Method, device and non-volatile storage medium for controlling virtual characters in games
By providing tactical adjustment areas in the graphical user interface, allowing players to adjust the position of virtual characters at different time points, solving the problem that virtual character running changes cannot be restored in the existing technology, and improving the rationality of game tactics and player experience.
Patent Information
- Application Number
- CN202210190187.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-02-28
- Publication Date
- 2024-12-20
- Estimated Expiration
- 2042-02-28
AI Technical Summary
The existing plane tactical board cannot truly restore the changes in the running of virtual characters in the game scene, resulting in unreasonable game tactics and affecting the player's gaming experience.
By providing a tactical adjustment area in the graphical user interface, including a tactical adjustment map, allowing players to preview and adjust the position of virtual characters at different time points or time periods, dynamically setting the running changes of virtual characters in the game scene.
It realizes the real running adjustment of virtual characters in the game, improves the rationality of game tactics and player gaming experience, and solves the problem that the plane tactics board cannot restore the real running of virtual characters.
Smart Images

Figure CN114653059B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of computers, and in particular to a method, a device and a non-volatile storage medium for controlling a virtual character in a game. Background Art
[0002] Currently, when players are playing some strategy games, they can use the tactical board setting function to set the status of the virtual characters in the game. For example, in ball games such as basketball and football, players can use the tactical board to set the position of each virtual character on the playing field.
[0003] However, the existing tactical board setting function is single, and can only perform static settings on virtual characters. For example, it can only set the position of the virtual character in the game, or set the formation by placing the virtual character, but cannot set the movement change of the virtual character in the game. In practice, multiple virtual characters may need to cooperate in a small range in the game scene. In this process, the position of the virtual character needs to change at any time, and at different time points, the formation formed by multiple virtual characters is also different. Therefore, the existing tactical board cannot truly restore the real movement of the virtual character in the game scene.
[0004] To address the above-mentioned problems, no effective solution has been proposed yet. Summary of the invention
[0005] At least some embodiments of the present invention provide a method, device and non-volatile storage medium for controlling a virtual character in a game, so as to at least solve the technical problem in the prior art that the real tactical movement of the virtual character in the game scene cannot be restored through a single flat tactical board.
[0006] According to one embodiment of the present invention, a method for controlling a virtual character in a game is provided, wherein a graphical user interface is provided through a terminal device, and a game scene of the game and a virtual character in the game scene are displayed in the graphical user interface, the method comprising: providing a tactical adjustment area in the graphical user interface, the tactical adjustment area comprising a tactical adjustment map, the tactical adjustment map being a map of the entire area or a portion of the game scene of the game, the tactical adjustment map further comprising at least one virtual character identifier, the virtual character identifier corresponding to the virtual character in the game scene; previewing the position of the virtual character identifier at a first point in time or in a first time period in the tactical adjustment map; responding to a position adjustment operation for a target character identifier in the virtual character identifier, adjusting the position of the target character identifier in the tactical adjustment map at a first point in time or in a first time period to obtain an adjusted position; and controlling the virtual character corresponding to the target character identifier to move in the game scene according to the adjusted position.
[0007] Furthermore, the method for controlling a virtual character in the game also includes: responding to a tactical play operation, displaying a simulated moving route of a target character identifier in a game scene in a tactical adjustment map; responding to a tactical pause operation, displaying the position of the target character identifier at a first point in time in the tactical adjustment map.
[0008] Furthermore, the method for controlling a virtual character in a game also includes: responding to a second time selection operation, determining a second time point, and previewing the position of the virtual character identifier in the tactical adjustment map at the second time point, wherein the first time point is earlier than the second time point; responding to a position adjustment operation for a target character identifier in the virtual character identifier, adjusting the position of the target character identifier in the tactical adjustment map at the second time point.
[0009] Furthermore, the method for controlling a virtual character in a game also includes: determining an intermediate position based on a first position and a second position, wherein the first position is the position of a target character identifier on a tactical adjustment map at a first time point, the second position is the position of a target character identifier on a tactical adjustment map at a second time point, the intermediate position is the position of a target character identifier on the tactical adjustment map at an intermediate time point, and the intermediate time point is a time point within a time range defined by the first time point and the second time point; controlling the virtual character corresponding to the target character identifier to move in the game scene based on the first position, the intermediate position and the second position.
[0010] Furthermore, the method for controlling a virtual character in a game also includes: dynamically previewing the position of the virtual character identifier in the first time period in a tactical adjustment map according to a preset time sequence.
[0011] Furthermore, the method for controlling a virtual character in a game also includes: in the process of dynamically previewing the position of the virtual character identifier in the first time period, responding to a movement adjustment operation of a target character identifier in the virtual character identifier, adjusting the position of the target character identifier in the tactical adjustment map in the first time period to obtain an adjusted position.
[0012] Furthermore, the method for controlling a virtual character in a game also includes: determining an adjustment duration corresponding to the movement adjustment operation; and determining a first time period based on the adjustment duration.
[0013] Furthermore, the method for controlling a virtual character in a game also includes: when the adjustment duration is greater than a preset duration, adjusting the maximum duration corresponding to the timeline control in the tactical adjustment area, wherein the maximum duration represents the maximum movement duration of the target character identifier in the game scene.
[0014] Furthermore, the method for controlling a virtual character in a game also includes: determining an operation speed corresponding to the movement adjustment operation; and controlling the virtual character corresponding to the target character identifier to move in the game scene according to the operation speed based on the adjusted position.
[0015] Furthermore, the method for controlling a virtual character in a game also includes: when it is detected that the operation speed is greater than a preset speed, controlling the virtual character corresponding to the target character identifier to move at a preset speed.
[0016] Furthermore, the method for controlling a virtual character in a game also includes: responding to a drag operation on a virtual model in a tactical adjustment area, determining a target movement route of the virtual model, wherein the virtual model is an interactive medium for multiple virtual characters to interact in the game; responding to a drag operation on a time setting control, determining a target time for the virtual model to move to a target position, wherein the time setting control is set on a timeline control in the tactical adjustment area.
[0017] Furthermore, the method for controlling a virtual character in a game also includes: determining key points of the virtual model in the process of moving along a preset route; when the actual route of the virtual model does not match the key points, controlling the target virtual character to stop moving along the preset route.
[0018] Furthermore, the method for controlling virtual characters in a game also includes: when it is detected that the first virtual character contacts the virtual model more than a preset number of times within a preset time period, controlling the second virtual character to stop moving along a preset route, wherein the first virtual character and the second virtual character belong to different game camps.
[0019] According to one embodiment of the present invention, there is also provided an apparatus for controlling a virtual character in a game, wherein a graphical user interface is provided through a terminal device, and a game scene of the game and a virtual character in the game scene are displayed in the graphical user interface. The apparatus comprises: a display module, which is used to provide a tactical adjustment area in the graphical user interface, wherein the tactical adjustment area includes a tactical adjustment map, wherein the tactical adjustment map is a map of the entire area or a part of the area of the game scene of the game, and wherein the tactical adjustment map also includes at least one virtual character identifier, and the virtual character identifier corresponds to the virtual character in the game scene; a preview module, which is used to preview the position of the virtual character identifier at a first time point or in a first time period in the tactical adjustment map; an adjustment module, which is used to respond to a position adjustment operation for a target character identifier in the virtual character identifier, and adjust the position of the target character identifier in the tactical adjustment map at a first time point or in a first time period to obtain an adjusted position; and a control module, which is used to control the virtual character corresponding to the target character identifier to move in the game scene according to the adjusted position.
[0020] According to one embodiment of the present invention, a non-volatile storage medium is provided, in which a computer program is stored, wherein the computer program is configured to execute any of the above methods for controlling a virtual character in a game when running.
[0021] According to one embodiment of the present invention, there is also provided an electronic device, comprising a memory and a processor, wherein the memory stores a computer program, and the processor is configured to run the computer program to execute any of the above methods for controlling a virtual character in a game.
[0022] In at least some embodiments of the present invention, a method of setting the position changes of the virtual character in the game scene is adopted, by previewing the position of the character identifier corresponding to the virtual character at a point in time or a time period in a tactical adjustment map contained in the tactical adjustment area provided by the graphical user interface, and responding to the position adjustment operation of the target character identifier in the virtual character identifier, adjusting the position of the target character identifier at a point in time or a time period in the tactical adjustment map to obtain the adjusted position, and controlling the movement of the virtual character corresponding to the target character identifier in the game scene based on the adjusted position.
[0023] In the above process, the position of the target character identifier in the tactical adjustment map is adjusted based on time, so that the virtual character corresponding to the target character identifier can move to different positions according to different times, that is, the solution provided by the present application can not only adjust the position of the virtual character in the game scene, but also set the running position change of the virtual character in the game scene, thereby avoiding the technical problem that the existing flat tactical board cannot restore the real running position of the virtual character in the game scene. In addition, in the present application, the player can preview the position change of the virtual character identifier at a certain time point or a certain time period, so that the player can set the position change of the virtual character identifier at a time point or a time period according to the above position change, making the game tactics more reasonable, thereby improving the player's game experience in the game.
[0024] It can be seen that the solution provided by the present application achieves the purpose of adjusting the running position of the virtual character in the game, thereby realizing the technical effect of restoring the real running tactics of the virtual character in the game scene, and further solving the technical problem in the prior art that the real tactical running position of the virtual character in the game scene cannot be restored through a single flat tactical board. BRIEF DESCRIPTION OF THE DRAWINGS
[0025] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of this application. The exemplary embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:
[0026] Figure 1 It is a hardware structure block diagram of a mobile terminal of a method for controlling a virtual character in a game according to an embodiment of the present invention;
[0027] Figure 2is a flow chart of a method for controlling a virtual character in a game according to one embodiment of the present invention;
[0028] Figure 3 is a schematic diagram of a user interface of a tactical adjustment area according to one embodiment of the present invention;
[0029] Figure 4 is a schematic diagram of a graphical user interface according to one embodiment of the present invention;
[0030] Figure 5 is a schematic diagram of a user interface of a tactical adjustment area according to one embodiment of the present invention;
[0031] Figure 6 It is a structural block diagram of a device for controlling a virtual character in a game according to one optional embodiment of the present invention. DETAILED DESCRIPTION
[0032] In order to enable those skilled in the art to better understand the scheme of the present invention, the technical scheme in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of the present invention.
[0033] It should be noted that the terms "first", "second", etc. in the specification and claims of the present invention and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged where appropriate, so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0034] Example 1
[0035] According to one embodiment of the present invention, a method embodiment of controlling a virtual character in a game is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.
[0036] The method embodiment can be executed in a mobile terminal, a computer terminal or a similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (Mobile Internet Devices, referred to as MID), a PAD, a game console and other terminal devices. Figure 1 FIG. 1 is a hardware structure block diagram of a mobile terminal for a method of controlling a virtual character in a game according to an embodiment of the present invention. Figure 1 As shown, the mobile terminal may include one or more ( Figure 1 Only one is shown in the figure) processor 102 (processor 102 may include but is not limited to a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microprocessor (MCU), a programmable logic device (FPGA), a neural network processor (NPU), a tensor processor (TPU), an artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data. Optionally, the mobile terminal may also include a transmission device 106 for communication functions, an input and output device 108, and a display device 110. It can be understood by those skilled in the art that Figure 1 The structure shown is for illustration only and does not limit the structure of the mobile terminal. Figure 1 More or fewer components as shown, or with Figure 1 Different configurations are shown.
[0037] The memory 104 can be used to store computer programs, for example, software programs and modules of application software, such as the computer program corresponding to the method for controlling a virtual character in a game in an embodiment of the present invention. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, that is, the method for controlling a virtual character in the above-mentioned game is realized. The memory 104 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 104 may further include a memory remotely arranged relative to the processor 102, and these remote memories may be connected to the mobile terminal via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.
[0038] The transmission device 106 is used to receive or send data via a network. The specific example of the above network may include a wireless network provided by a communication provider of the mobile terminal. In one example, the transmission device 106 includes a network adapter (Network Interface Controller, referred to as NIC), which can be connected to other network devices through a base station so as to communicate with the Internet. In one example, the transmission device 106 can be a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.
[0039] The inputs in the input / output device 108 may come from a plurality of human interface devices (HIDs), such as keyboards and mice, game controllers, and other dedicated game controllers (such as steering wheels, fishing rods, dance mats, remote controls, etc.). In addition to providing input functions, some human interface devices may also provide output functions, such as force feedback and vibration of game controllers, audio output of controllers, etc.
[0040] The display device 110 may be, for example, a head-up display (HUD), a touch-screen liquid crystal display (LCD), and a touch display (also referred to as a "touch screen" or "touch display screen"). The liquid crystal display may enable a user to interact with a user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), and a user may interact with the GUI by finger contacts and / or gestures on a touch-sensitive surface, wherein the human-computer interaction functions here may optionally include the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. The executable instructions for executing the above-mentioned human-computer interaction functions are configured / stored in a computer program product or a readable storage medium executable by one or more processors.
[0041] In one embodiment of the present disclosure, the method for controlling a virtual character in a game can be run on a local terminal device or a server. When the method for controlling a virtual character in a game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0042] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the method of controlling the virtual character in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0043] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0044] In a possible implementation, an embodiment of the present invention provides a method for controlling a virtual character in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above. Figure 2 1 is a flow chart of a method for controlling a virtual character in a game according to one embodiment of the present invention, wherein a graphical user interface is provided through a terminal device, and a game scene and a virtual character in the game scene are displayed in the graphical user interface, wherein the game may be a mobile game, a terminal game, a console game, etc. In this embodiment, a mobile game is used as an example for illustration. Figure 2 As shown, the method comprises the following steps:
[0045] Step S202, providing a tactical adjustment area in the graphical user interface, the tactical adjustment area includes a tactical adjustment map, the tactical adjustment map is a map of the entire area or a part of the area of the game scene, the tactical adjustment map also includes at least one virtual character identifier, and the virtual character identifier corresponds to the virtual character in the game scene.
[0046] In step S202, the tactical adjustment area is used to set game tactics in the game, wherein the game may be, but is not limited to, sports competition (e.g., football competition, basketball competition, volleyball competition, baseball competition, etc.), military exercises, etc. In addition, in step S202, the virtual character is a game character in the game, for example, in a football competition game, the virtual character is a player in the game, and the virtual character identifier is an identifier obtained by abstracting the virtual character in the tactical adjustment map, for example, Figure 3 The tactical adjustment area shown shows the entire area of the tactical adjustment map, wherein in the tactical adjustment map, each circle represents a virtual character identifier, and circles of different forms represent virtual character identifiers of different camps. For example, a black circle represents the identifier corresponding to the enemy player, and a white circle represents the identifier corresponding to our player.
[0047] Step S204: previewing the position of the virtual character identifier at the first time point or in the first time period in the tactical adjustment map.
[0048] In step S204, when the player clicks Figure 3 After the play control in the tactical adjustment area is clicked, the position of the virtual character identifier in the tactical adjustment map is displayed in the graphical user interface, wherein the position of the virtual character identifier in the tactical adjustment map can be a dynamic position or a static position. For example, at each time point, the graphical user interface displays the static position of each virtual character identifier on the tactical adjustment map at that time point; and for a certain time period, the graphical user interface can display dynamic information such as the movement trajectory and movement speed of each virtual character identifier in the time period.
[0049] It should be noted that, through step S204, the player can preview not only the static position of each virtual character identifier on the tactical adjustment map at each time point, but also the dynamic movement of each virtual character identifier on the tactical adjustment map in each time period through the tactical adjustment map. Thus, the player can set the position of each virtual character identifier on the tactical adjustment map according to the dynamic movement of each virtual character identifier, so as to make the game tactics set by the player more reasonable and truly restore the actual movement of each virtual character in the game scene.
[0050] Step S206, in response to the position adjustment operation for the target character identifier in the virtual character identifier, the position of the target character identifier in the tactical adjustment map at the first time point or in the first time period is adjusted to obtain an adjusted position.
[0051] In step S206, in the mobile game, the player can adjust the moving position of the virtual character identifier through the virtual operation controls on the terminal device (for example, direction controls, sprint controls, interception controls, pass controls, shooting controls, etc.), and the player can also move the virtual character identifier through touch. For example, the player can drag at least one virtual character identifier among multiple virtual character identifiers to adjust the moving position of the virtual character identifier.
[0052] In an optional embodiment, Figure 4 A schematic diagram of an optional graphical user interface is shown, comprising Figure 4 It can be seen that the graphical user interface includes a "positioning tactical board" control. After the player clicks on the "positioning tactical board", he can enter the following Figure 3 In the interface corresponding to the tactical adjustment map shown, the player can adjust the position of the virtual character in the interface.
[0053] Optionally, when multiple virtual character identifiers move along the simulated moving route, the terminal device detects that the player clicks on virtual character identifier A, and it can be determined that the player selects virtual character identifier A as the target character identifier from the multiple virtual character identifiers. After the player determines the target character identifier from the multiple virtual character identifiers, the target character identifier can be highlighted in the tactical adjustment map, for example, the target character identifier is enlarged or highlighted.
[0054] In addition, after the player determines the target character identifier from multiple virtual character identifiers, if the player performs a position adjustment operation on the target character identifier, the terminal device detects the position of the target character identifier in the tactical adjustment map at each time point or in each time period to update the simulated movement route of the virtual character in the game scene.
[0055] Step S208, controlling the virtual character corresponding to the target character identifier to move in the game scene according to the adjusted position.
[0056] by Figure 3 As an example, Figure 3 In the game, players follow Figure 3The target character identifier A is dragged in the direction of the arrow in the figure. During the dragging process, the position of each white dot represents the moving position of the target character identifier A at a certain time point. Among them, the dragging speed of the target character identifier A by the player represents the moving speed of the target character identifier A.
[0057] It should be noted that, through step S208, the terminal device can control the movement of the virtual character in the game scene based on the adjusted position, thereby restoring the real movement position of the virtual character in the game scene and improving the player's gaming experience.
[0058] Based on the scheme defined in the above steps S202 to S208, it can be known that in at least some embodiments of the present invention, a method of setting the running position changes of the virtual character in the game scene is adopted in the tactical adjustment area, by previewing the position of the character identifier corresponding to the virtual character at a time point or time period in the tactical adjustment map contained in the tactical adjustment area provided by the graphical user interface, and responding to the position adjustment operation of the target character identifier in the virtual character identifier, adjusting the position of the target character identifier at the time point or time period in the tactical adjustment map to obtain the adjusted position, and controlling the movement of the virtual character corresponding to the target character identifier in the game scene based on the adjusted position.
[0059] It is easy to notice that, in the present application, the position of the target character identifier in the tactical adjustment map is adjusted based on time, so that the virtual character corresponding to the target character identifier can move to different positions according to different times, that is, the solution provided by the present application can not only adjust the position of the virtual character in the game scene, but also set the running position change of the virtual character in the game scene, thereby avoiding the technical problem that the existing flat tactical board cannot restore the real running position of the virtual character in the game scene. In addition, in the present application, the player can preview the position change of the virtual character identifier at a certain time point or a certain time period, so that the player can set the position change of the virtual character identifier at a time point or a time period according to the above position change, making the game tactics more reasonable, thereby improving the player's game experience in the game.
[0060] It can be seen that the solution provided by the present application achieves the purpose of adjusting the running position of the virtual character in the game, thereby realizing the technical effect of restoring the real running tactics of the virtual character in the game scene, and further solving the technical problem in the prior art that the real tactical running position of the virtual character in the game scene cannot be restored through a single flat tactical board.
[0061] Optionally, as can be seen from step S204, the player can realize dynamic preview and static preview of the virtual character identifier, wherein, under static preview, the terminal device can first play the position of the virtual character identifier corresponding to the virtual character in the tactical adjustment map at a certain point in time, and after pausing the playback, the player can adjust the position of the virtual character identifier corresponding to the virtual character.
[0062] Specifically, the terminal device responds to the tactical play operation and displays the simulated moving route of the target character identifier in the game scene in the tactical adjustment map. Then the terminal device responds to the tactical pause operation and displays the position of the target character identifier at the first time point in the tactical adjustment map.
[0063] Optional, with Figure 3 For example, after the player clicks the play control in the tactical adjustment area, the terminal device responds to the tactical play operation and dynamically displays the movement of each virtual character identifier in the game scene. After the player clicks the pause control in the tactical adjustment area, the terminal device responds to the tactical pause operation, and at this time, the terminal device statically displays the position of each virtual character identifier at the current time point.
[0064] In addition, the player can also select a time point and then adjust the position of the virtual character logo corresponding to the virtual character. After completing the position adjustment, the position of the virtual character logo corresponding to the virtual character at that time point in the tactical adjustment map is played.
[0065] Specifically, the terminal device responds to the second time selection operation, determines the second time point, and previews the position of the virtual character identifier in the tactical adjustment map at the second time point, and then responds to the position adjustment operation for the target character identifier in the virtual character identifier to adjust the position of the target character identifier in the tactical adjustment map at the second time point. The first time point is earlier than the second time point.
[0066] For example, if the player selects the second time as 5 seconds, then after the terminal device plays for 5 seconds, the terminal device automatically pauses playing the position of the virtual character target in the tactical adjustment map at the second time point, and the player can adjust the position of the virtual character identifier at this time. After the terminal device detects that the player has completed the position adjustment operation of the virtual character identifier, the position of the virtual character target in the tactical adjustment map at the second time point is automatically played. For example, when the terminal device detects that the player does not operate any virtual character identifier for a period longer than a preset period, that is, when the player has not operated any virtual character identifier for a long time, it can be determined that the player has completed the position adjustment operation of the virtual character identifier.
[0067] Further, after the position of the target character identifier is statically adjusted, the terminal device controls the virtual character corresponding to the target character identifier to move in the game scene according to the adjusted position. Specifically, the terminal device determines the intermediate position based on the first position and the second position, and controls the virtual character corresponding to the target character identifier to move in the game scene based on the first position, the intermediate position, and the second position. Among them, the first position is the position of the target character identifier on the tactical adjustment map at the first time point, the second position is the position of the target character identifier on the tactical adjustment map at the second time point, the intermediate position is the position of the target character identifier on the tactical adjustment map at the intermediate time point, and the intermediate time point is a time point within the time range defined by the first time point and the second time point.
[0068] For example, the first time is 5 seconds, and the second time is 10 seconds. At the first time, the position corresponding to the target character identifier A is position 1; at the second time, the position corresponding to the target character identifier A is position 2, then the middle position is the position between position 1 and position 2, wherein the middle position can be the midpoint of the line between position 1 and position 2, or it can be a position determined according to the weight of position 1 in the game scene and the weight of position 2 in the game scene. For example, the target character identifier A cannot move directly from position 1 to position 2, that is, the target character identifier needs to move from position 1 to position 2 by moving in a curve. At this time, when determining the middle position between position 1 and position 2, it may be necessary to consider the slope, curvature and other information of the curve between position 1 and position 2.
[0069] It should be noted that by setting the intermediate position, the target character logo needs to pass through the intermediate position when moving from the first position to the second position, which reduces the movement granularity of the target character logo in the game scene, enables the target character logo to smoothly transition from the first position to the second position, and enhances the player's visual experience in the game.
[0070] In an optional embodiment, under dynamic preview, the terminal device may first play the moving position of the virtual character identifier corresponding to the virtual character in the tactical adjustment map within a certain time period, and adjust the position of the target virtual character identifier during the movement of the virtual character identifier.
[0071] Specifically, in the dynamic preview, the terminal device dynamically previews the position of the virtual character identifier in the first time period in the tactical adjustment map according to the preset time sequence. Figure 3 In the tactical adjustment map shown, after the player clicks "play control", the player can preview how each virtual character logo moves dynamically within the first time period.
[0072] In addition, during the dynamic preview of the position of the virtual character identifier in the first time period, the terminal device can respond to the movement adjustment operation of the target character identifier in the virtual character identifier, adjust the position of the target character identifier in the tactical adjustment map in the first time period, and obtain the adjusted position. That is, during the playback of the target character identifier moving along the default simulation route, the player can flexibly adjust the moving position of the target character identifier, thereby achieving the purpose of dynamically adjusting the running position of the target character identifier in the game and improving the player's gaming experience.
[0073] It should be noted that, in the above process, the first time period can be determined by the operation duration of the player's operation on the target character identifier. Specifically, the terminal device determines the adjustment duration corresponding to the movement adjustment operation, and determines the first time period based on the adjustment duration. The above adjustment duration can be the default duration corresponding to the timeline control in the tactical adjustment area, that is, within the adjustment duration, the player can dynamically adjust the position of the target character identifier.
[0074] In addition, the duration corresponding to the above timeline control is the player's preview duration, that is, the duration during which the player can adjust the position of the target character logo. Figure 3 As shown, the duration corresponding to the timeline control is composed of multiple time points. After the operation of the play control is detected, the position and / or movement speed of each virtual character logo at different time points can be displayed in the tactical adjustment map, so that the player can determine whether the position and / or movement speed of each virtual character logo at the current time point or the current time period is reasonable through the tactical adjustment map, and then the player can adjust the position and / or movement speed of the virtual character logo, thereby realizing dynamic adjustment of game tactics.
[0075] Optionally, when the adjustment duration is greater than the preset duration, the terminal device adjusts the maximum duration corresponding to the timeline control in the tactical adjustment area, wherein the maximum duration represents the maximum movement duration of the target character identifier in the game scene.
[0076] For example, if the dragging time (i.e., the above adjustment time) of the player dragging the target character identifier exceeds the maximum time corresponding to the timeline control, the terminal device automatically increases the length of the overall timeline control. Figure 3 In the tactical adjustment map shown, the white area on the timeline control indicates the maximum duration of the timeline control at the current moment. If the dragging time of the target character logo by the player exceeds the maximum duration, the terminal device adjusts the maximum duration of the timeline control, such as Figure 3 In the , the black area on the timeline control is the increasing duration of the timeline control.
[0077] It should be noted that the increase duration of the above-mentioned timeline control can be determined by the adjustment duration of the target character identifier and the maximum duration of the timeline control, that is, the difference between the actual adjustment duration of the target character identifier by the player and the maximum duration of the timeline control is the increase duration of the timeline control, that is, when the adjustment duration of the target character identifier operated by the player exceeds the maximum duration corresponding to the timeline control, the player operates the target character identifier again, and the duration corresponding to the timeline control begins to change. In addition, the player can also set the maximum increase duration of the increase duration of the timeline control.
[0078] In addition, when it is detected that the player stops moving and adjusting the target character identifier, for example, when it is detected that the player stops dragging the target character identifier and releases the dragging of the target character identifier, the terminal device determines that the player has completed the adjustment operation on the target character identifier.
[0079] In addition, it should be noted that when the player clicks the "play control" again, the terminal device enters the replay of the next running tactics. At this time, the running information of the virtual character of the previous operation is reflected in the replay process of the new timeline.
[0080] In addition, after determining the running tactics, players can click Figure 3 Click "Confirm Position" (i.e. Confirm Control) in the tactical adjustment area to exit the user interface of the tactical adjustment area.
[0081] In an optional embodiment, after the position of the target character identifier is dynamically adjusted, the terminal device can control the virtual character corresponding to the target character identifier to move in the game scene according to the adjusted position. In the dynamic adjustment process, the terminal device can determine the operation speed corresponding to the movement adjustment operation, and control the virtual character corresponding to the target character identifier to move in the game scene according to the operation speed according to the adjusted position.
[0082] Optional, with Figure 3 For example, after the player clicks the "play control", multiple virtual character identifiers move according to their respective simulated routes. During the movement of multiple virtual character identifiers, the player can adjust the moving position of the virtual character identifier at any time by dragging (i.e., moving and adjusting operations) the virtual character identifier. In addition, during the process of dragging multiple virtual character identifiers, the player can also adjust the moving speed of the virtual character identifier by adjusting the dragging speed. Among them, the dragging speed of the virtual character identifier dragged by the player can be synchronized with the playback speed of the timeline control, that is, during the process of the time point slider moving on the timeline control, the terminal device synchronously records the moving position and moving speed of each virtual character identifier dragged by the player.
[0083] In an optional embodiment, after determining the operation speed corresponding to the movement adjustment operation, when detecting that the operation speed is greater than a preset speed, the terminal device controls the virtual character corresponding to the target character identifier to move at the preset speed.
[0084] Optionally, when it is detected that the player's operation speed of dragging the target character identifier is greater than the maximum moving speed of the target character identifier in the game, the terminal device controls the target character identifier to run the simulated route corresponding to the target character identifier at the fastest speed (i.e. the above maximum moving speed).
[0085] In another optional embodiment, the player can also adjust the movement route of the virtual model in the game scene, wherein the virtual model is an interactive medium for multiple virtual characters in the game scene to interact in the game, for example, the virtual model can be a football, basketball, volleyball, etc.
[0086] Specifically, the terminal device responds to the dragging operation of the virtual model in the tactical adjustment area to determine the target moving route of the virtual model, and then responds to the dragging operation of the time setting control to determine the target time for the virtual model to move to the target position, wherein the time setting control is set on the timeline control in the tactical adjustment area. The virtual model is an interactive medium for multiple virtual characters to interact in the game.
[0087] Optionally, in the game, when a player takes a free kick, the player can drag the football to move in the graphical user interface, wherein during the movement of the football, the movement route of the football can be displayed in the graphical user interface, for example, Figure 4 In the example, the player drags the football along a first route, and then drags the football along a second route. It is found that the first route is due to the second route. At this time, the player drags the football along the first route again. After the player clicks the "OK" button, the target movement route of the football, i.e. the above-mentioned first route, is displayed in the graphical user interface.
[0088] Furthermore, after determining the target movement route of the football, the player can click on the "positioning tactical board" in the graphical user interface to enter the user interface corresponding to the tactical adjustment area for setting the movement position and / or movement speed of the virtual character identifier.
[0089] Similarly, in football games, for corner kicks and long passes, players can also drag the football in the graphical user interface and set the movement route of the football. The processing method is similar to that of free kicks, so I will not go into details here.
[0090] In an optional embodiment, Figure 5 A graphical user interface diagram showing an optional tactical adjustment area, comprising Figure 5It can be seen that the tactical adjustment domain also includes a model position setting control. After the tactical adjustment area is displayed in the graphical user interface, the terminal device can respond to the drag operation of the model position setting control to determine the target time for the virtual model to move to the target position according to the preset model route.
[0091] Optional, in Figure 5 In the game, players can set the target time for the virtual model to reach the target position by dragging the model position setting control on the timeline control. It should be noted that the time corresponding to the timeline control includes the time for the player to make a second pass after receiving the ball, so that players can fully arrange the free kick running tactics.
[0092] It should be noted that, in actual applications, when the virtual model meets certain conditions, the execution of the tactics corresponding to the target virtual character corresponding to the target character identifier will be interrupted.
[0093] Specifically, the terminal device determines key points of the virtual model in the process of moving along the preset route, and controls the target virtual character to stop moving along the preset route when the actual route of the virtual model does not match the key points.
[0094] In the above process, the above preset route is the moving route of the target virtual character in the game tactics set by the player through the tactical adjustment map.
[0095] Optionally, each key point of the ball's movement is set as a circle with a circumference of 10 meters. When the ball fails to intersect with the circle after flying out and moves along the preset route, the execution of the tactic is interrupted. For another example, when the ball trajectory of the player deviates from the preset trajectory and exceeds the range defined by the circle, the execution of the tactic is interrupted.
[0096] In addition, when it is detected that the first virtual character contacts the virtual model more than a preset number of times within a preset time, the terminal device controls the second virtual character to stop moving along the preset route, wherein the first virtual character and the second virtual character belong to different game camps.
[0097] Optionally, the first virtual character is an opposing player and the second virtual character is a player of the team. That is, when an opposing player touches the ball multiple times within a preset time, the execution of the tactics is interrupted. For example, when the same opposing player touches the ball twice within 1 second, the execution of the tactics is interrupted.
[0098] From the above content, it can be seen that the solution provided by the present application can dynamically adjust the position of the virtual character logo during the preview of the movement of the virtual character logo, thereby realizing the tactical arrangement of the standing and running of different virtual objects at different time points, and truly restoring the position changes of the virtual character on the tactical board, thereby achieving the purpose of dynamically setting the running position of the virtual character.
[0099] Through the description of the above implementation methods, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course can also be implemented by hardware, but in many cases the former is a better implementation method. Based on such an understanding, the technical solution of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, a magnetic disk, or an optical disk), and includes a number of instructions for enabling a terminal device (which can be a mobile phone, a computer, a server, or a network device, etc.) to execute the methods described in each embodiment of the present invention.
[0100] Example 2
[0101] In the present embodiment, a device for controlling a virtual character in a game is also provided, and the device is used to implement the above-mentioned embodiments and preferred embodiments, and the descriptions thereof will not be repeated. As used below, the term "module" may implement a combination of software and / or hardware of a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, the implementation of hardware, or a combination of software and hardware, is also possible and contemplated.
[0102] Figure 6 1 is a block diagram of a device for controlling a virtual character in a game according to one embodiment of the present invention, wherein a graphical user interface is provided through a terminal device, and a game scene and a virtual character in the game scene are displayed in the graphical user interface, such as Figure 6 As shown, the device includes: a display module 601 , a preview module 603 , an adjustment module 605 and a control module 607 .
[0103] Among them, the display module 601 is used to provide a tactical adjustment area in the graphical user interface, the tactical adjustment area includes a tactical adjustment map, the tactical adjustment map is a map of the entire area or a part of the area of the game scene, and the tactical adjustment map also includes at least one virtual character identifier, and the virtual character identifier corresponds to the virtual character in the game scene; the preview module 603 is used to preview the position of the virtual character identifier at a first time point or in a first time period in the tactical adjustment map; the adjustment module 605 is used to respond to the position adjustment operation of the target character identifier in the virtual character identifier, adjust the position of the target character identifier in the tactical adjustment map at the first time point or in the first time period, and obtain the adjusted position; the control module 607 is used to control the virtual character corresponding to the target character identifier to move in the game scene according to the adjusted position.
[0104] It should be noted that the above-mentioned display module 601, preview module 603, adjustment module 605 and control module 607 correspond to steps S202 to S208 in the above-mentioned embodiment, and the examples and application scenarios implemented by the four modules and the corresponding steps are the same, but are not limited to the contents disclosed in the above-mentioned embodiment 1.
[0105] Optionally, the preview module includes: a first display module and a second display module. The first display module is used to respond to the tactical play operation and display the simulated moving route of the target character identifier in the game scene in the tactical adjustment map; the second display module is used to respond to the tactical pause operation and display the position of the target character identifier at the first time point in the tactical adjustment map.
[0106] Optionally, the device for controlling a virtual character in the game further includes: a first preview module and a first adjustment module. The first preview module is used to respond to the second time selection operation, determine the second time point, and preview the position of the virtual character identifier in the tactical adjustment map at the second time point, wherein the first time point is earlier than the second time point; the first adjustment module is used to respond to the position adjustment operation for the target character identifier in the virtual character identifier, and adjust the position of the target character identifier in the tactical adjustment map at the second time point.
[0107] Optionally, the control module includes: a first determination module and a first control module. The first determination module is used to determine the intermediate position based on the first position and the second position, wherein the first position is the position of the target character identifier on the tactical adjustment map at the first time point, the second position is the position of the target character identifier on the tactical adjustment map at the second time point, the intermediate position is the position of the target character identifier on the tactical adjustment map at the intermediate time point, and the intermediate time point is a time point within the time range defined by the first time point and the second time point; the first control module is used to control the movement of the virtual character corresponding to the target character identifier in the game scene based on the first position, the intermediate position and the second position.
[0108] Optionally, the preview module includes: a second preview module, used to dynamically preview the position of the virtual character logo in the first time period in the tactical adjustment map according to a preset time sequence.
[0109] Optionally, the adjustment module includes: a second adjustment module, which is used to respond to the movement adjustment operation of the target character identifier in the virtual character identifier during the dynamic preview of the position of the virtual character identifier in the first time period, adjust the position of the target character identifier in the tactical adjustment map in the first time period, and obtain the adjusted position.
[0110] Optionally, the device for controlling a virtual character in a game further includes: a second determining module and a third determining module, wherein the second determining module is used to determine the adjustment duration corresponding to the movement adjustment operation; and the third determining module is used to determine the first time period based on the adjustment duration.
[0111] Optionally, the device for controlling a virtual character in the game also includes: a third adjustment module, used to adjust the maximum duration corresponding to the timeline control in the tactical adjustment area when the adjustment duration is greater than the preset duration, wherein the maximum duration represents the maximum movement duration of the target character identifier in the game scene.
[0112] Optionally, the control module includes: a fourth determination module and a second control module. The fourth determination module is used to determine the operation speed corresponding to the movement adjustment operation; the second control module is used to control the virtual character corresponding to the target character identifier to move in the game scene according to the operation speed according to the adjusted position.
[0113] Optionally, the second control module includes: a third control module, configured to control the virtual character corresponding to the target character identifier to move at a preset speed when it is detected that the operation speed is greater than a preset speed.
[0114] Optionally, the device for controlling a virtual character in the game further includes: a fifth determination module and a sixth determination module. The fifth determination module is used to respond to a drag operation on the virtual model in the tactical adjustment area to determine a target moving route of the virtual model, wherein the virtual model is an interactive medium for multiple virtual characters to interact in the game; and the sixth determination module is used to respond to a drag operation on a time setting control to determine a target time for the virtual model to move to a target position, wherein the time setting control is set on a timeline control in the tactical adjustment area.
[0115] Optionally, the device for controlling a virtual character in a game further includes: a seventh determination module and a fourth control module. The seventh determination module is used to determine the key points of the virtual model in the process of moving along the preset route; the fourth control module is used to control the target virtual character to stop moving along the preset route when the actual route of the virtual model does not match the key points.
[0116] Optionally, the device for controlling a virtual character in a game further includes: a fifth control module, for controlling a second virtual character to stop moving along a preset route when it is detected that the first virtual character contacts the virtual model more than a preset number of times within a preset time period, wherein the first virtual character and the second virtual character belong to different game camps.
[0117] It should be noted that the above modules can be implemented by software or hardware. For the latter, it can be implemented in the following ways, but not limited to: the above modules are all located in the same processor; or the above modules are located in different processors in any combination.
[0118] Example 3
[0119] An embodiment of the present invention further provides a non-volatile storage medium, in which a computer program is stored, wherein the computer program is configured to execute the steps of any of the above method embodiments when running.
[0120] Optionally, in this embodiment, the above-mentioned non-volatile storage medium can be configured to store a computer program for performing the following steps: providing a tactical adjustment area in a graphical user interface, the tactical adjustment area including a tactical adjustment map, the tactical adjustment map being a map of the entire area or a portion of the area of a game scene of the game, the tactical adjustment map also including at least one virtual character identifier, the virtual character identifier corresponding to the virtual character in the game scene; previewing the position of the virtual character identifier at a first point in time or in a first time period in the tactical adjustment map; responding to a position adjustment operation for a target character identifier in the virtual character identifier, adjusting the position of the target character identifier in the tactical adjustment map at the first point in time or in the first time period to obtain an adjusted position; and controlling the virtual character corresponding to the target character identifier to move in the game scene according to the adjusted position.
[0121] Optionally, in this embodiment, the above-mentioned non-volatile storage medium can be configured to store a computer program for performing the following steps: in response to a tactical play operation, displaying a simulated movement route of the target character identifier in the game scene in a tactical adjustment map; in response to a tactical pause operation, displaying the position of the target character identifier at a first point in time in the tactical adjustment map.
[0122] Optionally, in this embodiment, the above-mentioned non-volatile storage medium can be configured to store a computer program for performing the following steps: in response to a second time selection operation, determining a second time point, and previewing the position of the virtual character identifier in the tactical adjustment map at the second time point, wherein the first time point is earlier than the second time point; in response to a position adjustment operation for a target character identifier in the virtual character identifier, adjusting the position of the target character identifier in the tactical adjustment map at the second time point.
[0123] Optionally, in this embodiment, the non-volatile storage medium can be configured to store a computer program for performing the following steps: determining an intermediate position based on a first position and a second position, wherein the first position is the position of the target character identifier on the tactical adjustment map at a first time point, the second position is the position of the target character identifier on the tactical adjustment map at a second time point, the intermediate position is the position of the target character identifier on the tactical adjustment map at an intermediate time point, and the intermediate time point is a time point within the time range defined by the first time point and the second time point; controlling the movement of the virtual character corresponding to the target character identifier in the game scene based on the first position, the intermediate position and the second position.
[0124] Optionally, in this embodiment, the non-volatile storage medium may be configured to store a computer program for executing the following steps: dynamically previewing the position of the virtual character identifier in the first time period in the tactical adjustment map according to a preset time sequence.
[0125] Optionally, in this embodiment, the above-mentioned non-volatile storage medium can be configured to store a computer program for performing the following steps: in the process of dynamically previewing the position of the virtual character identifier in the first time period, in response to a movement adjustment operation of a target character identifier in the virtual character identifier, adjusting the position of the target character identifier in the tactical adjustment map in the first time period to obtain an adjusted position.
[0126] Optionally, in this embodiment, the non-volatile storage medium may be configured to store a computer program for executing the following steps: determining an adjustment duration corresponding to the movement adjustment operation; and determining a first time period based on the adjustment duration.
[0127] Optionally, in this embodiment, the above-mentioned non-volatile storage medium can be configured to store a computer program for performing the following steps: when the adjustment duration is greater than the preset duration, adjust the maximum duration corresponding to the timeline control in the tactical adjustment area, wherein the maximum duration represents the maximum movement duration of the target character identifier in the game scene.
[0128] Optionally, in this embodiment, the above-mentioned non-volatile storage medium can be configured to store a computer program for performing the following steps: determining an operation speed corresponding to a movement adjustment operation; and controlling the virtual character corresponding to the target character identifier to move in the game scene according to the operation speed based on the adjusted position.
[0129] Optionally, in this embodiment, the non-volatile storage medium may be configured to store a computer program for executing the following steps: when it is detected that the operation speed is greater than a preset speed, controlling the virtual character corresponding to the target character identifier to move at a preset speed.
[0130] Optionally, in this embodiment, the above-mentioned non-volatile storage medium can be configured to store a computer program for performing the following steps: responding to a drag operation on a virtual model in the tactical adjustment area, determining a target movement route of the virtual model, wherein the virtual model is an interactive medium for multiple virtual characters to interact in the game; responding to a drag operation on a time setting control, determining a target time for the virtual model to move to a target position, wherein the time setting control is set on a timeline control in the tactical adjustment area.
[0131] Optionally, in this embodiment, the above-mentioned non-volatile storage medium can be configured to store a computer program for executing the following steps: determining key points of the virtual model in the process of moving along a preset route; when the actual route of the virtual model does not match the key points, controlling the target virtual character to stop moving along the preset route.
[0132] Optionally, in this embodiment, the above-mentioned non-volatile storage medium can be configured to store a computer program for executing the following steps: when it is detected that the number of contacts between the first virtual character and the virtual model within a preset time period is greater than a preset number of times, controlling the second virtual character to stop moving along a preset route, wherein the first virtual character and the second virtual character belong to different game camps.
[0133] Optionally, in this embodiment, the above-mentioned non-volatile storage medium may include but is not limited to: a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk, and other media that can store computer programs.
[0134] Example 4
[0135] An embodiment of the present invention further provides an electronic device, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.
[0136] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor, and the input / output device is connected to the processor.
[0137] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program: providing a tactical adjustment area in a graphical user interface, the tactical adjustment area including a tactical adjustment map, the tactical adjustment map being a map of the entire area or a portion of the area of a game scene of the game, the tactical adjustment map also including at least one virtual character identifier, the virtual character identifier corresponding to a virtual character in the game scene; previewing the position of the virtual character identifier at a first point in time or in a first time period in the tactical adjustment map; responding to a position adjustment operation for a target character identifier in the virtual character identifier, adjusting the position of the target character identifier in the tactical adjustment map at a first point in time or in a first time period to obtain an adjusted position; and controlling the virtual character corresponding to the target character identifier to move in the game scene according to the adjusted position.
[0138] Optionally, in this embodiment, the above-mentioned processor can be configured to perform the following steps through a computer program: in response to a tactical play operation, display a simulated movement route of the target character identifier in the game scene in a tactical adjustment map; in response to a tactical pause operation, display the position of the target character identifier at the first time point in the tactical adjustment map.
[0139] Optionally, in this embodiment, the above-mentioned processor can be configured to perform the following steps through a computer program: responding to a second time selection operation, determining a second time point, and previewing the position of the virtual character identifier in the tactical adjustment map at the second time point, wherein the first time point is earlier than the second time point; responding to a position adjustment operation for a target character identifier in the virtual character identifier, adjusting the position of the target character identifier in the tactical adjustment map at the second time point.
[0140] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program: determining an intermediate position based on a first position and a second position, wherein the first position is the position of the target character identifier on the tactical adjustment map at a first time point, the second position is the position of the target character identifier on the tactical adjustment map at a second time point, the intermediate position is the position of the target character identifier on the tactical adjustment map at an intermediate time point, and the intermediate time point is a time point within a time range defined by the first time point and the second time point; and controlling the movement of the virtual character corresponding to the target character identifier in the game scene based on the first position, the intermediate position and the second position.
[0141] Optionally, in this embodiment, the processor may be configured to execute the following steps through a computer program: dynamically previewing the position of the virtual character identifier in the first time period in the tactical adjustment map according to a preset time sequence.
[0142] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program: in the process of dynamically previewing the position of the virtual character identifier in the first time period, in response to a movement adjustment operation of a target character identifier in the virtual character identifier, adjust the position of the target character identifier in the tactical adjustment map in the first time period to obtain an adjusted position.
[0143] Optionally, in this embodiment, the processor may be configured to execute the following steps through a computer program: determining an adjustment duration corresponding to the movement adjustment operation; and determining a first time period based on the adjustment duration.
[0144] Optionally, in this embodiment, the above-mentioned processor can be configured to perform the following steps through a computer program: when the adjustment duration is greater than the preset duration, adjust the maximum duration corresponding to the timeline control in the tactical adjustment area, wherein the maximum duration represents the maximum movement duration of the target character logo in the game scene.
[0145] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program: determining an operation speed corresponding to a movement adjustment operation; and controlling the virtual character corresponding to the target character identifier to move in the game scene according to the operation speed based on the adjusted position.
[0146] Optionally, in this embodiment, the processor may be configured to execute the following steps through a computer program: when it is detected that the operation speed is greater than a preset speed, controlling the virtual character corresponding to the target character identifier to move at a preset speed.
[0147] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program: responding to a dragging operation on a virtual model in the tactical adjustment area, determining a target movement route of the virtual model, wherein the virtual model is an interactive medium for multiple virtual characters to interact in a game; responding to a dragging operation on a time setting control, determining a target time for the virtual model to move to a target position, wherein the time setting control is set on a timeline control in the tactical adjustment area.
[0148] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program: determining key points of the virtual model during its movement along a preset route; and when the actual route of the virtual model does not match the key points, controlling the target virtual character to stop moving along the preset route.
[0149] Optionally, in this embodiment, the processor may be configured to execute the following steps through a computer program: upon detecting that the first virtual character contacts the virtual model more than a preset number of times within a preset time period, controlling the second virtual character to stop moving along a preset route, wherein the first virtual character and the second virtual character belong to different game camps.
[0150] Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments and optional implementation modes, and this embodiment will not be described in detail here.
[0151] The serial numbers of the above embodiments of the present invention are only for description and do not represent the advantages or disadvantages of the embodiments.
[0152] In the above embodiments of the present invention, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0153] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the units can be a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.
[0154] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.
[0155] In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.
[0156] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, magnetic disk or optical disk and other media that can store program codes.
[0157] The above is only a preferred embodiment of the present invention. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principle of the present invention. These improvements and modifications should also be regarded as the scope of protection of the present invention.
Claims
1. A method for controlling a virtual character in a game, providing a graphical user interface through a terminal device, displaying a game scene and a virtual character in the game scene in the graphical user interface, characterized in that: The method comprises: Providing a tactic adjustment area in the graphical user interface, the tactic adjustment area includes a tactic adjustment map, the tactic adjustment map is a map of the entire area or a partial area of the game scene of the game, the tactic adjustment map also includes at least one virtual character identifier, and the virtual character identifier corresponds to the virtual character in the game scene; Previewing the position of the virtual character identifier at a first time point or in a first time period in the tactical adjustment map; In response to a position adjustment operation for a target character identifier in the virtual character identifier, adjusting the position of the target character identifier in the tactical adjustment map at the first time point or in the first time period to obtain an adjusted position; The virtual character corresponding to the target character identifier is controlled to move in the game scene according to the adjusted position.
2. The method according to claim 1, characterized in that Previewing the position of the virtual character identifier at the first time point in the tactical adjustment map includes: In response to a tactical play operation, displaying a simulated moving route of the target character identifier moving in the game scene in the tactical adjustment map; In response to a tactical pause operation, the position of the target character identifier at the first time point is displayed in the tactical adjustment map.
3. The method according to claim 1, characterized in that The method further comprises: In response to a second time selection operation, determining a second time point, and previewing the position of the virtual character identifier in the tactical adjustment map at the second time point, wherein the first time point is earlier than the second time point; In response to the position adjustment operation for the target character identifier in the virtual character identifier, the position of the target character identifier in the tactical adjustment map at the second time point is adjusted.
4. The method according to claim 3, characterized in that Controlling the virtual character corresponding to the target character identifier to move in the game scene according to the adjusted position includes: Determine an intermediate position based on a first position and a second position, wherein the first position is the position of the target character identifier on the tactical adjustment map at the first time point, the second position is the position of the target character identifier on the tactical adjustment map at the second time point, the intermediate position is the position of the target character identifier on the tactical adjustment map at an intermediate time point, and the intermediate time point is a time point within a time range defined by the first time point and the second time point; The virtual character corresponding to the target character identifier is controlled to move in the game scene based on the first position, the middle position and the second position.
5. The method according to claim 1, characterized in that Previewing the position of the virtual character identifier in the first time period in the tactical adjustment map includes: The position of the virtual character identifier in the first time period is dynamically previewed in the tactical adjustment map according to a preset time sequence.
6. The method according to claim 5, characterized in that In response to the position adjustment operation for the target character identifier in the virtual character identifier, adjusting the position of the target character identifier in the tactical adjustment map during the first time period to obtain the adjusted position includes: During the dynamic preview of the position of the virtual character identifier in the first time period, in response to a movement adjustment operation of a target character identifier in the virtual character identifier, the position of the target character identifier in the tactical adjustment map in the first time period is adjusted to obtain the adjusted position.
7. The method according to claim 6, characterized in that The method further comprises: Determining an adjustment duration corresponding to the movement adjustment operation; The first time period is determined based on the adjusted duration.
8. The method according to claim 7, characterized in that The method further comprises: When the adjustment duration is greater than the preset duration, the maximum duration corresponding to the timeline control in the tactical adjustment area is adjusted, wherein the maximum duration represents the maximum movement duration of the target character identifier in the game scene.
9. The method according to claim 6, characterized in that Controlling the virtual character corresponding to the target character identifier to move in the game scene according to the adjusted position includes: Determining an operation speed corresponding to the movement and adjustment operation; According to the adjusted position, the virtual character corresponding to the target character identifier is controlled to move in the game scene at the operation speed.
10. The method according to claim 9, characterized in that Controlling the virtual character corresponding to the target character identifier to move in the game scene according to the operation speed includes: When it is detected that the operation speed is greater than a preset speed, the virtual character corresponding to the target character identifier is controlled to move at the preset speed.
11. The method according to claim 9, characterized in that The method further comprises: In response to a dragging operation on a virtual model in the tactical adjustment area, determining a target moving route of the virtual model, wherein the virtual model is an interactive medium for a plurality of the virtual characters to interact in a game; In response to a dragging operation on a time setting control, a target time for the virtual model to move to a target position is determined, wherein the time setting control is set on a timeline control in the tactical adjustment area.
12. The method according to claim 11, characterized in that The method further comprises: Determining key points of the virtual model during movement along a preset route; When the actual route of the virtual model does not match the key point, the target virtual character is controlled to stop moving along the preset route.
13. The method according to claim 11, characterized in that The method further comprises: When it is detected that the first virtual character contacts the virtual model more than a preset number of times within a preset time period, the second virtual character is controlled to stop moving along a preset route, wherein the first virtual character and the second virtual character belong to different game camps.
14. A device for controlling a virtual character in a game, providing a graphical user interface through a terminal device, displaying a game scene and a virtual character in the game scene in the graphical user interface, characterized in that: The device comprises: A display module is used to provide a tactic adjustment area in the graphical user interface, wherein the tactic adjustment area includes a tactic adjustment map, wherein the tactic adjustment map is a map of the entire area or a partial area of the game scene of the game, and wherein the tactic adjustment map further includes at least one virtual character identifier, wherein the virtual character identifier corresponds to a virtual character in the game scene; A preview module, used for previewing the position of the virtual character identifier at a first time point or in a first time period in the tactical adjustment map; An adjustment module, configured to respond to a position adjustment operation on a target character identifier in the virtual character identifier, adjust the position of the target character identifier in the tactical adjustment map at the first time point or in the first time period to obtain an adjusted position; The control module is used to control the virtual character corresponding to the target character identifier to move in the game scene according to the adjusted position.
15. A non-volatile storage medium, characterized in that: The non-volatile storage medium stores a computer program, wherein the computer program is configured to execute the method for controlling a virtual character in a game as described in any one of claims 1 to 13 when running.
16. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to run the computer program to execute the method for controlling a virtual character in a game as described in any one of claims 1 to 13.
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