Control Method, Device, Electronic Device and Readable Storage Medium for Character Movement

By automatically displaying the virtual map based on the parameters of the mobile controls and virtual cameras in the game, the problem of inconvenience in opening virtual maps in the prior art is solved, and the pathfinding efficiency and interactivity in the game are improved.

CN115317913BActive Publication Date: 2025-05-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210993536.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-08-18
Publication Date
2025-05-27
Estimated Expiration
2042-08-18

AI Technical Summary

Technical Problem

In the prior art, the process of opening virtual maps is not convenient enough, especially when players need to frequently view roads and formulate strategies. The existing large maps need to be displayed in full screen and operated in complex ways, while the display range and content of the small maps are limited, making it difficult to meet the needs of road-finding exploration.

Method used

By providing a graphical user interface on the terminal device, the target virtual character movement is controlled in response to the touch operation of the mobile control, and the map opening progress value is determined based on the control parameters and the rotation parameters of the virtual camera, and the virtual map is automatically displayed when the preset threshold is reached.

Benefits of technology

It improves the convenience of opening maps during the road search process, improves the efficiency of human-computer interaction, allows players to watch maps while operating during the road search process, and improves the timeliness and accuracy of road search.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application provides a control method, device, electronic device, and readable storage medium for character movement. In response to a touch operation on a movement control, the target virtual character is controlled to move in a game scene, and a first picture of the game scene captured by a virtual camera following the target virtual character's movement is displayed in a graphical user interface. When the target virtual character is in a moving state, when the map opening progress value determined based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera reaches a preset progress threshold, a virtual map is displayed in the graphical user interface. In this way, when the target virtual character is in a moving state, based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, the map opening progress value is determined. When the map opening progress value reaches the preset progress threshold, the virtual map is automatically displayed to improve the convenience of map opening during the pathfinding process, thereby improving the human-computer interaction efficiency.
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Description

Technical Field

[0001] The present application relates to the field of game technologies, and in particular, to a control method, device, electronic device, and readable storage medium for character movement. Background Art

[0002] With the development of the network, more and more games emerge in front of players. Players can control a target virtual character through virtual controls displayed on a terminal device to play games. Therefore, the convenience of game operations plays a crucial role in the game process of players.

[0003] During the process of a player controlling a virtual character to move, since the player needs to control the virtual character to reach a position where a task can be executed or a safe position away from the current position, in order to better view the road and thus better complete the pathfinding process of controlling the virtual character to move, it is necessary to open a virtual map to view the road and formulate strategies.

[0004] In the prior art, virtual maps are divided into full-screen virtual maps and small maps displayed at fixed positions in a graphical user interface. There are different problems for different virtual maps. For example, when a player opens a large map, a full-screen interface will be entered, and when opening the large map, an additional control control is required, and the large map can only be opened through touch operations on the control control. This may require a relatively large number of touch operations by the player and may affect the player's current operations. Although the small map does not need to be unfolded by additional operations, the range and content that the small map can display are very limited, and the experience of gameplay such as pathfinding exploration is not very good. Therefore, how to more conveniently open the large map for pathfinding viewing has become an urgent problem to be solved. Summary of the Invention

[0005] In view of this, the purpose of the present application is to provide a control method, device, electronic device, and readable storage medium for character movement. When the target virtual character is in a moving state, based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, a map opening progress value is determined. When the map opening progress value reaches a preset progress threshold, the virtual map is automatically displayed to improve the convenience of map opening during the pathfinding process and thus improve the human-computer interaction efficiency.

[0006] In a first aspect, an embodiment of the present application provides a control method for character movement. A graphical user interface is provided through a terminal device. At least part of the game scene captured by a virtual camera is displayed in the graphical user interface. The game scene includes a target virtual character controlled by the terminal device. The control method includes:

[0007] In response to a first touch operation on the mobile control, control the target virtual character to move in the game scene, control the virtual camera to follow the target virtual character, and display a first view of the game scene captured by the virtual camera in the graphical user interface;

[0008] When the target virtual character is in a moving state, determine a map opening progress value based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera. When the map opening progress value reaches a preset progress threshold, display a virtual map in the graphical user interface.

[0009] In a second aspect, an embodiment of the present application further provides a control device for character movement. A graphical user interface is provided through a terminal device. The graphical user interface displays a mobile control and a view of at least a part of the game scene captured by a virtual camera. The game scene includes a target virtual character controlled by the terminal device. The control device includes:

[0010] A character movement control module, configured to, in response to a first touch operation on the mobile control, control the target virtual character to move in the game scene, control the virtual camera to follow the target virtual character, and display a first view of the game scene captured by the virtual camera in the graphical user interface;

[0011] A map display module, configured to, when the target virtual character is in a moving state, determine a map opening progress value based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera. When the map opening progress value reaches a preset progress threshold, display a virtual map in the graphical user interface.

[0012] In a third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, communication between the processor and the storage medium is carried out through the bus. The processor executes the machine-readable instructions to perform the steps of the control method for character movement according to any one of the first aspects.

[0013] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium. A computer program is stored on the computer-readable storage medium. When the computer program is run by a processor, the steps of the control method for character movement according to any one of the first aspects are performed.

[0014] The control method, device, electronic device, and readable storage medium for character movement provided by the embodiments of the present application respond to a first touch operation on a movement control to control a target virtual character to move in a game scene and display a first picture of the game scene captured by a virtual camera during the process of following the target virtual character. When the target virtual character is in a moving state, based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, a map opening progress value is determined. When the map opening progress value reaches a preset progress threshold, a virtual map is displayed in the graphical user interface. In the embodiments of the present application, when the target virtual character is in a moving state, based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, a map opening progress value is determined. When the map opening progress value reaches a preset progress threshold, the virtual map is automatically displayed to improve the convenience of map opening during the pathfinding process, thereby improving the human-computer interaction efficiency.

[0015] Furthermore, in the embodiments of the present application, during the display process of the virtual map, the movement of the target virtual character can also be controlled, so that during the pathfinding process, the map can be viewed while pathfinding, thereby further improving the timeliness and accuracy of pathfinding during the pathfinding process.

[0016] To make the above objects, features, and advantages of the present application more obvious and understandable, the following specific preferred embodiments are given in conjunction with the accompanying drawings and are described in detail as follows. BRIEF DESCRIPTION OF THE DRAWINGS

[0017] To more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present application and should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can be obtained based on these drawings without creative efforts.

[0018] Figure 1 It is a flowchart of a control method for character movement provided by the embodiments of the present application;

[0019] Figure 2 It is one of the schematic diagrams of the graphical user interface provided by the embodiments of the present application;

[0020] Figure 3 It is another schematic diagram of the graphical user interface provided by the embodiments of the present application;

[0021] Figure 4 It is one of the structural schematic diagrams of a control device for character movement provided by the embodiments of the present application;

[0022] Figure 5 It is another structural schematic diagram of a control device for character movement provided by the embodiments of the present application;

[0023] Figure 6 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0024] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application usually described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present application.

[0025] First, the nouns involved in this application are introduced:

[0026] (1) Game scene (virtual scene)

[0027] The game scene is a game scene displayed (or provided) when the application is running on a terminal or server. Optionally, the game scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The game scene can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the game scene is a 3D game world for players to control virtual objects to fight. Example game scenes may include: at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles; for example, for 2D or 2.5D card games, the game scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example game scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 2.5D multiplayer online tactical competitive games, the game scene is a 2D or 2.5D terrain scene for virtual objects to fight. Example game scenes may include: canyon-style mountains, lines, rivers, classrooms, tables and chairs, podiums and other elements.

[0028] (2) Game interface

[0029] The game interface refers to the interface corresponding to an application provided or displayed through a graphical user interface, which includes a UI interface for players to interact with and a game screen. In an alternative embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indication marks (such as direction indication marks, character indication marks, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an alternative embodiment, the game screen is the display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.

[0030] (3) Virtual object

[0031] A virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object may be a virtual character, a virtual animal, an anime character, etc. The virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle, and the embodiments of the present application do not limit this. In one possible implementation, the user can control the virtual object to move in the virtual scene. For example, the user can control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc. provided by the application to fight against other virtual objects.

[0032] (4) Player character

[0033] A player character refers to a virtual object that can be controlled by the player to move in a game environment, also known as a player virtual character or a player virtual object, and can also be called a shikigami character or a hero character in some video games. The player character can be at least one of different forms such as a virtual character, a virtual animal, an anime character, a virtual vehicle, etc.

[0034] Secondly, the application scenarios applicable to the present application are introduced. The present application can be applied to the field of game technology.

[0035] With the development of the network, more and more games have emerged in front of players. Players can play games by operating virtual controls displayed on a terminal device to control a target virtual character. Therefore, the convenience of game operation plays a key role in the game process of players.

[0036] During the process of a player controlling the movement of a virtual character, since it is necessary to control the virtual character to reach a position where a task can be executed or a safe position away from the current position, in order to better view the road and thus better complete the pathfinding process of controlling the movement of the virtual character, it is necessary to open the virtual map to view the road and formulate strategies.

[0037] In the prior art, virtual maps are divided into full-screen virtual maps and mini-maps displayed at fixed positions on the graphical user interface. There are different problems for different virtual maps. For example, after a player opens the large map, they will enter a full-screen interface and cannot continue to control the virtual character. Moreover, the range and content that the mini-map can display are very limited, and the experience of gameplay such as pathfinding exploration is not very good. Therefore, how to display the virtual map conveniently while still being able to control the movement of the virtual character to achieve the purpose of "finding the path while looking at the map" has become an urgent problem to be solved.

[0038] Based on the above problems, it is proposed to design the full-screen virtual map as a style with a transparent background and overlay it on the game scene. This approach can effectively meet the need of finding the path while walking. However, most implementation methods are to externally provide a button and open the full-screen virtual map by clicking the button. In this interaction mode, players cannot adjust the virtual camera while operating the movement control. It is still not very convenient during exploration.

[0039] Based on this, the embodiments of the present application provide a method for controlling the movement of a character, which can improve the accuracy rate during the pathfinding process and thus improve the human-computer interaction efficiency, and can also improve the timeliness rate and accuracy rate during the pathfinding process.

[0040] For the convenience of understanding this embodiment, the method, device, and electronic device for controlling the movement of a character provided by the embodiments of the present application are introduced in detail. The embodiments of the present application can be applied to the game field. For example, they can be applied to games of the Frames Per Second (FPS) type or Massive Multiplayer Online (MMO) type games; it should be noted that the embodiments of the present application are not limited to the above types of games, nor are they limited to the game field.

[0041] The method for controlling the movement of a character in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the method for controlling the movement of a character runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.

[0042] In an alternative embodiment, various cloud applications can run under a cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operating mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the control method for character movement are completed on the cloud game server, and the role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a 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 data such as the game screen, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.

[0043] In an alternative embodiment, taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through the graphical user interface, that is, conventionally, the game program is downloaded and installed on the electronic device and run. The way for the local terminal device to provide the graphical user interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes the game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0044] In a possible embodiment, the embodiment of the present invention provides a control method for character movement. A graphical user interface is provided through a terminal device, where the terminal device can be the aforementioned local terminal device (such as a local touch terminal), or the client device in the aforementioned cloud interaction system. The following takes the control method for character movement running on the local terminal device (hereinafter referred to as the terminal device) as an example for description.

[0045] Please refer to Figure 1 , Figure 1 which is a flowchart of a control method for character movement provided by an embodiment of this application. As Figure 1 shown in, the control method for character movement provided by the embodiment of this application includes:

[0046] S101. In response to a first touch operation on the mobile control, control the target virtual character to move in the game scene, control the virtual camera to follow the target virtual character, and display a first view of the game scene captured by the virtual camera in the graphical user interface.

[0047] S102. When the target virtual character is in a moving state, determine a map opening progress value based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera. When the map opening progress value reaches a preset progress threshold, display a virtual map in the graphical user interface.

[0048] A method for controlling character movement provided by an embodiment of the present application, when the target virtual character is in a moving state, determines a map opening progress value based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera. When the map opening progress value reaches a preset progress threshold, automatically displays a virtual map to improve the convenience of map opening during the pathfinding process, thereby improving the human-computer interaction efficiency.

[0049] The following describes the exemplary steps of the embodiments of the present application:

[0050] S101. In response to a first touch operation on the mobile control, control the target virtual character to move in the game scene, control the virtual camera to follow the target virtual character, and display a first view of the game scene captured by the virtual camera in the graphical user interface.

[0051] In an embodiment of the present application, the movement of the target virtual character in the game scene can be controlled by a touch operation on a moving part, or a mobile control response area can be provided in the graphical user interface. By a first touch operation on the mobile control response area, the movement of the target virtual character in the game scene is controlled.

[0052] In a possible implementation, the mobile control response area can be an area displayed in the graphical user interface, and the mobile control response area includes at least one mobile control. The display shape of the mobile control response area can be a preset shape (rectangle, circle, etc.), or it can be the same as the shape of the mobile control.

[0053] In another possible implementation, the mobile control response area can also be an area hidden in the graphical user interface. At this time, the mobile controls included in the mobile control area can be displayed in the graphical user interface or hidden in the graphical user interface.

[0054] Regardless of which of the above display methods is used, the response range of the movement control response area is greater than or equal to the control response range of the movement control. During the game setting process, the response range of the movement control response area can be preset. Exemplarily, the response range of the movement control response area can be within the preset range of the movement control.

[0055] It should be noted that the first touch operation can be a long press operation, a click operation, or a swipe operation.

[0056] Exemplarily, taking the movement control as a virtual joystick in game settings as an example, the virtual joystick is generally set at the lower left corner of the graphical user interface. Players control the target virtual character to move in the game scene according to the player's control by swiping operations (swiping position and swiping distance) on the virtual joystick; the area occupied by the entire virtual joystick in the graphical user interface can be the response range of the entire movement control response area. In another example, a rectangular area can be set centered on the virtual joystick, and this rectangular area is determined as the movement control response area (this rectangular area can be displayed in the graphical user interface or hidden in the graphical user interface).

[0057] Specifically, when the player operates in the movement control response area, the orientation of the target virtual character will change, and at the same time, the game screen in the graphical user interface will also change.

[0058] In the embodiments of the present application, controlling the movement of the target virtual character in the game scene can be to control the change of the position of the target virtual character in the game scene, or to control the change of the orientation of the target virtual character (such as the target virtual character turning its head in the game scene), or to control the simultaneous change of the position and orientation of the target virtual character in the game scene.

[0059] In the embodiments of the present application, during the movement of the target virtual character, the virtual camera will also move with the target virtual character. Furthermore, the display screen in the graphical user interface can be adjusted according to the movement of the virtual camera, so that the player can find the target road or target object according to the change of the graphical user interface, and then complete the corresponding game tasks.

[0060] Specifically, when the game is started, at least part of the game scene captured by the virtual camera in the current orientation can be displayed on the terminal device; as the game progresses, the player can control the target virtual character to move in the game scene through the movement control, and at the same time, the virtual camera can also move with the target virtual character, and during the movement of the virtual camera, the first screen during the movement of the camera is displayed (wherein, the first screen is a screen that can change in real time according to the position and / or orientation of the virtual camera).

[0061] S102. When the target virtual character is in a moving state, determine the map opening progress value based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera. When the map opening progress value reaches a preset progress threshold, display a virtual map in the graphical user interface.

[0062] In an embodiment of the present application, when the target virtual character is in a moving state, according to the control parameters for controlling the target virtual character and the rotation parameters of the virtual camera, the progress of map opening can be determined based on the above two parameters. When it is determined that the map opening progress value reaches the preset progress threshold, the virtual map is automatically opened and displayed in the graphical user interface.

[0063] In a possible implementation manner, the virtual map displays the identifier corresponding to the target virtual character, the identifiers of multiple target positions in the current area where the target virtual character is located, and the connection relationships between different areas. Players can observe the target positions and the roads that can reach the target positions on the virtual map.

[0064] It should be noted that the virtual map shown in the embodiment of the present application is a full-screen display map, which is different from the small map shown in the graphical user interface. All the markings in the area of the game scene where the target virtual character is located are shown in the virtual map.

[0065] In a possible implementation manner, the virtual map is floatingly displayed on the graphical user interface in full screen with a preset transparency.

[0066] Specifically, in order to ensure that the virtual map does not completely block the game elements in the graphical user interface, the target virtual character can also be controlled to move in the game scene during the display of the virtual map. The virtual map is displayed in the graphical user interface with a preset transparency to ensure that it does not completely block the graphical user interface.

[0067] In a possible implementation manner, when the target virtual character is in a moving state, the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera can be used to determine the map opening progress value of the virtual map, and then the virtual map is opened. The following will specifically describe the opening process of the virtual map.

[0068] Specifically, the preset progress value threshold can be set to 100%. When the sum of the progress values between the movement progress value and the rotation progress value reaches 100%, the virtual map is automatically opened.

[0069] Specifically, the step of "when the target virtual character is in a moving state, based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, determining a map opening progress value, and when the map opening progress value reaches a preset progress threshold, displaying a virtual map in the graphical user interface" includes:

[0070] a1: Responding to a second touch operation on the movement control, controlling the target virtual character to enter a moving state.

[0071] a2: When the target virtual character is in a moving state, based on the control parameters corresponding to the second touch operation, determining a movement progress value, and based on the rotation parameters of the virtual camera, determining a corresponding rotation progress value during the rotation of the virtual camera.

[0072] a3: Determining the sum value of the progress values between the movement progress value and the rotation progress value as the map opening progress value, and when the map opening progress value reaches a preset progress threshold, displaying a virtual map in the graphical user interface.

[0073] In an embodiment of the present application, when it is determined that the target virtual character enters a moving state, according to the distance between the operation position of the second touch operation and the center position of the movement control, a movement progress value is determined; at the same time, according to the rotation parameters of the virtual camera, a rotation progress value during the rotation of the virtual camera is determined; the sum value between the movement progress value and the rotation progress value is determined as the map opening progress value, and according to the map opening progress value, the display timing of the virtual map is determined.

[0074] Specifically, the step of "when the target virtual character is in a moving state, based on the control parameters corresponding to the second touch operation, determining a movement progress value, and based on the rotation parameters of the virtual camera, determining a corresponding rotation progress value during the rotation of the virtual camera" includes:

[0075] b1: Based on the pixel distance between the current operation position of the second touch operation and the center position of the movement control, and the mapping relationship between the preset pixel distance and the movement progress value, determining the movement progress value.

[0076] In an embodiment of the present application, after determining the pixel distance between the current operation position and the center position of the movement control, the movement progress value can be determined according to the mapping relationship between the preset pixel distance and the movement progress value.

[0077] Here, the moving progress value can be represented in the form of a percentage. Specifically, it can be assumed that the pixel distance between the current operation position and the center position of the moving control is s1, and the moving progress value is h1. When s1 <= 495px, h1 = s1 / 5 * 100%, and when s1 > 495px, h1 = 99%.

[0078] It should be noted that the maximum value of the moving progress value determined by the pixel distance between the current operation position and the center position of the moving control is 99%, that is, it is impossible to automatically open the virtual map only by detecting a single dimension of the position of the touch operation.

[0079] b2: Determine the corresponding rotation progress value during the rotation of the virtual camera according to the deflection angle of the virtual camera within a unit time and the mapping relationship between the deflection angle within the preset unit time and the rotation progress value.

[0080] In the embodiment of the present application, after determining the deflection angle of the virtual camera within a unit time, the rotation progress value is determined according to the mapping relationship between the deflection angle within the preset unit time and the rotation progress value.

[0081] Similarly, the rotation progress value can also be represented in the form of a percentage. Specifically, the deflection angle of the normal line of the center of the virtual camera within a unit time is positively correlated with the rotation progress value h2 for opening the map. Within a unit time, for every 6° deflection of the virtual camera, the rotation progress value h2 increases by 1%. Similarly, the increase amplitude of the rotation progress value h2 is limited, up to 20%.

[0082] In another possible implementation manner, in addition to the implementation manner of determining the opening progress value of the virtual map based on the moving progress value determined according to the control parameters of the target virtual character and the rotation parameters of the virtual camera, and then determining the opening time of the virtual map, it is also possible to separately determine the opening time of the virtual map according to the control parameters of the target virtual character or the rotation parameters of the virtual camera.

[0083] Specifically, after the second touch operation on the moving control is responded to and the target virtual character is controlled to enter the moving state, the control method further includes:

[0084] c1: When the target virtual character is in the moving state, continuously detect whether the current operation position of the second touch operation meets the preset position condition and whether the rotation parameters of the virtual camera reach the preset rotation threshold.

[0085] c2: If the current operation position of the second touch operation meets the preset position condition and the rotation parameters of the virtual camera reach the preset rotation threshold, display the virtual map in the graphical user interface.

[0086] In the embodiments of the present application, a player can control the movement of a target virtual character through a second touch operation on a movement control. Therefore, when the target virtual character is in a moving state, it is necessary to jointly determine whether to open the virtual map based on the movement control operation of the target virtual character and the rotation of the virtual camera.

[0087] In a possible implementation manner, it is necessary to detect in real time whether the current operation position of the second touch operation satisfies a preset position condition to detect the timing and conditions for opening the virtual map in the dimension of the movement control operation.

[0088] Specifically, the following steps are used to determine that the current operation position of the second touch operation satisfies the preset position condition:

[0089] d1: Determine the pixel distance between the current operation position and the center position of the movement control;

[0090] d2: If the pixel distance is greater than the preset pixel distance, determine that the current operation position of the second touch operation satisfies the preset position condition.

[0091] In the embodiments of the present application, taking the movement control as a virtual joystick as an example, a player can control the movement of the target virtual character by operating a slider on the virtual joystick. Because during the operation, the relative distance between the slider and the center of the virtual joystick does not change (the slider is always at the edge part of the virtual joystick. Taking the shape of the virtual joystick as a circle as an example, the relative distance between the slider and the center of the virtual joystick is the radius length of the virtual control), therefore, the opening timing of the virtual map can be determined by the distance between the current operation position of the player during the operation of the movement control and the movement control.

[0092] Generally speaking, the farther the distance (pixel distance) between the current operation distance of the second touch operation and the center position of the movement control is, the more obvious the player's intention to control the movement of the target virtual character is. Therefore, a preset pixel distance can be set. When it is determined that the pixel distance is greater than the preset pixel distance, it is determined that the current operation position of the second touch operation satisfies the preset position condition, and the condition for automatically opening the virtual map is satisfied in the dimension of the movement control operation.

[0093] In another possible implementation manner, the timing and conditions for opening the virtual map can also be detected from the dimension of the movement control operation through the touch time of the player's second touch operation on the movement control and / or the number of touches of the player on the movement control within a preset time.

[0094] Specifically, the following steps can also be used to determine that the current operation position of the second touch operation satisfies the preset position condition:

[0095] e1: Detect whether the operation time of the second touch operation on the mobile control exceeds a preset time threshold within a preset time, and detect whether the number of times of the second touch operation on the mobile control exceeds a preset number threshold.

[0096] e2: If the operation time of the second touch operation on the mobile control exceeds the preset time threshold within the preset time and / or the number of times of the second touch operation on the mobile control exceeds the preset number threshold within the preset time, determine that the current operation position of the second touch operation meets the preset position condition.

[0097] Regarding the above two methods (one is to judge by the distance between the current operation position of the second touch operation and the center position of the mobile control; the other is to judge by the operation time and the number of times of the touch operation on the mobile control), considering that the touch operation on the mobile control may include long - press operation, click operation, etc., since the operation times of different operation types are different, it is not easy to define the preset time threshold. At the same time, the number of touch operations on the mobile control may also be different in different functions (for example, one click on an attack control can perform an attack, and continuous clicks can also be used to execute an attack). Therefore, the preset number threshold is also not easy to define. And the farther the distance (pixel distance) between the current operation distance of the second touch operation and the center position of the mobile control is, the more obvious the player's intention to control the movement of the target virtual character is. That is, the opening intention of the virtual map by the player can be determined by the position of the touch operation. Therefore, in order to better ensure the opening timing of the virtual map, in the above methods, the method of judging by the distance between the current operation position of the second touch operation and the center position of the mobile control is preferably selected to detect the timing and conditions for opening the virtual map in the dimension of mobile control operations.

[0098] In the embodiments of the present application, in order to ensure the accuracy and timeliness of the virtual map opening timing, the timing and conditions for opening the virtual map cannot be detected based on a single detection dimension. Therefore, when detecting mobile control, it is also necessary to detect from the rotation angle of the virtual camera.

[0099] In a possible implementation manner, the rotation of the virtual camera can be determined by the virtual camera automatically following the movement of the target virtual character, or can be determined by the player's touch operation on the graphical user interface. Specifically, a field - of - view adjustment area and a field - of - view adjustment control are also displayed in the graphical user interface. The control method further includes:

[0100] f1: Respond to the third touch operation on the field - of - view adjustment area or the field - of - view adjustment control, and adjust the lens orientation of the virtual camera.

[0101] In the embodiments of the present application, the field of view adjustment area may be an area displayed in the graphical user interface or an area hidden in the graphical user interface.

[0102] In a possible implementation, the field of view adjustment area may be set at a specific position in the graphical user interface (for example, it may be set above the area where the skill control of the graphical user interface is located). By sliding the player's operation on the field of view adjustment area, the lens orientation of the virtual camera is adjusted.

[0103] In another possible implementation, the field of view adjustment control may also be set at a specific position in the graphical user interface. By the touch operation (sliding operation or click operation) of the player on the field of view adjustment control, the lens orientation of the virtual camera is adjusted.

[0104] Specifically, it is necessary to detect whether the rotation parameter of the virtual camera reaches a preset threshold. In the embodiments of the present application, the rotation parameter of the virtual camera includes at least one of the following:

[0105] The number of rotations of the virtual camera per unit time, the deflection angle of the virtual camera deviating from the central normal per unit time, and the rotation angle of the virtual camera.

[0106] It should be noted that the above three rotation parameters can jointly detect whether the rotation parameter of the virtual camera reaches the preset threshold, or can detect whether the rotation parameter of the virtual camera reaches the preset threshold through a single rotation parameter.

[0107] In a possible implementation, through the above three rotation parameters, it is possible to jointly detect whether the rotation parameter of the virtual camera reaches the preset threshold. Specifically, the rotation parameter of the virtual camera is determined to reach the preset threshold through the following steps:

[0108] g1: When the number of rotations of the virtual camera per unit time is greater than the preset number threshold, detect whether the deflection angle of the virtual camera deviating from the central normal per unit time is greater than the preset deflection angle threshold and whether the rotation angle of the virtual camera is greater than the rotation angle threshold;

[0109] g2: If it is determined that the deflection angle of the virtual camera deviating from the central normal per unit time is greater than the preset deflection angle threshold, and / or the rotation angle of the virtual camera is greater than the rotation angle threshold, determine that the rotation parameter of the virtual camera reaches the preset rotation threshold.

[0110] In the embodiment of the present application, the calculation method for the number of rotations of the virtual camera per unit time is that as long as the direction of the virtual camera changes once, the number of rotations of the virtual camera is incremented by 1; the calculation method for the deflection angle of the virtual camera offset from the central normal per unit time is that when the virtual camera deflects with the current central normal as the reference, the current central normal will be redefined, and the deflection angle of the virtual camera offset from the central normal is calculated based on the redefined central normal. For example, based on the current central normal of the virtual camera, it is determined that the deflection angle of the virtual camera offset from the central normal is 30° to the right. After recalculation, it is found that the deflection angle of the virtual camera offset from the central normal is 30° to the left, that is, it returns to the starting deflection direction. However, at this time, the calculated deflection angle of the virtual camera offset from the central normal per unit time should be 60°; the calculation method for the rotation angle of the virtual camera can be to calculate multiple deflections of the virtual camera and determine the sum value obtained as the rotation angle of the virtual camera.

[0111] In a possible implementation manner, it is possible to simultaneously detect whether the number of rotations of the virtual camera per unit time is greater than a preset number threshold, detect whether the deflection angle of the virtual camera offset from the central normal per unit time is greater than a preset deflection angle threshold, and whether the rotation angle of the virtual camera is greater than a rotation angle threshold. As long as one of them is satisfied, it is considered that the rotation parameter of the virtual camera meets the preset threshold.

[0112] When detecting that the rotation parameter of the virtual camera reaches the preset rotation threshold through the above three rotation parameters, in order to reduce the amount of data processing, it can be to first detect one rotation parameter. Only when this one rotation parameter meets the preset condition, then detect whether the other two parameters meet the preset condition. If the other two parameters meet the preset condition, then it can be determined that the rotation parameter of the virtual camera reaches the preset threshold.

[0113] Specifically, any one of the above three rotation parameters can be calculated first to obtain the final detection result. However, since the deflection angle of the virtual camera offset from the central normal per unit time and the rotation angle of the virtual camera are both judgment methods on the rotation angle of the virtual camera and need to be accurate to the angle level, therefore, preferably, the number of rotations of the virtual camera per unit time can be judged first. When the number of rotations of the virtual camera per unit time reaches the preset threshold, then judge the deflection angle of the virtual camera offset from the central normal per unit time and the rotation angle of the virtual camera, so as to save the calculation steps to the greatest extent and improve the calculation efficiency.

[0114] Specifically, after the step "when the target virtual character is in a continuous moving state and if the rotation parameter of the virtual camera reaches the preset threshold", the control method further includes:

[0115] h1: When the target virtual character is in a moving state, display a progress display control on the graphical user interface; the progress display control is used to show the increase or decrease of the map opening progress value.

[0116] In an embodiment of the present application, the progress display control can be strip-shaped or circular, and is displayed at a preset position on the graphical user interface, used to represent the increase or decrease of the rotation progress value corresponding to the rotation parameter during the rotation of the virtual camera when the target virtual character is in a moving state. When the progress of the progress display control is full, it represents that the sum of the progress values between the movement progress value and the rotation progress value reaches a preset progress value threshold, and the virtual map can be opened.

[0117] In a possible implementation manner, a mini-map (a thumbnail corresponding to the game scene, different from the virtual map, and the mini-map is often displayed at a fixed position on the graphical user interface, but compared with the virtual map, the scene information displayed on the mini-map is relatively limited) is also displayed at the preset position in the graphical user interface; the progress display control is displayed around the mini-map.

[0118] In a possible real-time manner, after the virtual map is displayed in the graphical user interface, the player can continue to control the target virtual character to move in the game scene while the virtual map is being displayed.

[0119] Specifically, the control method further includes:

[0120] i1: When the virtual map is displayed on the graphical user interface, in response to a fourth touch operation on the movement control, control the target virtual character to move in the game scene, and control the virtual camera to follow the target virtual character to move, and display a second picture in the game scene during the movement of the target virtual character on the graphical user interface; at the same time, update the position of the identifier corresponding to the target virtual character in the virtual map.

[0121] In an embodiment of the present application, when the virtual map is displayed on the graphical user interface, the target virtual character can also be controlled to move in the game scene and move towards the target position by performing a fourth touch operation on the movement control. When the target virtual character moves, the position of the identifier corresponding to the target virtual character in the virtual map should also be updated.

[0122] In a possible implementation, during the movement of the target virtual character, the virtual camera also follows the movement of the target virtual character. At this time, the scene captured by the virtual camera will also change. Because in the embodiments of the present application, the virtual map is displayed on the graphical user interface with a certain transparency, when the game scene on the graphical user interface changes, the player can also see it, and it is necessary to update and display the second screen in the game scene during the movement of the target virtual character.

[0123] It should be noted that since the game scene is displayed with the virtual map turned on, in the second screen, in addition to the game scene facing down by the current virtual camera, the virtual map will also be displayed, and the display transparency of the virtual map is higher than the transparency of the corresponding screen of the game scene.

[0124] In the embodiments of the present application, the virtual map is automatically turned on, and then the virtual map can also be automatically turned off. Specifically, a decreasing mechanism can be set for the rotation progress value corresponding to the rotation parameter of the virtual camera. When the rotation progress value decreases to 0 (resulting in the map opening progress value being less than the preset threshold), the virtual map will be controlled to be automatically turned off.

[0125] Specifically, the control method further includes:

[0126] j1: Determine the rotation progress value corresponding to the rotation of the virtual camera according to the rotation parameter of the virtual camera.

[0127] j2: When the rotation progress value decreases at a preset progress value decreasing speed, the map opening progress value decreases following the decrease of the rotation progress value. When the map opening progress value is less than the preset threshold, the display of the virtual map is cancelled.

[0128] In the embodiments of the present application, before that, the rotation progress value corresponding to the rotation of the virtual camera is determined, and the rotation progress value is decreased at a preset progress value decreasing speed. The map opening progress value decreases following the decrease of the rotation progress value. When the map opening progress value is less than the preset threshold, the display of the virtual map is cancelled.

[0129] In a possible implementation, the rotation progress value decreases at a preset progress value decreasing speed. Generally, when the rotation progress value decreases to 0, it is determined that the map opening progress value is less than the preset threshold. At this time, the display of the virtual map in the graphical user interface is cancelled.

[0130] For the above example, the rotation progress value h2 is at most 20%, and the preset progress value decreasing speed is 5% per second within a unit time. That is, in the case of stopping the continuous rotation of the virtual camera, the virtual map is displayed for at most 4s.

[0131] In another possible implementation, the closing of the virtual map can also be controlled by setting a preset time threshold. Specifically, after the virtual map is opened, the system will start the process of automatically closing the virtual map after a preset time, thereby achieving the effect of automatically closing the virtual map.

[0132] It should be noted that in the above method of closing the virtual map by setting a time threshold, if the player adjusts the movement control or the virtual camera rotates during the closing of the virtual map, the time threshold will be recalculated at this time, that is, the time to close the virtual map may be infinitely extended. However, through the solution of decreasing the progress value at a preset decreasing speed, although there will also be a situation where the virtual camera rotates during the decreasing of the progress value, resulting in the continuous increase of the rotation progress value, but because there is a decreasing mechanism, the rotation progress value will always decrease to 0 after the virtual camera stops rotating. Therefore, in order to ensure that the virtual map can be accurately and timely closed automatically, it is preferred to choose the method of controlling the rotation progress value to decrease at a preset decreasing speed to close the virtual map.

[0133] In another possible implementation, the virtual map can also be closed by simultaneously setting the decreasing of the rotation progress value and the decreasing of the movement progress value. In this way, as long as any one of the rotation progress value or the movement progress value decreases to 0, the virtual map can be closed.

[0134] Here, since the upper limit values of the rotation progress value and the movement progress value are different, for the above example, the upper limit value of the rotation progress value is 20%, and the upper limit value of the movement progress value is 99%. Therefore, for the decreasing speed of the movement progress value, it can be set to a different value from the decreasing speed of the rotation progress value, and they will decrease at different decreasing speeds respectively after the virtual map is expanded.

[0135] Next, the control process of the character movement in the embodiments of the present application will be described through specific examples. In this example, the method of controlling the movement of the target virtual character by touch operations on the movement control will be described as an example:

[0136] Please refer to Figure 2 , Figure 2 which is one of the schematic diagrams of the graphical user interface provided by the embodiments of the present application. As shown in Figure 2As shown, in the graphical user interface 200, a movement control 210 is displayed. The player controls the movement of the target virtual character 220 in the game scene through a first touch operation on the movement control 210 and a second touch operation on the graphical user interface 200, and displays the first picture in the game scene during the movement of the target virtual character 220 in the graphical user interface 200. The movement progress value is determined according to the pixel distance between the real-time position of the first touch operation on the movement control 210 and the middle position of the movement control 210. At the same time, the rotation progress value is determined according to the offset angle of the central normal of the virtual camera (not located in the graphical user interface, so it is not shown in the figure). Among them, the orientation adjustment of the virtual camera can be controlled by the touch operation of the player's right hand on the view adjustment area or the view adjustment control (not shown in the figure). The progress display control 230 set in the graphical user interface 200 is used to display the change of the progress value and the increase or decrease of the value between the movement progress value and the rotation progress value. Among them, as Figure 2 shown, the progress display control 230 is displayed around the mini-map 240.

[0137] Please refer to Figure 3 , Figure 3 which is the second schematic diagram of the graphical user interface provided by the embodiment of the present application. As Figure 3 shown, when the progress value and the value between the displayed movement progress value and the rotation progress value of the progress display control 230 reach 100%, a virtual map 250 is floatingly displayed above the graphical user interface 200. At the same time, in the case of displaying the virtual map 250, in response to a third touch operation on the movement control 210, it controls the target virtual character (a full-screen map, not shown in the figure) to move towards the target position in the game scene, and controls the virtual camera (not shown in the figure) to follow the target virtual character (a full-screen map, not shown in the figure) to move.

[0138] The character movement control method provided by the embodiment of the present application responds to the first touch operation on the movement control, controls the target virtual character to move in the game scene, and displays the first picture of the game scene taken during the process of the virtual camera following the target virtual character; when the target virtual character is in a moving state, based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, determine the map opening progress value. When the map opening progress value reaches a preset progress threshold, display a virtual map in the graphical user interface. In the embodiment of the present application, when the target virtual character is in a moving state, based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, determine the map opening progress value. When the map opening progress value reaches a preset progress threshold, automatically display the virtual map to improve the convenience of map opening during the pathfinding process, thereby improving the human-computer interaction efficiency.

[0139] Furthermore, in the embodiments of the present application, during the display of the virtual map, the movement of the target virtual character can also be controlled. During the pathfinding process, the map can be viewed while pathfinding, thereby further improving the timeliness and accuracy of pathfinding during the pathfinding process.

[0140] Based on the same inventive concept, embodiments of the present application also provide a control device for character movement corresponding to the control method of character movement. Since the principle of problem-solving of the device in the embodiments of the present application is similar to the above control method of character movement in the embodiments of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be elaborated.

[0141] Please refer to Figure 4 、 Figure 5 , Figure 4 which is one of the structural schematic diagrams of a control device for character movement provided by the embodiments of the present application. Figure 5 which is the second structural schematic diagram of a control device for character movement provided by the embodiments of the present application. As Figure 4 shown in

[0142] The character movement control module 410 is configured to respond to a first touch operation on the movement control, control the target virtual character to move in the game scene, and control the virtual camera to follow the target virtual character to move, and display a first picture of the game scene captured by the virtual camera in the graphical user interface;

[0143] The map display module 420 is configured to, when the target virtual character is in a moving state, determine a map opening progress value based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, and display a virtual map in the graphical user interface when the map opening progress value reaches a preset progress threshold.

[0144] In a possible implementation manner, as Figure 5 shown in

[0145] the control device 400 further includes a map display module 430, and the map display module 430 is configured to:

[0146] When the target virtual character is in a moving state, real-time detect whether the current operation position of the second touch operation meets a preset position condition and whether the rotation parameters of the virtual camera reach a preset rotation threshold;

[0147] In a possible implementation manner, asFigure 5 As shown, the control device 400 further includes a field of view adjustment module 440, and the field of view adjustment module 440 is configured to:

[0148] In response to a third touch operation on the field of view adjustment area or the field of view adjustment control, adjust the lens orientation of the virtual camera.

[0149] In a possible implementation, as Figure 5 shown, the control device 400 further includes a control display module 450, and the control display module 450 is configured to:

[0150] When the target virtual character is in a moving state, display a progress display control on the graphical user interface; the progress display control is used to show the increase or decrease of the map opening progress value.

[0151] In a possible implementation, as Figure 5 shown, the control device 400 further includes a character pathfinding control module 460, and the character pathfinding control module 460 is configured to:

[0152] When the virtual map is displayed on the graphical user interface, in response to a fourth touch operation on the movement control, control the target virtual character to move in the game scene, and control the virtual camera to follow the target virtual character to move, and display a second picture in the game scene during the movement of the target virtual character on the graphical user interface; at the same time, update the position of the identifier corresponding to the target virtual character in the virtual map.

[0153] In a possible implementation, as Figure 5 shown, the control device 400 further includes a map cancellation display module 470, and the map cancellation display module 470 is configured to:

[0154] Determine a rotation progress value corresponding to the rotation of the virtual camera according to the rotation parameter of the virtual camera;

[0155] When the rotation progress value decreases at a preset progress value decreasing speed, the map opening progress value decreases following the decrease of the rotation progress value. When the map opening progress value is less than a preset threshold, cancel the display of the virtual map.

[0156] In a possible implementation, the virtual map is floatingly displayed on the graphical user interface in full screen with a preset transparency.

[0157] In a possible implementation, when the map display module 420 is used to determine a map opening progress value based on control parameters for controlling the movement of the target virtual character and rotation parameters of the virtual camera when the target virtual character is in a moving state, and to display a virtual map in the graphical user interface when the map opening progress value reaches a preset progress threshold, the map display module 420 is configured to:

[0158] Respond to a second touch operation on the movement control to control the target virtual character to enter a moving state;

[0159] When the target virtual character is in a moving state, determine a movement progress value based on control parameters corresponding to the second touch operation, and determine a corresponding rotation progress value during the rotation of the virtual camera based on the rotation parameters of the virtual camera;

[0160] Determine the sum of the progress values between the movement progress value and the rotation progress value as the map opening progress value, and when the map opening progress value reaches a preset progress threshold, display a virtual map in the graphical user interface.

[0161] In a possible implementation, when the map display module 420 is used to determine a movement progress value based on control parameters corresponding to the second touch operation and determine a corresponding rotation progress value during the rotation of the virtual camera when the target virtual character is in a moving state, the map display module 420 is configured to:

[0162] Determine the movement progress value based on the pixel distance between the current operation position of the second touch operation and the center position of the movement control, and the mapping relationship between the preset pixel distance and the movement progress value;

[0163] Determine the corresponding rotation progress value during the rotation of the virtual camera according to the deflection angle of the virtual camera within a unit time and the mapping relationship between the preset deflection angle within a unit time and the rotation progress value.

[0164] In a possible implementation, the map display module 430 is configured to determine that the current operation position of the second touch operation meets a preset position condition through the following steps:

[0165] Determine the pixel distance between the current operation position and the center position of the movement control;

[0166] If the pixel distance is greater than a preset pixel distance, determine that the current operation position of the second touch operation meets the preset position condition.

[0167] In a possible implementation, the rotation parameters of the virtual camera include at least one of the following:

[0168] The number of rotations of the virtual camera per unit time, the deflection angle of the virtual camera deviating from the central normal per unit time, and the rotation angle of the virtual camera.

[0169] In a possible implementation, the map display module 430 is used to determine that the rotation parameters of the virtual camera reach a preset rotation threshold through the following steps:

[0170] When the number of rotations of the virtual camera per unit time is greater than a preset number threshold, detect whether the deflection angle of the virtual camera deviating from the central normal per unit time is greater than a preset deflection angle threshold and whether the rotation angle of the virtual camera is greater than a rotation angle threshold;

[0171] If it is determined that the deflection angle of the virtual camera deviating from the central normal per unit time is greater than a preset deflection angle threshold, and / or the rotation angle of the virtual camera is greater than a rotation angle threshold, determine that the rotation parameters of the virtual camera reach a preset rotation threshold.

[0172] In a possible implementation, a mini-map is also displayed at a preset position in the graphical user interface; the progress display control is arranged around the mini-map.

[0173] The control device for character movement provided by the embodiments of the present application responds to a first touch operation on a movement control, controls a target virtual character to move in a game scene, and displays a first picture of the game scene captured by the virtual camera during the process of following the target virtual character. When the target virtual character is in a moving state, based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, a map opening progress value is determined. When the map opening progress value reaches a preset progress threshold, a virtual map is displayed in the graphical user interface. In the embodiments of the present application, when the target virtual character is in a moving state, based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, a map opening progress value is determined. When the map opening progress value reaches a preset progress threshold, the virtual map is automatically displayed to improve the convenience of map opening during the pathfinding process, thereby improving the human-computer interaction efficiency.

[0174] Furthermore, in the embodiments of the present application, during the display process of the virtual map, the movement of the target virtual character can also be controlled, and the pathfinding can be carried out while looking at the map during the pathfinding process, thereby further improving the timeliness and accuracy of pathfinding during the pathfinding process.

[0175] Please refer to Figure 6 , Figure 6A schematic structural diagram of an electronic device provided by an embodiment of the present application. As Figure 6 shown in the figure, the electronic device 600 includes a processor 610, a memory 620, and a bus 630.

[0176] The memory 620 stores machine-readable instructions executable by the processor 610. When the electronic device 600 runs, the processor 610 communicates with the memory 620 through the bus 630, so that the processor 610 executes the following instructions when running:

[0177] In response to a first touch operation on the mobile control, control the target virtual character to move in the game scene, and control the virtual camera to follow the target virtual character to move, and display a first picture of the game scene captured by the virtual camera in the graphical user interface;

[0178] When the target virtual character is in a moving state, based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, determine a map opening progress value. When the map opening progress value reaches a preset progress threshold, display a virtual map in the graphical user interface.

[0179] In a possible implementation, the virtual map is floatingly displayed full-screen on the graphical user interface with a preset transparency.

[0180] In a possible implementation, among the instructions executed by the processor 610, the step of when the target virtual character is in a moving state, based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, determine a map opening progress value. When the map opening progress value reaches a preset progress threshold, display a virtual map in the graphical user interface includes:

[0181] In response to a second touch operation on the mobile control, control the target virtual character to enter a moving state;

[0182] When the target virtual character is in a moving state, based on the control parameters corresponding to the second touch operation, determine a movement progress value, and based on the rotation parameters of the virtual camera, determine a rotation progress value corresponding to the rotation process of the virtual camera;

[0183] Determine the sum of the progress values between the movement progress value and the rotation progress value as the map opening progress value. When the map opening progress value reaches a preset progress threshold, display a virtual map in the graphical user interface.

[0184] In a possible implementation, among the instructions executed by the processor 610, when the target virtual character is in a moving state, based on the control parameters corresponding to the second touch operation, a movement progress value is determined, and based on the rotation parameters of the virtual camera, a corresponding rotation progress value during the rotation of the virtual camera is determined, including:

[0185] Based on the pixel distance between the current operation position of the second touch operation and the center position of the movement control, and the mapping relationship between the preset pixel distance and the movement progress value, determine the movement progress value;

[0186] According to the deflection angle of the virtual camera within a unit time and the mapping relationship between the preset deflection angle within a unit time and the rotation progress value, determine the corresponding rotation progress value during the rotation of the virtual camera.

[0187] In a possible implementation, among the instructions executed by the processor 610, it further includes:

[0188] When the target virtual character is in a moving state, real-time detect whether the current operation position of the second touch operation meets the preset position condition and whether the rotation parameters of the virtual camera reach the preset rotation threshold;

[0189] If the current operation position of the second touch operation meets the preset position condition and the rotation parameters of the virtual camera reach the preset rotation threshold, display a virtual map in the graphical user interface.

[0190] In a possible implementation, among the instructions executed by the processor 610, the following steps are used to determine that the current operation position of the second touch operation meets the preset position condition:

[0191] Determine the pixel distance between the current operation position and the center position of the movement control;

[0192] If the pixel distance is greater than the preset pixel distance, determine that the current operation position of the second touch operation meets the preset position condition.

[0193] In a possible implementation, among the instructions executed by the processor 610, the rotation parameters of the virtual camera include at least one of the following:

[0194] The number of rotations of the virtual camera within a unit time, the deflection angle of the virtual camera deviating from the central normal within a unit time, the rotation angle of the virtual camera.

[0195] In a possible implementation, among the instructions executed by the processor 610, the following steps are used to determine that the rotation parameters of the virtual camera reach the preset rotation threshold:

[0196] When the number of rotations of the virtual camera within the unit time is greater than a preset number threshold, detect whether the deflection angle of the virtual camera deviating from the central normal within the unit time is greater than a preset deflection angle threshold and whether the rotation angle of the virtual camera is greater than a rotation angle threshold;

[0197] If it is determined that the deflection angle of the virtual camera deviating from the central normal within the unit time is greater than the preset deflection angle threshold, and / or the rotation angle of the virtual camera is greater than the rotation angle threshold, determine that the rotation parameter of the virtual camera reaches the preset rotation threshold.

[0198] In a possible implementation, a field of view adjustment area and a field of view adjustment control are further displayed in the graphical user interface, and the instructions executed by the processor 610 further include:

[0199] Respond to a third touch operation on the field of view adjustment area or the field of view adjustment control to adjust the lens orientation of the virtual camera.

[0200] In a possible implementation, the instructions executed by the processor 610 further include:

[0201] When the target virtual character is in a moving state, display a progress display control in the graphical user interface; the progress display control is used to show the increase or decrease change of the map opening progress value.

[0202] In a possible implementation, a mini - map is further displayed at a preset position in the graphical user interface; the progress display control is displayed around the mini - map.

[0203] In a possible implementation, the instructions executed by the processor 610 further include:

[0204] When the virtual map is displayed in the graphical user interface, respond to a fourth touch operation on the movement control to control the target virtual character to move in the game scene, and control the virtual camera to follow the target virtual character to move, and display a second picture in the game scene during the movement of the target virtual character in the graphical user interface; at the same time, update the position of the identifier corresponding to the target virtual character in the virtual map.

[0205] In a possible implementation, the instructions executed by the processor 610 further include:

[0206] Determine a rotation progress value corresponding to the rotation of the virtual camera according to the rotation parameter of the virtual camera;

[0207] When the rotation progress value decreases according to a preset progress value decreasing speed, the map opening progress value decreases following the decrease of the rotation progress value. When the map opening progress value is less than a preset threshold, the virtual map display is cancelled.

[0208] In the above manner, when the target virtual character is in a moving state, based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, the map opening progress value is determined. When the map opening progress value reaches a preset progress threshold, the virtual map is automatically displayed to improve the convenience of map opening during the pathfinding process, thereby improving the human-computer interaction efficiency. At the same time, during the pathfinding process, the map can be viewed while pathfinding, which can further improve the timeliness and accuracy of pathfinding during the pathfinding process. At the same time, a progress display control can also be displayed on the graphical user interface to show the opening progress of the virtual map to the player, further improving the human-computer interaction efficiency. Moreover, in the embodiment of the present application, a progress value decreasing mechanism is set. The rotation progress value corresponding to the rotation of the virtual camera is controlled to decrease according to a preset progress value decreasing speed, and at the same time, the map opening progress value is controlled to decrease following the decrease of the rotation progress value. When the map opening progress value is less than a preset threshold, the display of the virtual map is automatically cancelled to ensure the accuracy and timeliness of the automatic closing of the virtual map.

[0209] The embodiment of the present application also provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the following instructions are executed:

[0210] In response to a first touch operation on the movement control, control the target virtual character to move in the game scene, and control the virtual camera to follow the movement of the target virtual character, and display a first image of the game scene captured by the virtual camera in the graphical user interface;

[0211] When the target virtual character is in a moving state, based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, determine the map opening progress value. When the map opening progress value reaches a preset progress threshold, display the virtual map in the graphical user interface.

[0212] In a possible implementation manner, the virtual map is floatingly displayed full-screen on the graphical user interface with a preset transparency.

[0213] In a possible implementation, among the instructions executed by the computer-readable storage medium, when the target virtual character is in a moving state, based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, a map opening progress value is determined. When the map opening progress value reaches a preset progress threshold, a virtual map is displayed in the graphical user interface, including:

[0214] Respond to a second touch operation on the movement control to control the target virtual character to enter a moving state;

[0215] When the target virtual character is in a moving state, based on the control parameters corresponding to the second touch operation, a movement progress value is determined, and based on the rotation parameters of the virtual camera, a corresponding rotation progress value during the rotation of the virtual camera is determined;

[0216] Determine the progress value sum between the movement progress value and the rotation progress value as the map opening progress value. When the map opening progress value reaches a preset progress threshold, a virtual map is displayed in the graphical user interface.

[0217] In a possible implementation, among the instructions executed by the computer-readable storage medium, when the target virtual character is in a moving state, based on the control parameters corresponding to the second touch operation, a movement progress value is determined, and based on the rotation parameters of the virtual camera, a corresponding rotation progress value during the rotation of the virtual camera, including:

[0218] Based on the pixel distance between the current operation position of the second touch operation and the center position of the movement control, and the mapping relationship between the preset pixel distance and the movement progress value, determine the movement progress value;

[0219] According to the deflection angle of the virtual camera within a unit time and the mapping relationship between the preset deflection angle within a unit time and the rotation progress value, determine the corresponding rotation progress value during the rotation of the virtual camera.

[0220] In a possible implementation, among the instructions executed by the computer-readable storage medium, further including:

[0221] When the target virtual character is in a moving state, real-time detect whether the current operation position of the second touch operation meets the preset position condition and whether the rotation parameters of the virtual camera reach the preset rotation threshold;

[0222] If the current operation position of the second touch operation meets the preset position condition and the rotation parameters of the virtual camera reach the preset rotation threshold, a virtual map is displayed in the graphical user interface.

[0223] In a possible implementation, in the instructions executed by the computer-readable storage medium, the following steps are used to determine that the current operation position of the second touch operation satisfies a preset position condition:

[0224] Determine the pixel distance between the current operation position and the center position of the moving control;

[0225] If the pixel distance is greater than a preset pixel distance, determine that the current operation position of the second touch operation satisfies the preset position condition.

[0226] In a possible implementation, in the instructions executed by the computer-readable storage medium, the rotation parameters of the virtual camera include at least one of the following:

[0227] The number of rotations of the virtual camera per unit time, the deflection angle of the virtual camera deviating from the central normal per unit time, the rotation angle of the virtual camera.

[0228] In a possible implementation, in the instructions executed by the computer-readable storage medium, the following steps are used to determine that the rotation parameters of the virtual camera reach a preset rotation threshold:

[0229] When the number of rotations of the virtual camera per unit time is greater than a preset number threshold, detect whether the deflection angle of the virtual camera deviating from the central normal per unit time is greater than a preset deflection angle threshold and whether the rotation angle of the virtual camera is greater than a rotation angle threshold;

[0230] If it is determined that the deflection angle of the virtual camera deviating from the central normal per unit time is greater than a preset deflection angle threshold, and / or the rotation angle of the virtual camera is greater than a rotation angle threshold, determine that the rotation parameters of the virtual camera reach a preset rotation threshold.

[0231] In a possible implementation, a field-of-view adjustment area and a field-of-view adjustment control are further displayed in the graphical user interface. In the instructions executed by the computer-readable storage medium, it further includes:

[0232] Respond to a third touch operation on the field-of-view adjustment area or the field-of-view adjustment control, and adjust the lens orientation of the virtual camera.

[0233] In a possible implementation, in the instructions executed by the computer-readable storage medium, it further includes:

[0234] When the target virtual character is in a moving state, display a progress display control in the graphical user interface; the progress display control is used to show the increase or decrease change of the map opening progress value.

[0235] In a possible implementation, a mini - map is also displayed at a preset position in the graphical user interface; the progress display control is arranged around the mini - map.

[0236] In a possible implementation, the instructions executed by the computer - readable storage medium further include:

[0237] When the virtual map is displayed in the graphical user interface, in response to a fourth touch operation on the movement control, control the target virtual character to move in the game scene, and control the virtual camera to follow the target virtual character to move, and display a second picture of the game scene during the movement of the target virtual character in the graphical user interface; at the same time, update the position of the identifier corresponding to the target virtual character in the virtual map.

[0238] In a possible implementation, the instructions executed by the computer - readable storage medium further include:

[0239] Determine a rotation progress value corresponding to the rotation of the virtual camera according to the rotation parameters of the virtual camera;

[0240] When the rotation progress value decreases at a preset progress value decreasing speed, the map opening progress value decreases following the decrease of the rotation progress value. When the map opening progress value is less than a preset threshold, cancel the display of the virtual map.

[0241] By the above method, when the target virtual character is in a moving state, based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, determine the map opening progress value. When the map opening progress value reaches the preset progress threshold, automatically display the virtual map to improve the convenience of map opening during the path - finding process, thereby improving the human - machine interaction efficiency; at the same time, during the path - finding process, you can look at the map while finding the path, which can further improve the timeliness and accuracy of path - finding during the path - finding process; at the same time, a progress display control can also be displayed on the graphical user interface to show the opening progress of the virtual map to the player, further improving the human - machine interaction efficiency; and, in the embodiments of the present application, a progress value decreasing mechanism is set to control the rotation progress value corresponding to the rotation of the virtual camera to decrease at a preset progress value decreasing speed, and at the same time control the map opening progress value to decrease following the decrease of the rotation progress value. When the map opening progress value is less than the preset threshold, automatically cancel the display of the virtual map to ensure the accuracy and timeliness of the automatic closing of the virtual map.

[0242] Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working processes of the systems, devices, and units described above can refer to the corresponding processes in the foregoing method embodiments, and will not be elaborated herein.

[0243] In several embodiments provided by the present application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For another 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 displayed or discussed coupling, direct coupling, or communication connection to each other can be through some communication interfaces. The indirect coupling or communication connection of the devices or units can be in an electrical, mechanical, or other form.

[0244] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0245] In addition, in each embodiment of the present application, the functional units can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit.

[0246] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on this understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of the present application. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical discs that can store program codes.

[0247] Finally, it should be noted that the above-described embodiments are only specific embodiments of the present application, which are used to illustrate the technical solutions of the present application, rather than limiting it. The protection scope of the present application is not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the technical field of the present application can still modify the technical solutions described in the foregoing embodiments, or can easily conceive of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes or replacements do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should all be covered within the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims

1. A control method for character movement, characterized in that, a graphical user interface is provided by a terminal device, in which a movement control and a picture of at least part of a game scene captured by a virtual camera are displayed. The game scene includes a target virtual character controlled by the terminal device. The control method includes: responding to a first touch operation on the movement control, controlling the target virtual character to move in the game scene, and controlling the virtual camera to move following the target virtual character, and displaying a first picture of the game scene captured by the virtual camera in the graphical user interface; when the target virtual character is in a moving state, based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, determining a movement progress value corresponding to a second touch operation on the movement control, and a rotation progress value corresponding to the rotation process of the virtual camera, and determining a map opening progress value based on the movement progress value and the rotation progress value. When the map opening progress value reaches a preset progress threshold, a virtual map is displayed in the graphical user interface.

2. The control method according to claim 1, characterized in that, the virtual map is displayed floating full screen on the graphical user interface with a preset transparency.

3. The control method according to claim 1, characterized in that, when the target virtual character is in a moving state, based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, determining a movement progress value corresponding to a second touch operation on the movement control, and a rotation progress value corresponding to the rotation process of the virtual camera, and determining a map opening progress value based on the movement progress value and the rotation progress value. When the map opening progress value reaches a preset progress threshold, a virtual map is displayed in the graphical user interface, including: responding to a second touch operation on the movement control, controlling the target virtual character to enter a moving state; when the target virtual character is in a moving state, determining the sum value of the progress values between the movement progress value and the rotation progress value as the map opening progress value. When the map opening progress value reaches a preset progress threshold, a virtual map is displayed in the graphical user interface.

4. The control method according to claim 3, characterized in that, when the target virtual character is in a moving state, based on the control parameters corresponding to the second touch operation, determining a movement progress value, and based on the rotation parameters of the virtual camera, determining a rotation progress value corresponding to the rotation process of the virtual camera, including: determining the movement progress value based on the pixel distance between the current operation position of the second touch operation and the center position of the movement control, and the mapping relationship between the preset pixel distance and the movement progress value; Determine the rotation progress value corresponding to the rotation process of the virtual camera according to the deflection angle of the virtual camera per unit time and the mapping relationship between the deflection angle per unit time and the rotation progress value preset.

5. The control method according to claim 3, wherein, after responding to the second touch operation on the mobile control and controlling the target virtual character to enter the moving state, the control method further includes: when the target virtual character is in the moving state, real-time detect whether the current operation position of the second touch operation meets the preset position condition and whether the rotation parameter of the virtual camera reaches the preset rotation threshold; if the current operation position of the second touch operation meets the preset position condition and the rotation parameter of the virtual camera reaches the preset rotation threshold, display a virtual map in the graphical user interface.

6. The control method according to claim 5, wherein, determine that the current operation position of the second touch operation meets the preset position condition through the following steps: determine the pixel distance between the current operation position and the center position of the mobile control; if the pixel distance is greater than the preset pixel distance, determine that the current operation position of the second touch operation meets the preset position condition.

7. The control method according to claim 5, wherein, the rotation parameter of the virtual camera includes at least one of the following: the number of rotations of the virtual camera per unit time, the deflection angle of the virtual camera deviating from the central normal per unit time, the rotation angle of the virtual camera.

8. The control method according to claim 7, wherein, determine that the rotation parameter of the virtual camera reaches the preset rotation threshold through the following steps: when the number of rotations of the virtual camera per unit time is greater than the preset number threshold, detect whether the deflection angle of the virtual camera deviating from the central normal per unit time is greater than the preset deflection angle threshold and whether the rotation angle of the virtual camera is greater than the rotation angle threshold; if it is determined that the deflection angle of the virtual camera deviating from the central normal per unit time is greater than the preset deflection angle threshold, and / or the rotation angle of the virtual camera is greater than the rotation angle threshold, determine that the rotation parameter of the virtual camera reaches the preset rotation threshold.

9. The control method according to claim 1, wherein, a field of view adjustment area and a field of view adjustment control are further displayed in the graphical user interface, and the control method further includes: responding to a third touch operation on the field of view adjustment area or the field of view adjustment control to adjust the lens orientation of the virtual camera.

10. The control method according to claim 1, wherein, when the target virtual character is in the moving state, after determining the map opening progress value based on the control parameter for controlling the movement of the target virtual character and the rotation parameter of the virtual camera, the control method further includes: When the target virtual character is in a moving state, a progress display control is displayed on the graphical user interface; the progress display control is used to show the increase or decrease of the map opening progress value.

11. The control method according to claim 10, wherein, a mini-map is also displayed at a preset position in the graphical user interface; the progress display control is displayed around the mini-map.

12. The control method according to claim 1, wherein, the control method further includes: When the virtual map is displayed on the graphical user interface, in response to a fourth touch operation on the movement control, controlling the target virtual character to move in the game scene, and controlling the virtual camera to follow the target virtual character to move, and displaying a second picture in the game scene during the movement of the target virtual character on the graphical user interface; at the same time, updating the position of the identifier corresponding to the target virtual character in the virtual map.

13. The control method according to claim 1, wherein, the control method further includes: Determining a rotation progress value corresponding to the rotation of the virtual camera according to the rotation parameters of the virtual camera; When the rotation progress value decreases at a preset progress value decreasing speed, the map opening progress value decreases following the decrease of the rotation progress value. When the map opening progress value is less than a preset threshold, the virtual map is cancelled from being displayed.

14. A control device for character movement, wherein, a graphical user interface is provided through a terminal device. The graphical user interface displays a movement control and a picture of at least part of the game scene captured by a virtual camera. The game scene includes a target virtual character controlled by the terminal device. The control device includes: A character movement control module, configured to respond to a first touch operation on the movement control, control the target virtual character to move in the game scene, and control the virtual camera to follow the target virtual character to move, and display a first picture of the game scene captured by the virtual camera on the graphical user interface; A map display module, configured to, when the target virtual character is in a moving state, determine a movement progress value corresponding to a second touch operation on the movement control and a rotation progress value corresponding to the rotation of the virtual camera based on the control parameters for controlling the movement of the target virtual character and the rotation parameters of the virtual camera, and determine a map opening progress value based on the movement progress value and the rotation progress value. When the map opening progress value reaches a preset progress threshold, display a virtual map on the graphical user interface.

15. An electronic device, wherein, comprising: A processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the control method for character movement according to any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that, a computer program is stored on the computer-readable storage medium, and when the computer program is run by a processor, it performs the steps of the control method for character movement according to any one of claims 1 to 13.

Citation Information

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