due south; if an enemy player character is located due south of the cover object, the rear of the cover object can be the position corresponding to due north, and so on. Thus, players can flexibly adjust their hiding position on the cover object according to the position of enemy player characters or non-player characters to avoid corresponding attacks or to lie in wait.

[0091] In its implementation, the terminal can respond to movement control operations for the player character, controlling the character's movement within the game scene. When the player wants to adjust the character's movement direction, the terminal can respond to perspective switching operations, adjusting the character's viewpoint and the virtual crosshair's aiming direction. During the adjustment of the virtual crosshair, since it remains at a fixed position in the graphical user interface, the terminal displays different viewpoints in the graphical user interface as the player character's viewpoint changes. When the player ends the aiming control operation, the terminal can use the cover object "aimed" by the virtual crosshair as a second cover object and obtain the corresponding positional relationship. Thus, the player can quickly select the destination for movement by adjusting the virtual crosshair's aiming direction in the game. The positional relationship can include the first relative distance between the player character and the second cover object in the game scene, and the second relative distance between the first and second cover objects in the game scene. This positional relationship determines whether to trigger the player character's "cover-switching movement."

[0092] In addition to switching perspectives to directly "aim" the virtual crosshair at the corresponding cover, players can also adjust the aiming area corresponding to the virtual crosshair. The aiming area can be the player character's current field of view, and the terminal can display the current game screen view in the graphical user interface. Then, when the aiming area contains other cover objects besides the first cover object, the cover objects in the aiming area can be identified as the second cover objects for the player character to hide, and the second cover objects are highlighted. Thus, in the process of selecting the second cover object, the cover object can be accurately selected in a "point-to-point" manner, or the cover object can be quickly selected in a way that uses the aiming area. This greatly improves the flexibility of the player's game operation and the convenience of hiding the player character. At the same time, highlighting the second cover object allows the player to intuitively understand the destination of the player character's movement.

[0093] Optionally, for the player character's "cover switching movement," that is, moving from the current first cover object to the second cover object selected by the player through the virtual crosshair, the positional relationship between the player character and the second cover object must meet certain conditions, and / or the positional relationship between the first cover object and the second cover object where the player character is hidden in the first posture must meet certain conditions before the player character's "cover switching movement" can be triggered.

[0094] In a specific implementation, the terminal can obtain the distance between other delayed objects in the aiming area besides the first cover object and the first cover object or the player character. If the first relative distance between the player character and the second cover object in the game scene is less than or equal to a preset distance threshold, the terminal can display a cover switching control in the graphical user interface; and / or, if the second relative distance between the first cover object and the second cover object in the game scene is less than or equal to a preset distance threshold, the cover switching control is displayed in the graphical user interface so that the player can control the player character to move from the currently located first cover object to the second cover object through the cover switching control.

[0095] Optionally, a spatial coordinate system corresponding to the game scene can be established. By obtaining the coordinates of the player character and cover objects, the scene position coordinates of the player character and cover objects in the spatial coordinate system can be obtained. Then, the first relative distance between the player character and cover objects in the game scene can be calculated based on the two coordinates. The second relative distance between the two cover objects in the game scene can be calculated based on the scene position coordinates of the two cover objects. Then, the terminal can determine whether the first relative distance and / or the second relative distance meet the corresponding preset distance threshold to determine whether to trigger the player character's "cover switching movement".

[0096] For example, suppose a player character is currently crouching and hiding behind a first cover in the game scene. When the player adjusts the aiming direction of the virtual crosshair so that a second cover appears in the player character's field of vision, and the virtual crosshair is aimed at the second cover, the terminal can obtain the first relative distance R1 between the player character and the second cover, and the second relative distance R2 between the first cover and the second cover. When R1 and / or R2 are less than or equal to 10 meters, the terminal can display a cover switching control for the second cover in the game interface. Thus, the player can quickly select a target cover in the game scene by adjusting the aiming direction of the virtual crosshair, thereby quickly locking the player character's movement destination by adjusting the aiming direction.

[0097] Optionally, after determining the second cover object for the player character to hide in the game scene based on the aiming direction of the virtual crosshair, the terminal can also display a movement indicator control in the graphical user interface. This movement indicator control can be used to represent the direction the player character is to move. The terminal can also display the movement indicator control in the graphical user interface after the player inputs a selection operation for the cover switching control, or it can be displayed simultaneously with the cover switching control, etc., and the present invention does not limit this. The movement indicator control can be a charging animation control, for example, indicating the direction the player character is to move through a charging effect. Furthermore, the terminal can hide the movement indicator control in response to the selection operation for the cover switching control, or hide the movement indicator control when the player character moves behind the second cover object.

[0098] During gameplay, when a player character is hidden behind a first cover object in a first posture, if the player wants to move the character from the current first cover object to a second cover object, the terminal can first determine the first cover object where the player character is hidden in the first posture. Then, based on the player's cover movement switching operation, the terminal can control the player character to move from the first cover object to the target cover object. The first posture can include standing, crouching, and crawling postures, etc. That is, the player can control the character to hide behind the first cover object in one of these postures. For example, the player character can hide inside the first cover object, behind the first cover object, at the bottom of the first cover object, or at the top of the first cover object in a standing posture, etc.

[0099] Optionally, the rear of the first cover object can be a position relative to other player characters or non-player characters. For example, if an enemy player character is located due north of the cover object, the rear of the cover object can be the position corresponding to due south; if an enemy player character is located due south of the cover object, the rear of the cover object can be the position corresponding to due north, and so on. Thus, players can flexibly adjust their hiding position on the cover object according to the position of enemy player characters or non-player characters to avoid corresponding attacks or to lie in wait.

[0100] In its implementation, the terminal can respond to movement control operations for the player character, controlling the character's movement within the game scene. When the player wants to adjust the character's movement direction, the terminal can respond to perspective switching operations, adjusting the character's viewpoint and the virtual crosshair's aiming direction. During the adjustment of the virtual crosshair, since it remains at a fixed position in the graphical user interface, the terminal displays different viewpoints in the graphical user interface as the player character's viewpoint changes. When the player ends the aiming control operation, the terminal can use the cover object "aimed" by the virtual crosshair as a second cover object and obtain the corresponding positional relationship. Thus, the player can quickly select the destination for movement by adjusting the virtual crosshair's aiming direction in the game. The positional relationship can include the first relative distance between the player character and the second cover object in the game scene, and the second relative distance between the first and second cover objects in the game scene. This positional relationship determines whether to trigger the player character's "cover-switching movement."

[0101] In addition to switching perspectives to directly "aim" the virtual crosshair at the corresponding cover, players can also adjust the aiming area corresponding to the virtual crosshair. The aiming area can be the player character's current field of view, and the terminal can display the current game screen view in the graphical user interface. Then, when the aiming area contains other cover objects besides the first cover object, the cover objects in the aiming area can be identified as the second cover objects for the player character to hide, and the second cover objects are highlighted. Thus, in the process of selecting the second cover object, the cover object can be accurately selected in a "point-to-point" manner, or the cover object can be quickly selected in a way that uses the aiming area. This greatly improves the flexibility of the player's game operation and the convenience of hiding the player character. At the same time, highlighting the second cover object allows the player to intuitively understand the destination of the player character's movement.

[0102] Optionally, for the player character's "cover switching movement," that is, moving from the current first cover object to the second cover object selected by the player through the virtual crosshair, the positional relationship between the player character and the second cover object must meet certain conditions, and / or the positional relationship between the first cover object and the second cover object where the player character is hidden in the first posture must meet certain conditions before the player character's "cover switching movement" can be triggered.

[0103] In a specific implementation, the terminal can obtain the distance between other delayed objects in the aiming area besides the first cover object and the first cover object or the player character. If the first relative distance between the player character and the second cover object in the game scene is less than or equal to a preset distance threshold, the terminal can display a cover switching control in the graphical user interface; and / or, if the second relative distance between the first cover object and the second cover object in the game scene is less than or equal to a preset distance threshold, the cover switching control is displayed in the graphical user interface so that the player can control the player character to move from the currently located first cover object to the second cover object through the cover switching control.

[0104] Optionally, a spatial coordinate system corresponding to the game scene can be established. By obtaining the coordinates of the player character and cover objects, the scene position coordinates of the player character and cover objects in the spatial coordinate system can be obtained. Then, the first relative distance between the player character and cover objects in the game scene can be calculated based on the two coordinates. The second relative distance between the two cover objects in the game scene can be calculated based on the scene position coordinates of the two cover objects. Then, the terminal can determine whether the first relative distance and / or the second relative distance meet the corresponding preset distance threshold to determine whether to trigger the player character's "cover switching movement".

[0105] For example, suppose a player character is currently crouching and hiding behind a first cover in the game scene. When the player adjusts the aiming direction of the virtual crosshair so that a second cover appears in the player character's field of vision, and the virtual crosshair is aimed at the second cover, the terminal can obtain the first relative distance R1 between the player character and the second cover, and the second relative distance R2 between the first cover and the second cover. When R1 and / or R2 are less than or equal to 10 meters, the terminal can display a cover switching control for the second cover in the game interface. Thus, the player can quickly select a target cover in the game scene by adjusting the aiming direction of the virtual crosshair, thereby quickly locking the player character's movement destination by adjusting the aiming direction.

[0106] Optionally, after determining the second cover object for the player character to hide in the game scene based on the aiming direction of the virtual crosshair, the terminal can also display a movement indicator control in the graphical user interface. This movement indicator control can be used to represent the direction the player character is to move. The terminal can also display the movement indicator control in the graphical user interface after the player inputs a selection operation for the cover switching control, or it can be displayed simultaneously with the cover switching control, etc., and the present invention does not limit this. The movement indicator control can be a charging animation control, for example, indicating the direction the player character is to move through a charging effect. Furthermore, the terminal can hide the movement indicator control in response to the selection operation for the cover switching control, or hide the movement indicator control when the player character moves behind the second cover object.

[0107] After identifying the second cover object, the terminal can display a second movement control for that cover object in the graphical user interface. When the player touches the second movement control, the terminal can respond to the touch operation and display a movement indicator control from the first cover object to the second cover object in the game scene. The terminal can then control the player character to move from the first cover object to the second cover object in the target posture. Thus, in the game, the player can quickly select the target cover object in the game scene by adjusting the virtual crosshair's view and trigger the second movement control for that target cover. The player can then control the player character to move to the target cover object through the second movement control. On the one hand, the player can quickly lock the player character's movement destination by adjusting the view; on the other hand, "one-click" movement is achieved through the second movement control corresponding to the cover object, greatly simplifying the interaction method of movement control and improving the convenience of player character movement control.

[0108] For the process of a player controlling their character to move from a first cover object to a second cover object via touch operation on the second movement control, the player character can move automatically from the first cover object to the second cover object in a conventional manner; or automatically from the rear (or inside, bottom, or top, etc.) of the first cover object to the rear (or inside, bottom, or top, etc.) of the second cover object in a conventional manner; or automatically from the standing, crouching, or crawling posture to the second cover object in a standing, crouching, or crawling posture to the rear (or inside, bottom, or top, etc.) of the first cover object. Players can move to the rear (or inside, bottom, or top, etc.) of a second cover object, allowing for "one-click" movement via a second movement control corresponding to that cover object. This greatly simplifies the interaction of movement control and improves the convenience of player character movement control. Furthermore, when the player character automatically moves to the second cover object in a target posture, such as a crouching or crawling posture, the player does not need to control the character's movement posture or direction, further simplifying the interaction of movement control. This allows players to quickly control their character to move between different cover objects in the corresponding posture.

[0109] In the specific implementation, when the player inputs a touch operation on the second movement control, the terminal can respond to the touch operation on the second movement control, display a movement indicator control from the first cover object to the second cover object in the game scene, and control the player character to move from the first cover object to the second cover object along the movement indicator control. Therefore, considering the aforementioned process of the player character moving from the first cover object to the second cover object, the terminal can respond to touch operations on the second movement control, displaying a movement indicator control in the game scene from the first cover object to the second cover object, and controlling the player character to move along the movement indicator control from the rear (or inside, or bottom, or top, etc.) of the first cover object to the rear (or inside, or bottom, or top, etc.) of the second cover object; it can also respond to touch operations on the second movement control, displaying a movement indicator control in the game scene from the first cover object to the second cover object, and controlling the player character to move along the movement indicator control in a target posture from the first cover object to the second cover object; it can also respond to touch operations on the second movement control, displaying a movement indicator control in the game scene from the first cover object to the second cover object, and controlling the player character to move along the movement indicator control in a target posture (including a standing posture). The player character can move from the rear (or inside, bottom, or top, etc.) of a first cover object to the rear (or inside, bottom, or top, etc.) of a second cover object in one of three postures: crouching, prone, or crawling. When the player triggers the "cover-switching movement" function, the terminal can display a movement indicator control for the player character in the game scene and control the player character to automatically move along this indicator control to the second cover object. This achieves "one-click" control of the player character's cover-switching movement, greatly simplifying the interaction of movement control and improving the convenience of player character movement control. Furthermore, the player character can move in standing, crouching, or crawling postures, allowing them to maintain a movement posture that is difficult for enemy or non-player characters to detect. This reduces the need for the player to simultaneously control both the player character's movement and posture, further improving the convenience of movement control.

[0110] In one scenario, the terminal can respond to a first click on the cover switching control, controlling the player character to move from behind a first cover object to behind a second cover object. Furthermore, during this movement, the terminal displays the player character's progress from behind the first cover object to behind the second cover object in the area associated with the cover switching control, and / or displays the remaining time for the player character to move from behind the first cover object to behind the second cover object in the area associated with the cover switching control. This allows the player to intuitively and quickly perceive the player character's movement status through the progress bar and remaining time displayed in the cover switching control, enabling them to make appropriate game decisions based on the actual game requirements.

[0111] Optionally, the terminal can also respond to touch operations on the cover switching control, obtain the player character's movement speed in the first posture, and the first relative distance between the player character and the second cover object, and the second relative distance between the first cover object and the second cover object. Then, using the first relative distance and movement speed, it calculates the player character's first movement duration, or using the second relative distance and movement speed, it calculates the player character's second movement duration. Then, it controls the player character to move from the first cover object to the second cover object within the first or second movement duration. The first or second movement duration can be the initial remaining movement duration displayed by the cover switching control, representing the time required for the player character to move from the first cover object to the second cover object. As the player character gradually moves from the first cover object to the second cover object, the remaining movement duration and the movement progress bar can change accordingly. The movement progress bar can be determined based on the ratio between the remaining movement time and the first movement time (or the second movement time). For example, if the first movement time is 2 seconds and the remaining movement time is 0.5 seconds, the movement progress bar can display a style corresponding to 75%. For instance, assuming the movement progress bar is the outer ring of the cover switching control, when the movement progress is 75%, the 75% of the outer ring can be displayed in the first color, and the remaining 25% can be displayed in the second color, etc. This invention does not impose any limitations on this, so that players can intuitively and quickly perceive the movement status of the player character, and make corresponding game decisions based on actual game needs.

[0112] Specifically, different player character states correspond to different movement speeds. After obtaining the first relative distance between the player character and the second cover object, and the second relative distance between the first and second cover objects, the terminal can calculate the movement time based on the corresponding relative distance and movement speed. Then, while the player is holding down the cover switching control, the terminal controls the player character to move from the first cover object to the second cover object at the corresponding movement speed within that movement time. For example, standing posture corresponds to movement speed ①, crouching posture corresponds to movement speed ②, and crawling posture corresponds to movement speed ③. Therefore, depending on the player character's state (corresponding movement speed) and relative distance, the movement time from the first cover object to the second cover object varies. The terminal can control the player character to complete the cover movement at the corresponding movement speed within a certain movement time based on the actual situation in the game. Furthermore, when the terminal detects that the player character has reached behind the second cover object, it can control the player character to stop moving.

[0113] Regarding the player character's movement, the terminal can control the player character to move from behind the first cover object to behind the second cover object in a first posture, or switch the player character from the first posture to the second posture and control the player character to move from behind the first cover object to behind the second cover object. When the player character reaches behind the second cover object, the player character can switch from the second posture to the first posture. For example, if a player character is standing and hiding behind a first piece of cover, they can remain standing and move to the back of a second piece of cover. The same applies to crouching and crawling positions. If a player character is crawling and hiding behind a first piece of cover, the terminal can switch the player from crawling to standing or crouching, and then move from behind the first piece of cover to the back of the second piece of cover in either position, and then switch back to crawling, and so on. By controlling the player character's different postures and moving in different postures, the concealment and speed of the player character's movement can be effectively improved, ensuring a better gaming experience.

[0114] In this embodiment of the invention, when the terminal displays the cover switching control for the second cover object, if the player inputs a first click operation on the cover switching control, the terminal can control the player character to move from the first cover object to the second cover object. Thus, the player can achieve "one-click" movement through the cover switching control corresponding to the second cover object, greatly simplifying the interaction method of movement control and improving the convenience of player character movement control. During the player character's movement from the first cover object to the second cover object, if the player inputs a second click operation on the cover switching control, the terminal can respond to the second click operation, hiding the cover switching control and the movement indicator control. Simultaneously, it determines the player character's current position in the game scene and controls the player character to remain at that position. Therefore, the player can interrupt the player character's movement operation by clicking the cover switching control again according to actual game needs, in order to control the player character to perform other interactive operations.

[0115] Optionally, for the process of a player controlling their character to move from a first cover object to a second cover object by clicking a cover switching control once, the player character can move automatically from the first cover object to the second cover object in a conventional manner; or automatically from the rear (or inside, or bottom, or top, etc.) of the first cover object to the rear (or inside, or bottom, or top, etc.) of the second cover object in a conventional manner; or automatically from the standing, crouching, or crawling posture to the second cover object in a standing, crouching, or crawling posture to the rear (or inside, or bottom, or top, etc.) of the first cover object. Players can move to the rear (inside, bottom, or top, etc.) of a second cover object, allowing for "one-click" movement via the cover switching control corresponding to the second cover object. This greatly simplifies the interaction of movement control and improves the convenience of player character movement control. Furthermore, when the player character automatically moves to the second cover object in a first posture, such as a crouching or crawling posture, the player does not need to control the character's posture or direction of movement, further simplifying the interaction of movement control. This allows players to quickly control their character to move between different cover objects in the appropriate posture.

[0116] In the specific implementation, when the player clicks on the cover switching control, the terminal can respond to the click, display a movement indicator in the game scene from the first cover object to the second cover object, and control the player character to move from the first cover object to the second cover object along the movement indicator. Therefore, considering the aforementioned process of the player character moving from the first cover object to the second cover object, the terminal can respond to touch operations on the cover switching control, display a movement indicator from the first cover object to the second cover object in the game scene, and control the player character to move along the movement indicator from the rear (or inside, or bottom, or top, etc.) of the first cover object to the rear (or inside, or bottom, or top, etc.) of the second cover object; it can also respond to touch operations on the cover switching control, display a movement indicator from the first cover object to the second cover object in the game scene, and control the player character to move along the movement indicator in a first posture from the first cover object to the second cover object; it can also respond to touch operations on the cover switching control, display a movement indicator from the first cover object to the second cover object in the game scene, and control the player character to move along the movement indicator in a first posture (including a standing posture). The player character can move from the rear (or inside, bottom, or top, etc.) of a first cover object to the rear (or inside, bottom, or top, etc.) of a second cover object in one of three postures: crouching, prone, or crawling. When the player triggers the "cover-switching movement" of their character, the terminal can display a movement indicator for the player character in the game scene and control the player character to automatically move along this indicator to the second cover object. This achieves "one-click" control of the player character's cover-switching movement, greatly simplifying the interaction of movement control and improving the convenience of player character movement control. Furthermore, the player character can move in standing, crouching, or crawling postures, allowing them to maintain a movement posture that is difficult for enemy or non-player characters to detect. This reduces the need for the player to simultaneously control both the character's movement and posture, further improving the convenience of movement control.

[0117] It should be noted that when the player character moves from the first cover object to the second cover object in the first posture, if the player clicks the cover switching control again, the terminal can determine the current position of the player character in the game scene and control the player character to stay in the current position in the first posture. For example, if the player character moves in a standing posture, it will stay in the current position in a standing posture; if the player character moves in a crouching posture, it will stay in the current position in a crouching posture; if the player character moves in a crawling posture, it will stay in the current position in a crawling posture, and so on. This invention does not limit this.

[0118] In one example, refer to Figure 4This diagram illustrates a game interface provided in an embodiment of the present invention. The game interface 40 is displayed via a graphical user interface on a terminal. The game interface 40 includes a player character 420 hidden in a crouching posture behind a first cover object 410, a second cover object 430, and a virtual crosshair 440. During gameplay, the player can adjust their viewing angle so that the virtual crosshair 440 is aligned with the second cover object 430. The terminal can then obtain a first relative distance between the player character 420 and the second cover object 430, and a second relative distance between the first cover object 410 and the second cover object. When the first relative distance and / or the second relative distance meet a preset distance threshold, the terminal can display a second movement control 450 for the second cover object 430 on the game interface 40. This allows for quick selection of a target cover object in the game scene by adjusting the viewing angle of the virtual crosshair. When the player clicks the second movement control 450 for the first time, the terminal can display a movement indicator control 460 in the game scene shown on the game interface 40, and control the player character 420 to move in a crouching posture from behind the first cover object 410 to behind the second cover object 430. After the movement is completed, the second movement control 450 is hidden. During the movement, the corresponding movement progress bar 4501 and the remaining movement time 4502 can be displayed in the second movement control 450, so that the player can intuitively and quickly perceive the movement status of the player character.

[0119] If the player wants to cancel the movement during the process, they can input a second click operation on the second movement control 450. Before the player character 420 moves to the back of the second cover object 430, the terminal can determine the current position of the player character 420 in the game scene and control the player character 420 to stay in the current position in a crouching posture. Thus, through the above process, the player character's cover switching movement can be controlled with "one-click", which greatly simplifies the interaction method of movement control and improves the convenience of player character movement control. At the same time, the player character can move in a standing posture, crouching posture, and crawling posture during the movement, so that the player character can move in a state that is not easily detected by enemy player characters or non-player characters, reducing the number of operations that the player needs to control the movement and movement status of the player character at the same time, further improving the convenience of movement control.

[0120] In another scenario, players can trigger terminal control to move their character from the first cover object to the second cover object by long-pressing the second movement control.

[0121] During the duration of the long press operation, the terminal can control the player character to move from behind a first cover object to behind a second cover object. Furthermore, during this movement, upon the end of the long press operation, the terminal can control the player character to stop moving.

[0122] In its implementation, after the terminal displays the cover switching control for the second cover object in the graphical user interface, the player can long-press the cover switching control to control the player character to move from the first cover object to the second cover object. During this movement, the terminal can hide the cover switching control, at which point the player can release their finger. This allows for "one-click" movement using the cover switching control corresponding to the second cover object, greatly simplifying the interaction of movement control and improving the convenience of player character movement control. If, during the player character's movement from the first cover object to the second cover object, especially if the player character has not yet moved to the second cover object, the player stops long-pressing the cover switching control, the terminal can determine the current position of the player character in the game scene the instant the player releases their finger, and control the player character to stop moving and remain at the current position.

[0123] When a player moves their character from one cover to another by holding down the movement controls, the character can move automatically from the first cover to the second cover in a normal manner; or automatically from the rear (or inside, bottom, or top, etc.) of the first cover to the rear (or inside, bottom, or top, etc.) of the second cover in a normal manner; or automatically from the standing, crouching, or crawling posture to the second cover; or automatically from the rear (or inside, bottom, or top, etc.) of the first cover in a standing, crouching, or crawling posture. The player can move to the rear (or inside, bottom, or top, etc.) of the second cover object, and thus achieve "one-click" movement through the cover switching control corresponding to the second cover object. This greatly simplifies the interaction of movement control and improves the convenience of player character movement control. At the same time, when the player character automatically moves to the second cover object in the target posture, such as crouching or crawling, the player does not need to control the state of the player character or the direction of movement, further simplifying the interaction of movement control and allowing the player to quickly control the player character to move between different cover objects in the corresponding posture.

[0124] In the specific implementation, when the player long-presses the cover switching control, the terminal can respond to the touch operation of the cover switching control, display a movement indicator control in the game scene from the first cover object to the second cover object, and control the player character to move from the first cover object to the second cover object along the movement indicator control. Therefore, considering the aforementioned process of the player character moving from the first cover object to the second cover object, the terminal can respond to touch operations on the cover switching control, displaying a movement indicator control in the game scene from the first cover object to the second cover object, and controlling the player character to move along the movement indicator control from the rear (or inside, or bottom, or top, etc.) of the first cover object to the rear (or inside, or bottom, or top, etc.) of the second cover object; it can also respond to touch operations on the cover switching control, displaying a movement indicator control in the game scene from the first cover object to the second cover object, and controlling the player character to move along the movement indicator control in the target posture from the first cover object to the second cover object; it can also respond to touch operations on the cover switching control, displaying a movement indicator control in the game scene from the first cover object to the second cover object, and controlling the player character to move along the movement indicator control in the target posture (including standing posture). The player character can move from the rear (or inside, bottom, or top, etc.) of a first cover object to the rear (or inside, bottom, or top, etc.) of a second cover object in one of three postures: standing, crouching, or crawling. When the player triggers the "cover-switching movement," the terminal can display a movement indicator control for the player character in the game scene and control the player character to automatically move along this indicator control to the second cover object. This achieves "one-click" control of the player character's cover-switching movement, greatly simplifying the interaction of movement control and improving the convenience of player character movement control. Furthermore, the player character can move in standing, crouching, or crawling postures, allowing them to move in a state that is difficult for enemy or non-player characters to detect, reducing the need for the player to simultaneously control both the player character's movement and movement state, further improving the convenience of movement control.

[0125] It should be noted that when the player character moves from the first cover object to the second cover object in the target posture, the player needs to press and hold the cover switching control. If the player releases the touch control before the player character moves to the second cover object, the terminal can determine the player character's current position in the game scene and control the player character to stay in the current position in the target posture. For example, if the player character moves in a standing posture, it will stay in the current position in a standing posture; if the player character moves in a crouching posture, it will stay in the current position in a crouching posture; if the player character moves in a crawling posture, it will stay in the current position in a crawling posture, and so on. This invention does not limit this.

[0126] In one example, refer to Figure 5 This diagram illustrates a game interface provided in an embodiment of the present invention. The game interface 50 is displayed via a graphical user interface on a terminal. The game interface 50 includes a player character 520 hidden in a crouching posture behind a first cover object 510, a second cover object 530, and a virtual crosshair 540. During gameplay, the player can adjust their viewing angle so that the virtual crosshair 540 is aligned with the second cover object 530. The terminal can then obtain a first relative distance between the player character 520 and the second cover object 530, and a second relative distance between the first cover object 510 and the second cover object. When the first relative distance and / or the second relative distance meet a preset distance threshold, the terminal can display a second movement control 550 for the second cover object 530 on the game interface 50. When the player presses and holds the second movement control 550, the terminal can display the movement indicator control 560 in the game scene displayed in the game interface 50, and control the player character 520 to move from the back of the first cover object 510 to the back of the second cover object 530 in a crouching posture, and hide the second movement control 550 after the movement is completed.

[0127] If, during movement, the player wants to cancel the movement or their finger leaves the graphical user interface of the terminal for reasons beyond their control, the terminal can determine the current position of the player character 520 in the game scene before the player character 520 moves behind the second cover object 530. The terminal can then control the player character 520 to remain in that position in a crouching posture. This allows for "one-click" control of the player character's movement by switching between cover positions, greatly simplifying the interaction and improving the convenience of movement control. Furthermore, the player character can move in standing, crouching, or crawling postures, allowing them to remain in a state that is difficult for enemy or non-player characters to detect. This reduces the need for the player to simultaneously control both the character's movement and its state, further enhancing the convenience of movement control.

[0128] It should be noted that the embodiments of the present invention include, but are not limited to, the examples described above. It is understood that, under the guidance of the ideas in the embodiments of the present invention, those skilled in the art can also make settings according to actual needs, and the present invention does not limit such settings.

[0129] In this embodiment of the invention, during gameplay, the terminal can respond to movement control operations for the player character, controlling the player character to move within the game scene. During the player character's movement, the terminal can determine a first cover object based on the positional relationship between the player character and cover objects in the game scene, and display an entry control for that first cover object in the graphical user interface. Then, while controlling the player character's movement, the player can touch this entry control to trigger the terminal to move the player character to the first cover object and remain there in a target posture to avoid attacks or hide. Thus, by utilizing the positional relationship between the player character and cover objects, cover objects that the player character can automatically "hide" from can be effectively selected, reducing the player's decision-making and improving operational efficiency. Simultaneously, providing a corresponding entry control in the associated area of ​​the virtual joystick allows the player to trigger the entry control through continuous operations, thereby controlling the player character to move to the corresponding cover object, improving the game's controllability, meeting the player's different game needs, and enhancing the player's gaming experience.

[0130] It should be noted that, for the sake of simplicity, the method embodiments are all described as a series of actions. However, those skilled in the art should understand that the embodiments of the present invention are not limited to the described order of actions, because according to the embodiments of the present invention, some steps can be performed in other orders or simultaneously. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions involved are not necessarily essential to the embodiments of the present invention.

[0131] Reference Figure 6 This diagram illustrates a structural block diagram of a player character control device provided in an embodiment of the present invention. It provides a graphical user interface via an electronic terminal. The graphical user interface displays a virtual joystick, at least a portion of the game scene, the player character located within the game scene, and at least one cover object. Specifically, it may include the following modules:

[0132] The player character control module 601 is used to respond to a first touch operation on the virtual joystick and control the player character to move in the game scene;

[0133] The positional relationship detection module 602 is used to detect the positional relationship between the player character and the cover object in the game scene;

[0134] The interactive control display module 603 is used to display an entry control for the first cover object in the associated area of ​​the virtual joystick when the positional relationship between the player character and the first cover object meets the preset conditions.

[0135] The player character movement module 604 is used to respond to a second touch operation on the entry control and control the player character to move behind the first cover object.

[0136] In one alternative embodiment, the preset conditions include at least one of the following:

[0137] The player character is facing the cover object;

[0138] The distance between the player character and the cover object is within a preset distance.

[0139] In one alternative embodiment, the first touch operation and the second touch operation are consecutive operations.

[0140] In one alternative embodiment, the device further includes:

[0141] The first control hiding module is used to hide the entry control when the player character arrives behind the first cover object.

[0142] In one alternative embodiment, the device further includes:

[0143] The second control hiding module is used to hide the entry control in response to the end of the second touch operation.

[0144] In one alternative embodiment, the entry control includes at least one sub-control representing the target posture; the player character movement module 604 is specifically used for:

[0145] In response to a second touch operation on a sub-control within the entry control, the player character is controlled to move behind the first cover object, and the player character is controlled to enter the target posture corresponding to the sub-control.

[0146] In one alternative embodiment, the entry control includes at least one sub-control representing the target posture; the player character movement module 604 is specifically used for:

[0147] In response to a second touch operation on a sub-control within the entry control, the player character is controlled to move to the rear of the first cover object in the target posture corresponding to the sub-control.

[0148] As the device embodiment is basically similar to the method embodiment, the description is relatively simple, and relevant parts can be found in the description of the method embodiment.

[0149] In addition, embodiments of the present invention also provide an electronic device, such as... Figure 7As shown, it includes a processor 701, a communication interface 702, a memory 703, and a communication bus 704, wherein the processor 701, the communication interface 702, and the memory 703 communicate with each other through the communication bus 704.

[0150] Memory 703 is used to store computer programs;

[0151] When processor 701 executes a program stored in memory 703, it performs the following steps:

[0152] In response to a first touch operation on the virtual joystick, the player character is controlled to move within the game scene;

[0153] Detect the positional relationship between the player character and cover objects in the game scene;

[0154] When the positional relationship between the player character and the first cover object meets a preset condition, an entry control for the first cover object is displayed in the associated area of ​​the virtual joystick;

[0155] In response to a second touch operation on the entry control, the player character is moved to the back of the first cover object.

[0156] In one alternative embodiment, the preset conditions include at least one of the following:

[0157] The player character is facing the cover object;

[0158] The distance between the player character and the cover object is within a preset distance.

[0159] In one alternative embodiment, the first touch operation and the second touch operation are consecutive operations.

[0160] In an optional embodiment, the method further includes:

[0161] In response to the player character arriving behind the first cover object, the entry control is hidden.

[0162] In an optional embodiment, the method further includes:

[0163] Upon completion of the second touch operation, the entry control is hidden.

[0164] In one alternative embodiment, the entry control includes at least one sub-control representing the target posture; the response to a second touch operation on the entry control, controlling the player character to move behind the first cover object, includes:

[0165] In response to a second touch operation on a sub-control within the entry control, the player character is controlled to move behind the first cover object, and the player character is controlled to enter the target posture corresponding to the sub-control.

[0166] In one alternative embodiment, the entry control includes at least one sub-control representing the target posture; the response to a second touch operation on the entry control, controlling the player character to move behind the first cover object, includes:

[0167] In response to a second touch operation on a sub-control within the entry control, the player character is controlled to move to the rear of the first cover object in the target posture corresponding to the sub-control.

[0168] The communication bus mentioned above can be a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus, etc. This communication bus can be divided into address bus, data bus, control bus, etc. For ease of illustration, only one thick line is used to represent it in the diagram, but this does not mean that there is only one bus or one type of bus.

[0169] The communication interface is used for communication between the aforementioned terminal and other devices.

[0170] The memory may include random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Optionally, the memory may also be at least one storage device located remotely from the aforementioned processor.

[0171] The processors mentioned above can be general-purpose processors, including central processing units (CPUs), network processors (NPs), etc.; they can also be digital signal processors (DSPs), application-specific integrated circuits (ASICs), field-programmable gate arrays (FPGAs), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components.

[0172] like Figure 8As shown, in another embodiment of the present invention, a computer-readable storage medium 801 is also provided, which stores instructions that, when executed on a computer, cause the computer to perform the player character control method described in the above embodiments.

[0173] In another embodiment of the present invention, a computer program product containing instructions is also provided, which, when run on a computer, causes the computer to execute the player character control method described in the above embodiments.

[0174] In the above embodiments, implementation can be achieved entirely or partially through software, hardware, firmware, or any combination thereof. When implemented using software, it can be implemented entirely or partially 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, all or part of the processes or functions described in the embodiments of the present invention are generated. 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. For example, the computer instructions can be transmitted from one website, computer, server, or data center to another website, computer, server, or data center via wired (e.g., coaxial cable, fiber optic, digital subscriber line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.) means. 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 integrates one or more available media. The available medium can be a magnetic medium (e.g., floppy disk, hard disk, magnetic tape), an optical medium (e.g., DVD), or a semiconductor medium (e.g., solid state disk (SSD)).

[0175] It should be noted that, in this document, relational terms such as "first" and "second" are used only to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes said element.

[0176] The various embodiments in this specification are described in a related manner. Similar or identical parts between embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, the system embodiments are basically similar to the method embodiments, so the description is relatively simple; relevant parts can be referred to the descriptions of the method embodiments.

[0177] The above description is merely a preferred embodiment of the present invention and is not intended to limit the scope of protection of the present invention. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present invention are included within the scope of protection of the present invention.

Claims

1. A method for controlling a player character, characterized in that, The method includes providing a graphical user interface via an electronic terminal, wherein the graphical user interface displays content including a virtual joystick, at least a portion of the game scene, a player character located in the game scene, and at least one cover object; the method includes: In response to a first touch operation on the virtual joystick, the player character is controlled to move within the game scene; Detect the positional relationship between the player character and cover objects in the game scene; the positional relationship includes the distance and orientation between the player character and the cover objects, and the orientation of the player character; When the positional relationship between the player character and the first cover object meets preset conditions, an entry control for the first cover object is displayed in the associated area of ​​the virtual joystick; the preset conditions include: the player character is facing the cover object, the distance between the player character and the cover object is within a preset distance, and the player character's orientation relative to the cover object; the first cover object is a cover object that the player character can automatically stay on; In response to a second touch operation on the entry control, the player character is moved to behind the first cover object; The entry control includes at least one sub-control representing the target's posture; the response to a second touch operation on the entry control, controlling the player character to move behind the first cover object, includes: In response to a second touch operation on a sub-control within the entry control, the player character is controlled to move behind the first cover object, and the player character is controlled to enter the target posture corresponding to the sub-control.

2. The method according to claim 1, characterized in that, The first touch operation and the second touch operation are consecutive operations.

3. The method according to claim 1, characterized in that, The method further includes: In response to the player character arriving behind the first cover object, the entry control is hidden.

4. The method according to claim 1, characterized in that, The method further includes: Upon completion of the second touch operation, the entry control is hidden.

5. The method according to claim 1, characterized in that, The entry control includes at least one sub-control representing the target posture; The response to the second touch operation of the entry control, controlling the player character to move behind the first cover object, includes: In response to a second touch operation on a sub-control within the entry control, the player character is controlled to move to the rear of the first cover object in the target posture corresponding to the sub-control.

6. A control device for a player character, characterized in that, A graphical user interface is provided via an electronic terminal, the content displayed by the graphical user interface including at least a virtual joystick, at least a portion of the game scene, a player character located in the game scene, and at least one cover object, the device comprising: The player character control module is used to respond to a first touch operation on the virtual joystick and control the player character to move in the game scene; The positional relationship detection module is used to detect the positional relationship between the player character and cover objects in the game scene; the positional relationship includes the distance and orientation between the player character and the cover object, and the orientation of the player character; An interactive control display module is used to display an entry control for the first cover object in the associated area of ​​the virtual joystick when the positional relationship between the player character and the first cover object meets preset conditions. The preset conditions include: the player character is facing the cover object, the distance between the player character and the cover object is within a preset distance, and the player character's orientation relative to the cover object. The first cover object is a cover object that the player character can automatically stay on. A player character movement module is used to respond to a second touch operation on the entry control, controlling the player character to move behind the first cover object; wherein, the entry control includes at least one sub-control representing the target posture; the player character movement module is specifically used for: In response to a second touch operation on a sub-control within the entry control, the player character is controlled to move behind the first cover object, and the player character is controlled to enter the target posture corresponding to the sub-control.

7. An electronic device, characterized in that, It includes a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory communicate with each other through the communication bus; The memory is used to store computer programs; When the processor executes a program stored in the memory, it implements the method as described in any one of claims 1-5.

8. A computer-readable storage medium having instructions stored thereon that, when executed by one or more processors, cause the processors to perform the method as described in any one of claims 1-5.