Virtual object operation control method, device and electronic device
By using the graphic user interface of terminal devices and top-view screen technology in simulated business games, the problem of difficulty in adjusting virtual objects is solved, achieving higher operation accuracy and gaming experience.
Patent Information
- Application Number
- CN202211248793.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-10-12
- Publication Date
- 2025-08-22
- Estimated Expiration
- 2042-10-12
AI Technical Summary
In simulation management games, when the virtual object is small or the player's fingers are large, it is difficult to adjust the position of the virtual object, resulting in inaccurate operation and affecting the game's immersion and smoothness.
By providing a graphical user interface on the terminal device, using a virtual camera to capture the target game scene, display the top view screen to assist in adjusting the position of the virtual object, and judge whether to switch to the top view screen based on the player's operating speed and amplitude, improving the accuracy of position adjustment.
It improves the player's operation immersion and smoothness, enhances the game experience, and ensures that the virtual object can be moved to the target position quickly and accurately.
Smart Images

Figure CN115738264B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a method, device and electronic equipment for controlling the operation of a virtual object. Background Art
[0002] In business simulation games, it's often necessary to adjust the position of virtual objects within the game scene, such as adjusting the position of virtual buildings. However, if the virtual object is small or the player's fingers are large, adjusting the virtual object becomes difficult. In related art, when adjusting a virtual object, the scene can be magnified by pinching the finger, and the position of the virtual object can be adjusted based on the magnified scene. However, even if the scene is magnified, if virtual objects obscure each other or the player's finger movements are unstable, the virtual object cannot be accurately moved to the target position, affecting the player's sense of immersion and smoothness during the game, and thus the player's gaming experience. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide a method, device and electronic device for operating and controlling virtual objects, so that players can move virtual objects to target positions accurately and quickly, improve the player's operating immersion and smoothness, and thus improve the player's gaming experience.
[0004] In a first aspect, an embodiment of the present invention provides an operation control method for a virtual object, wherein a graphical user interface is provided through a terminal device, and the graphical user interface displays a scene screen of a target game scene; the scene screen is obtained by shooting a virtual camera in the target game scene; the orientation of the virtual camera has a preset inclination angle with a designated plane of the target game scene; the target game scene includes a virtual object, and the method includes: responding to a first movement control operation acting on the target virtual object, controlling the target virtual object to move in the target game scene; responding to a specified event being triggered, displaying a bird's-eye view screen containing the target virtual object; wherein the bird's-eye view screen corresponds to the scene screen containing the target virtual object; the specified event includes: the moving speed and / or moving amplitude of the first movement control operation is less than a first preset threshold; in the bird's-eye view screen, responding to a second movement control operation acting on the target virtual object, controlling the target virtual object to be placed at the target position of the target game scene.
[0005] In a second aspect, an embodiment of the present invention provides an operation control device for a virtual object, which provides a graphical user interface through a terminal device, and the graphical user interface displays a scene screen of a target game scene; the scene screen is obtained by shooting a virtual camera in the target game scene; the orientation of the virtual camera has a preset inclination angle with a designated plane of the target game scene; the target game scene includes a virtual object, and the device includes: a first movement control module, which is used to respond to a first movement control operation acting on the target virtual object and control the movement of the target virtual object in the target game scene; a bird's-eye view display module, which is used to respond to a specified event being triggered and display a bird's-eye view screen containing the target virtual object; wherein the bird's-eye view screen corresponds to the scene screen containing the target virtual object; the specified event includes: the movement speed and / or movement amplitude of the first movement control operation is less than a first preset threshold; and a second movement control module, which is used to respond to a second movement control operation acting on the target virtual object in the bird's-eye view screen and control the target virtual object to be placed at the target position of the target game scene.
[0006] In a third aspect, an embodiment of the present invention provides an electronic device comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the operation control method of the virtual object of any one of the first aspects.
[0007] In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the operation control method of the virtual object of any one of the first aspects.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The present invention provides a method, device, and electronic device for controlling the operation of a virtual object. The method comprises: responding to a first movement control operation on a target virtual object to control the movement of the target virtual object within a target game scene; displaying an overhead view containing the target virtual object in response to a specified event being triggered; and, in the overhead view, responding to a second movement control operation on the target virtual object to control the target virtual object to be placed at a target position within the target game scene. In this method, by determining the movement speed and movement amplitude of the first movement control operation performed by the player on the target virtual object, it is determined whether to display the overhead view containing the target virtual object. The overhead view allows the player to more clearly understand the current position of the target virtual object, thereby enabling the player to accurately and quickly move the target virtual object to the target position. This improves the player's operational immersion and smoothness, thereby enhancing the player's gaming experience.
[0010] Other features and advantages of the present invention will be described in the following description, and in part will become apparent from the description, or understood by practicing the present invention. The purposes and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0011] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0013] Figure 1 A flowchart of a method for controlling the operation of a virtual object provided by an embodiment of the present invention;
[0014] Figure 2 A schematic diagram of a scene screen of a target game scene provided by an embodiment of the present invention;
[0015] Figure 3 A schematic diagram of a scene screen of another target game scene provided by an embodiment of the present invention;
[0016] Figure 4 A schematic diagram of a scene screen of another target game scene provided by an embodiment of the present invention;
[0017] Figure 5 A schematic diagram of a top-down view of a target game scene provided by an embodiment of the present invention;
[0018] Figure 6 A schematic structural diagram of a virtual object operation control device provided by an embodiment of the present invention;
[0019] Figure 7 A schematic structural diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0020] To make the objectives, technical solutions, and advantages of the embodiments of the present invention more clear, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of them. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work shall fall within the scope of protection of the present invention.
[0021] Currently, in business simulation games, it is usually necessary to adjust the position of virtual objects in the game scene, such as adjusting the position of virtual buildings. However, if the virtual object is small, or the player's fingers are large, it may be difficult to adjust the virtual object. In related technologies, when adjusting a virtual object, the scene screen can be enlarged by zooming in with the finger, and the position of the virtual object can be adjusted based on the enlarged scene screen. However, since the displayed scene screen is not a top-down view, there may be visual occlusion between virtual objects. Therefore, even if the scene screen is enlarged, if the virtual objects are obstructed by each other, or the player's finger movement is unstable, the virtual object cannot be accurately moved to the target position, affecting the player's sense of immersion and smoothness during the game, and further affecting the player's gaming experience. Based on this, an embodiment of the present invention provides a method, device, and electronic device for controlling the operation of a virtual object. This technology can be applied to mobile phones, computers, notebooks, tablet computers, and other devices.
[0022] In one embodiment of the present disclosure, the method for controlling the operation of a virtual object can be executed on a local terminal device or a server. When the method for controlling the operation of a virtual object is executed on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0023] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the operation control method of the virtual object are completed on the cloud game server. 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 close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0024] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and 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.
[0025] In one possible implementation, an embodiment of the present invention provides a method for controlling the operation of a virtual object, providing a graphical user interface via a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The graphical user interface displays a scene image of a target game scene; the scene image is captured by a virtual camera in the target game scene; the virtual camera is oriented at a preset angle relative to a designated plane of the target game scene; and the target game scene includes a virtual object.
[0026] like Figure 1 As shown, the method includes the following steps:
[0027] Step S102, responding to a first movement control operation on the target virtual object, controlling the target virtual object to move in the target game scene;
[0028] The target game scene may be a game scene of a business simulation game, which generally includes multiple virtual objects, such as virtual buildings, virtual plants, virtual decorations, etc. Since the virtual camera has a preset tilt angle with the designated plane of the target game scene, the scene image displayed by the graphical user interface is not a top view visually, but a view at a certain angle to the target game scene. Therefore, it is possible to see that virtual objects block each other. For example, Figure 2 The scene picture of the target scene shown is a picture taken when the virtual camera is facing a predetermined tilt angle with respect to the designated plane of the target game scene.
[0029] The target virtual object may be a virtual object in a target game scene, such as a virtual building or virtual vegetation. The first movement control operation may refer to the player's finger acting on the target virtual object and sliding on the graphical user interface to control the movement of the target virtual object in the target game scene, wherein the target virtual object is always located at the position touched by the player's finger. In other words, the target virtual object always moves with the player's finger. That is, if the finger slides a specified distance on the screen of the terminal device, the target virtual object will also move the specified distance with the player's finger.
[0030] Step S104: In response to a designated event being triggered, displaying a top-down view containing the target virtual object; wherein the top-down view corresponds to the scene containing the target virtual object; the designated event includes: a movement speed and / or movement amplitude of the first movement control operation being less than a first preset threshold;
[0031] The above-mentioned bird's-eye view containing the target virtual object can be obtained by shooting with a virtual camera in the target game scene, with the orientation of the virtual camera being perpendicular to the designated plane of the target game scene. It can also be a bird's-eye view of the target scene screen that only contains the target virtual object, such as a bird's-eye view of the target scene screen that displays the target virtual object. It can also be a bird's-eye view generated based on the target scene screen that currently displays the target virtual object and displayed at a designated location in the graphical user interface, such as the display area of the target virtual object, or the edge area of the display area of the target virtual object.
[0032] Normally, if a player wants to adjust the position of a target virtual object in a target game scene, the player will usually control the target virtual object to move in the target game scene. When the target virtual object is far from the target position, the player's movement control operation, that is, the speed and amplitude of the player's finger sliding, will be significantly different from when the target virtual object is close to the target position. Generally, when the player controls the target virtual object to move near the target position, the speed and amplitude of the player's finger sliding, that is, the movement speed and amplitude of the first movement control operation, will decrease. Specifically, when the movement speed or movement amplitude of the first movement control operation is less than a first preset threshold, or the movement speed and movement amplitude of the first movement control operation are less than the first preset threshold, it means that the current position of the target virtual object is close to the target position, and there is no need to control the target virtual object to move a long distance.
[0033] At this time, in order to enable the player to accurately and clearly control and understand the position of the target virtual object in the target game scene, an overhead view image containing the target virtual object may be displayed. The target virtual object in the overhead view image corresponds to the target virtual object in the target game scene, and other virtual objects in the overhead view image also correspond to other virtual objects in the target game scene. In addition, the relative positions of the virtual objects in the overhead view image are consistent with the relative positions of the virtual objects in the target game scene. This facilitates the player to accurately adjust the position of the target virtual object through the overhead view image.
[0034] For example, Figure 3 As shown, before moving, the position of the target virtual object in the target game scene is as follows: Figure 4 As shown in the figure, the target virtual object is moved to the vicinity of the target position. Since there are many virtual objects at this position and there may be occlusions between the virtual objects, it is not easy for the player to control the target virtual object to move to the target position. At this time, a bird's-eye view containing the target virtual object will be displayed.
[0035] Step S106 : In the overhead view, in response to the second movement control operation on the target virtual object, the target virtual object is controlled to be placed at the target position of the target game scene.
[0036] The above-mentioned second movement control operation may refer to the operation of the player's finger acting on the target virtual object in the overhead screen and sliding in the overhead screen, which is used to control the movement of the target virtual object in the overhead screen, and then control the movement of the target virtual object in the target game scene. Among them, the target virtual object in the overhead screen may move with the player's finger; or it may move a fixed distance when the player's finger slides, and only when the player's finger slides again will the target virtual object in the overhead screen move a fixed distance again. The player can clearly observe the position of the target virtual object by observing the overhead screen. After moving the target virtual object to the target position, the target virtual object can be controlled to be placed at the target position of the target game scene through a release operation or other touch operations after the release operation.
[0037] An embodiment of the present invention provides a method for controlling the operation of a virtual object. In response to a first movement control operation applied to a target virtual object, the target virtual object is controlled to move within a target game scene. In response to a specified event being triggered, a bird's-eye view image containing the target virtual object is displayed. In response to a second movement control operation applied to the target virtual object, the target virtual object is controlled to be placed at a target location within the target game scene within the bird's-eye view image. In this method, whether to display the bird's-eye view image containing the target virtual object is determined by determining the movement speed and amplitude of the first movement control operation applied by the player to the target virtual object. The bird's-eye view image allows the player to more clearly understand the current location of the target virtual object, enabling the player to accurately and quickly move the target virtual object to the target location. This improves the player's operational immersion and smoothness, thereby enhancing the player's gaming experience.
[0038] In one possible embodiment, the above-mentioned overhead view includes: a first area identifier of the area where the target scene screen including the target virtual object is located, a second area identifier of the area where the target virtual object is located, and a third area identifier of the area where virtual objects other than the target virtual object are located in the target scene screen; wherein the display priority of the second area identifier and the third area identifier is greater than the display priority of the first area identifier.
[0039] The size of the above-mentioned first area identifier corresponds to the size of the target scene picture. The size of the first area identifier can be the same as the size of the target scene picture, or the size of the first area identifier can be a size proportionally enlarged from the size of the target scene picture. Similarly, the second area identifier can be the same as the size of the area where the target virtual object is located, or the size of the second area identifier can be a size proportionally enlarged from the size of the area where the target virtual object is located. Similarly, the third area identifier can be the same as the size of the area where virtual objects other than the target virtual object are located in the target scene picture, or the size of the third area identifier can be a size proportionally enlarged from the area where virtual objects other than the target virtual object are located in the target scene picture. If it is proportional enlargement, the magnification multiples of the area identifiers are the same.
[0040] For example, Figure 5 The rectangular frame shown is the top-down view. The gray rectangle in the top-down view is the first area marker, corresponding to the target scene. The white rectangle displayed above the first area marker is the second area marker, corresponding to the target virtual object in the target scene. The grid rectangle displayed above the first area marker is the third area marker, corresponding to virtual objects in the target scene other than the target virtual object.
[0041] It should be noted that if the size of the second area marker in the overhead view is small, the overhead view will be automatically enlarged, and the first area marker, the second area marker and the third area marker will be enlarged at the same time.
[0042] Because virtual objects in the target game scene are always displayed on the ground, the second and third area markers have a higher display priority than the first area marker, meaning they are displayed above the first. This approach, by displaying a bird's-eye view and aligning the markers in the bird's-eye view with the target scene, helps players better and more accurately adjust the position of the target virtual object.
[0043] In addition, the relative positions of the first area identifier, the second area identifier and the third area identifier correspond to the relative positions of the target scene image and the virtual objects in the target scene image.
[0044] For example, Figure 5 As shown, a third area mark is displayed on the left and bottom sides of the second area mark, respectively. Figure 4 The relative positions of the virtual objects in the scene shown correspond to each other, with multiple plants displayed to the left and below the current display area of the target virtual object in the scene. This approach aligns the relative positions of the area markers in the bird's-eye view with the relative positions of the virtual objects in the target scene, further improving the accuracy of adjusting the target virtual object.
[0045] In the above step S104, in response to the designated event being triggered, a step of displaying a top-view image including the target virtual object may be implemented as follows:
[0046] (1) In response to a designated event being triggered, determining that a moving unit of the target virtual object is a first moving distance;
[0047] (2) in response to a third movement control operation applied to the target virtual object, controlling the target virtual object to move a preset number of times within the target game scene at a first movement distance; wherein the third movement control operation includes a preset number of sliding operations;
[0048] (3) In response to the fourth movement control operation applied to the target virtual object, a top-view screen including the target virtual object is displayed.
[0049] When it is detected that the movement speed of the player's finger slows down and the movement amplitude decreases, it can be determined that the current target virtual object enters a small adjustment mode, that is, the player's finger slides once, and the target virtual object will move a first movement distance, where the first movement distance can be set according to the actual game needs. The above-mentioned third movement control operation refers to the movement control operation of the player's finger acting on the second area mark in the top-down picture, by controlling the movement of the second area mark, thereby controlling the movement of the target virtual object in the target game scene. The above-mentioned preset number of times can be set according to the needs of the game, for example, two, three or four times.
[0050] Specifically, when the movement speed and movement distance of the first movement control operation are less than a first preset threshold, it is determined that the current target virtual object enters the fine adjustment mode, and the movement unit of the target virtual object is determined to be the first movement distance. If the player moves the target virtual object to the target position in the preset number of movement control operations, the overhead screen will not be displayed. If the player does not move the target virtual object to the target position in the preset number of movement control operations, when the next movement control operation, that is, the fourth movement control operation, is performed, the overhead screen containing the target virtual object will be displayed. The specific display method is to display the overhead screen above the current target scene screen. At this time, the position where the player's finger usually touches is the second area mark in the overhead screen, which helps the player better judge the precise position of the target virtual object in the target game scene.
[0051] In the above method, if the player can move the target virtual object to the target position after a simple adjustment after the specified event is triggered, there is no need to display the overhead screen. Only when the player still cannot move the target virtual object to the target position after several adjustments will the overhead screen be displayed to help the player better judge the position of the target virtual object, thereby ensuring the accuracy of the adjustment.
[0052] A possible implementation of the above step of displaying a bird's-eye view of the target virtual object is as follows: displaying the bird's-eye view in the display area of the target virtual object; wherein the display priority of the bird's-eye view is higher than the display priority of the scene view of the target game scene.
[0053] Specifically, in order to improve the continuity of the player's finger movement control operation, so that after the bird's-eye view is displayed, the player's finger can continue to control the target virtual object without leaving the screen, it is necessary to display the bird's-eye view in the display area of the target virtual object, and ensure that the finger's touch position at this time is the target virtual object or the second area identifier in the bird's-eye view. The display priority of the bird's-eye view is higher than the display priority of the scene screen of the target game scene, that is, the bird's-eye view is displayed above the display area of the target virtual object. In this way, the bird's-eye view is displayed in the display area of the target virtual object, so that when the player cannot accurately move the target object, the scene screen seamlessly switches to the picture-in-picture mode of the bird's-eye view, further improving the immersion and smoothness of the player's operation.
[0054] Furthermore, since the target virtual object's display area is relatively small, displaying a bird's-eye view proportionally to that display area may hinder the player's ability to control the target virtual object or the second area marker with their fingers. Therefore, typically, the bird's-eye view is larger than or equal to the target virtual object's display area. Displaying a larger bird's-eye view makes it easier for the player to observe and control the target virtual object's position.
[0055] In step S106, in the overhead view, in response to the second movement control operation on the target virtual object, the target virtual object is controlled to be placed at the target position of the target game scene. A possible implementation method is:
[0056] (1) in response to a second movement control operation applied to a second area identifier corresponding to a target virtual object in the overhead view, controlling the second area identifier to move within a first movement distance in the overhead view, thereby controlling the target virtual object to move within the target game scene within the first movement distance;
[0057] In other words, when a player touches the second area marker corresponding to the target virtual object in the top-down view, the player can control the movement of the second area marker, not only by controlling and observing the movement of the second area marker in the top-down view, but also indirectly controlling the movement of the target virtual object in the target game scene. The position of the target virtual object in the actual target game scene can be understood by the movement position of the second area marker in the top-down view.
[0058] In addition, in order to achieve fine movement of the target virtual object, each movement control operation of the player on the second area identifier will control the second area identifier and the target virtual object to move the first movement distance.
[0059] In the above steps, after the step of responding to the second movement control operation acting on the second area identifier corresponding to the target virtual object, the above method further includes: determining the movement direction of the second movement control operation and displaying a direction identifier of the movement direction in the overhead screen.
[0060] In order to further improve the player's operating experience, after the player performs the second movement control operation on the second area mark, the movement direction of the second movement control operation can be obtained, and then the direction mark of the movement direction can be displayed in the top-down picture. Figure 5 As shown, when the player performs a leftward movement control operation on the second area marker, a left arrow corresponding to the above-mentioned direction marker will be displayed in the top-down image. In this way, by displaying the direction marker of the movement direction, the player is reminded of the current movement direction of the second area marker, thereby improving the player's gaming experience.
[0061] (2) in response to a release operation of the second movement control operation, or in response to a trigger operation on a target area in the scene image, canceling the display of the top-view image;
[0062] (3) Determine the current position of the target virtual object as the target position, and control the target virtual object to be placed at the target position.
[0063] The target area can be the scene screen excluding the bird's-eye view screen, or a designated area within the scene screen, such as the edge area of the bird's-eye view screen or the edge area of the scene screen. Specifically, the bird's-eye view screen can be canceled when the player's finger leaves the screen; or the bird's-eye view screen can be canceled by clicking the target area after the player's finger leaves the screen.
[0064] Then, the target virtual object's location is obtained during the release operation, used as the target location, and the target virtual object is placed at the target location, thereby completing the control operation on the target virtual object. In other words, the target virtual object is moved from the initial location to the target location. In this method, the player can control the movement of the second area marker in the top-down view to control the target virtual object. At the same time, the player can clearly understand the location of the target virtual object in the actual target game scene through the top-down view, ensuring that the current adjustment mode is more in line with the player's needs, greatly reducing the sense of game interruption and improving the gaming experience.
[0065] The display area of the target virtual object includes a confirmation control; for example, Figure 4 The “√” shown corresponds to the confirmation control. In the above step (3), the step of controlling the target virtual object to be placed at the target position of the target game scene, a possible implementation method is: in response to the triggering operation of the confirmation control, controlling the target virtual object to be placed at the target position.
[0066] Specifically, after canceling the overhead view, the target virtual object will be restored to display. At this time, the target virtual object is filled and displayed in the specified format, such as Figure 4 The player can click the "√" icon to control the target virtual object to be placed at the target location in the target game scene. In other words, if the player wants to move the target virtual object, they can continue to control the target virtual object to move. Only by clicking the confirmation control will the target virtual object be controlled to exit the editing state and be placed at the target location.
[0067] Before the above-mentioned step S102, which responds to the first movement control operation acting on the target virtual object and controls the movement of the target virtual object in the target game scene, the above-mentioned method also includes: responding to the trigger operation on the virtual object, determining the target virtual object to be switched to the editing mode, and displaying the target virtual object in a specified format.
[0068] The trigger operation mentioned above usually refers to a long press operation, and the specified format mentioned above can be a highlight or flashing display, etc. When the player long presses the target virtual object in the virtual object, the terminal device will determine that the virtual object enters the edit mode, and at this time, the target virtual object will be displayed in the specified format, for example, Figure 3 As shown in the figure, the target virtual object is displayed with increased transparency, and multiple controls are displayed in the edge area of the target virtual object for editing the target virtual object. In this method, the target virtual object is displayed in a specified display format, indicating that the current target virtual object is in an editing state, further improving the player's gaming experience.
[0069] The above method also includes: displaying a cancel control and a confirmation control in the display area of the target virtual object; in response to a trigger operation on the cancel control, controlling the target virtual object to switch to an initial mode and displaying the target virtual object in the initial format.
[0070] If the player does not want to move the current target virtual object, he can click the cancel control to switch the target virtual object to the initial mode and restore the target virtual object to the initial display format. Figure 3 The “×” mark in the corresponding cancel control.
[0071] In one specific implementation, players do not need to perform other operations when adjusting the position of a virtual building. Instead, the system determines whether the player has determined the approximate position of the virtual building. The system then determines that the player has entered a state of fine movement when the player's finger movement speed slows down and the amplitude decreases. A threshold is set to determine whether the player can achieve precise placement of the current virtual building on their own. If the system determines that precise placement is not possible, the screen seamlessly switches to a picture-in-picture top-down view to help the player adjust the virtual building's precise position. This approach can enhance players' sense of immersion, security, and smoothness during gaming.
[0072] Specifically, when editing a virtual building, players first determine the approximate placement of the building, then make precise adjustments within this smaller area. There are significant differences in the speed and amplitude of the player's finger sliding between these two states. When the system detects a slowdown in the player's finger sliding speed and a decrease in amplitude, it determines that the player has entered fine-tuning mode. If the player can already accurately position the building within the scene, there is no need to enter the top-down view mode. Therefore, a threshold is set to resolve the conflict between "achieving the current placement" and "entering the top-down view mode." The player's first three fine-tuning operations are performed in the normal view mode. If the player still cannot determine the placement after three fine-tuning operations, it is determined that the player is having difficulty dragging and positioning. During the fourth fine-tuning operation, the virtual building switches to a top-down view to help the player better determine the position. Once in the top-down view adjustment mode, the virtual building moves in the smallest increments with each finger movement to ensure precise adjustments. Releasing the finger exits the top-down fine-tuning mode, removing the top-down view.
[0073] In the above method, the overhead picture-in-picture mode is cleverly applied to the scene of fine-tuning the position of virtual objects in the game. The overhead picture adjustment cleverly solves the pain point that virtual objects are difficult to accurately place in the corresponding positions, reduces the difficulty of operation, improves the smoothness of the game and reduces the sense of interruption.
[0074] Corresponding to the above method embodiment, the embodiment of the present invention provides an operation control device for a virtual object, which provides a graphical user interface through a terminal device, and the graphical user interface displays a scene image of a target game scene; the scene image is obtained by shooting a virtual camera in the target game scene; the direction of the virtual camera has a preset tilt angle with a designated plane of the target game scene; the target game scene includes virtual objects, such as Figure 6 As shown, the device includes:
[0075] A first movement control module 61 is configured to respond to a first movement control operation applied to a target virtual object and control the target virtual object to move in a target game scene;
[0076] The overhead view display module 62 is configured to display an overhead view containing a target virtual object in response to a specified event being triggered; wherein the overhead view corresponds to the scene containing the target virtual object; the specified event includes: a movement speed and / or movement amplitude of the first movement control operation being less than a first preset threshold;
[0077] The second movement control module 63 is configured to control the target virtual object to be placed at a target position in the target game scene in response to a second movement control operation applied to the target virtual object in the top-view image.
[0078] An embodiment of the present invention provides an operation control device for a virtual object. The device controls the movement of the target virtual object within a target game scene in response to a first movement control operation performed on the target virtual object. In response to a specified event being triggered, the device displays a bird's-eye view of the target virtual object. In response to a second movement control operation performed on the target virtual object, the device controls the target virtual object to be placed at a target location within the target game scene. In this method, the device determines whether to display the bird's-eye view of the target virtual object by determining the movement speed and movement amplitude of the first movement control operation performed by the player on the target virtual object. The bird's-eye view allows the player to more clearly understand the current location of the target virtual object, enabling the player to accurately and quickly move the target virtual object to the target location. This improves the player's operational immersion and smoothness, thereby enhancing the player's gaming experience.
[0079] Furthermore, the above-mentioned overhead view screen includes: a first area identifier of the area where the target scene screen including the target virtual object is located, a second area identifier of the area where the target virtual object is located, and a third area identifier of the area where virtual objects other than the target virtual object are located in the target scene screen; wherein, the display priority of the second area identifier and the third area identifier is greater than the display priority of the first area identifier.
[0080] Furthermore, the relative positions of the first area identifier, the second area identifier and the third area identifier correspond to the relative positions of the target scene image and the virtual objects in the target scene image.
[0081] Furthermore, the above-mentioned bird's-eye view display module is also used to: in response to a specified event being triggered, determine that the moving unit of the target virtual object is a first moving distance; in response to a third movement control operation acting on the target virtual object, control the target virtual object to move a preset number of times with the first moving distance in the target game scene; wherein the third movement control operation includes a preset number of sliding operations; in response to a fourth movement control operation acting on the target virtual object, display a bird's-eye view screen containing the target virtual object.
[0082] Furthermore, the above-mentioned bird's-eye view display module is also used to: display the bird's-eye view in the display area of the target virtual object; wherein the display priority of the bird's-eye view is higher than the display priority of the scene picture of the target game scene.
[0083] Furthermore, the size of the overhead view image is greater than or equal to the size of the display area of the target virtual object.
[0084] Furthermore, the above-mentioned second movement control module is also used to: in the overhead screen, respond to the second movement control operation acting on the second area identifier corresponding to the target virtual object, control the second area identifier to move at a first movement distance in the overhead screen, so as to control the target virtual object to move at the first movement distance in the target game scene; respond to the release operation of the second movement control operation, or respond to the trigger operation for the target area in the scene screen, cancel the display of the overhead screen; determine the current position of the target virtual object as the target position, and control the target virtual object to be placed at the target position.
[0085] Furthermore, the display area of the target virtual object includes a confirmation control; and the second movement control module is further configured to: respond to a triggering operation on the confirmation control and control the target virtual object to be placed at a target position.
[0086] Furthermore, the above-mentioned device also includes a direction indicator display module, which is used to: determine the moving direction of the second movement control operation and display the direction indicator of the moving direction in the overhead picture.
[0087] Furthermore, the above-mentioned device also includes an editing mode switching module, which is used to: respond to a trigger operation on a virtual object, determine a target virtual object to be switched to editing mode, and display the target virtual object in a specified format.
[0088] Furthermore, the above-mentioned device also includes an initial mode switching module, which is used to: display a cancel control and a confirmation control in the display area of the target virtual object; in response to a trigger operation on the cancel control, control the target virtual object to switch to the initial mode, and display the target virtual object in the initial format.
[0089] The virtual object operation control device provided in the embodiment of the present invention has the same technical features as the virtual object operation control method provided in the above embodiment, and therefore can also solve the same technical problems and achieve the same technical effects.
[0090] This embodiment further provides an electronic device including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned method for controlling the operation of a virtual object. The electronic device can be a server or a terminal device.
[0091] See also Figure 7 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the above-mentioned virtual object operation control method.
[0092] Furthermore, Figure 7 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0093] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 7 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0094] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 100 or software instructions. The above processor 100 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly implemented and executed by a hardware decoding processor, or by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other storage media well-known in the art. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment, specifically including:
[0095] In response to a first movement control operation applied to a target virtual object, the target virtual object is controlled to move in a target game scene; in response to a specified event being triggered, a bird's-eye view screen containing the target virtual object is displayed; wherein the bird's-eye view screen corresponds to the scene screen containing the target virtual object; the specified event includes: the movement speed and / or movement amplitude of the first movement control operation is less than a first preset threshold; in response to a second movement control operation applied to the target virtual object, the target virtual object is controlled to be placed at a target position in the target game scene in the bird's-eye view screen. In this method, by judging the movement speed and movement amplitude of the first movement control operation applied by the player to the target virtual object, it is determined whether to display the bird's-eye view screen containing the target virtual object. The player can more clearly understand the current position of the target virtual object through the bird's-eye view screen, thereby enabling the player to accurately and quickly move the target virtual object to the target position, thereby improving the player's sense of immersion and smoothness in the operation, and thereby improving the player's gaming experience.
[0096] The overhead view includes: a first region identifier for an area of the target scene containing a target virtual object; a second region identifier for an area of the target virtual object; and a third region identifier for an area of the target scene other than the target virtual object; wherein the display priority of the second and third region identifiers is greater than the display priority of the first region identifier. In this manner, by displaying the overhead view and aligning the identifiers in the overhead view with the target scene, players can better and more accurately adjust the position of the target virtual object.
[0097] The relative positions of the first, second, and third region markers correspond to the relative positions of the target scene and the virtual objects within it. In this approach, the relative positions of the region markers in the overhead view mirror the relative positions of the virtual objects within the target scene, further improving the accuracy of adjusting the target virtual objects.
[0098] The above-mentioned step of displaying an overhead view containing the target virtual object in response to a designated event being triggered includes: in response to the designated event being triggered, determining that the target virtual object's movement unit is a first movement distance; in response to a third movement control operation acting on the target virtual object, controlling the target virtual object to move a preset number of times within the target game scene by the first movement distance; wherein the third movement control operation includes a preset number of sliding operations; and in response to a fourth movement control operation acting on the target virtual object, displaying an overhead view containing the target virtual object. In this method, if the player can move the target virtual object to the target position through simple adjustments after the designated event is triggered, the overhead view does not need to be displayed. Only when the player still cannot move the target virtual object to the target position after several adjustments will the overhead view be displayed to help the player better determine the position of the target virtual object, thereby ensuring the accuracy of the adjustment.
[0099] The step of displaying a bird's-eye view of the target virtual object includes: displaying the bird's-eye view in the target virtual object's display area; wherein the bird's-eye view has a higher display priority than the scene view of the target game scene. In this manner, displaying the bird's-eye view in the target virtual object's display area enables a picture-in-picture mode in which the scene view seamlessly switches to the bird's-eye view when the player cannot accurately move the target object, further enhancing the player's immersion and smoothness in gameplay.
[0100] The size of the overhead view is larger than or equal to the size of the display area of the target virtual object. By displaying a larger overhead view, it is easier for players to observe and control the position of the target virtual object.
[0101] The above-mentioned step of controlling the target virtual object to be placed at the target position of the target game scene in response to the second movement control operation applied to the target virtual object in the overhead view includes: in response to the second movement control operation applied to the second area identifier corresponding to the target virtual object in the overhead view, controlling the second area identifier to move by a first movement distance in the overhead view to control the target virtual object to move by the first movement distance in the target game scene; canceling the display of the overhead view in response to the release of the second movement control operation, or in response to a trigger operation for the target area in the scene screen; determining the current position of the target virtual object as the target position, and controlling the target virtual object to be placed at the target position. In this method, the player can perform movement control on the second area identifier in the overhead view to control the target virtual object, and at the same time can clearly understand the position of the target virtual object in the actual target game scene through the overhead view, so as to ensure that the current adjustment mode is more in line with the player's needs, greatly reducing the sense of game interruption and improving the gaming experience.
[0102] The target virtual object display area includes a confirmation control; and the step of controlling the target virtual object to be placed at a target location in the target game scene includes: controlling the target virtual object to be placed at the target location in response to a triggering operation on the confirmation control. In this method, by displaying a direction indicator of the movement direction, the player is reminded of the current movement direction of the second area indicator, thereby improving the player's gaming experience.
[0103] After the step of responding to the second movement control operation acting on the second area identifier corresponding to the target virtual object, the method further includes: determining a movement direction of the second movement control operation and displaying a direction identifier of the movement direction in the overhead view.
[0104] Prior to the step of controlling the movement of the target virtual object within the target game scene in response to the first movement control operation applied to the target virtual object, the method further includes: determining the target virtual object to switch to edit mode in response to a trigger operation on the virtual object, and displaying the target virtual object in a specified format. In this manner, displaying the target virtual object in the specified display format indicates that the target virtual object is currently in an edit mode, further enhancing the player's gaming experience.
[0105] The above method also includes: displaying a cancel control and a confirmation control in the display area of the target virtual object; in response to a trigger operation on the cancel control, controlling the target virtual object to switch to an initial mode and displaying the target virtual object in the initial format.
[0106] This embodiment further provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned method for controlling the operation of the virtual object, which specifically includes:
[0107] In response to a first movement control operation applied to a target virtual object, the target virtual object is controlled to move in a target game scene; in response to a specified event being triggered, a bird's-eye view screen containing the target virtual object is displayed; wherein the bird's-eye view screen corresponds to the scene screen containing the target virtual object; the specified event includes: the movement speed and / or movement amplitude of the first movement control operation is less than a first preset threshold; in response to a second movement control operation applied to the target virtual object, the target virtual object is controlled to be placed at a target position in the target game scene in the bird's-eye view screen. In this method, by judging the movement speed and movement amplitude of the first movement control operation applied by the player to the target virtual object, it is determined whether to display the bird's-eye view screen containing the target virtual object. The player can more clearly understand the current position of the target virtual object through the bird's-eye view screen, thereby enabling the player to accurately and quickly move the target virtual object to the target position, thereby improving the player's sense of immersion and smoothness in the operation, and thereby improving the player's gaming experience.
[0108] The overhead view includes: a first region identifier for an area of the target scene containing a target virtual object; a second region identifier for an area of the target virtual object; and a third region identifier for an area of the target scene other than the target virtual object; wherein the display priority of the second and third region identifiers is greater than the display priority of the first region identifier. In this manner, by displaying the overhead view and aligning the identifiers in the overhead view with the target scene, players can better and more accurately adjust the position of the target virtual object.
[0109] The relative positions of the first, second, and third region markers correspond to the relative positions of the target scene and the virtual objects within it. In this approach, the relative positions of the region markers in the overhead view mirror the relative positions of the virtual objects within the target scene, further improving the accuracy of adjusting the target virtual objects.
[0110] The above-mentioned step of displaying an overhead view containing the target virtual object in response to a designated event being triggered includes: in response to the designated event being triggered, determining that the target virtual object's movement unit is a first movement distance; in response to a third movement control operation acting on the target virtual object, controlling the target virtual object to move a preset number of times within the target game scene by the first movement distance; wherein the third movement control operation includes a preset number of sliding operations; and in response to a fourth movement control operation acting on the target virtual object, displaying an overhead view containing the target virtual object. In this method, if the player can move the target virtual object to the target position through simple adjustments after the designated event is triggered, the overhead view does not need to be displayed. Only when the player still cannot move the target virtual object to the target position after several adjustments will the overhead view be displayed to help the player better determine the position of the target virtual object, thereby ensuring the accuracy of the adjustment.
[0111] The step of displaying a bird's-eye view of the target virtual object includes: displaying the bird's-eye view in the target virtual object's display area; wherein the bird's-eye view has a higher display priority than the scene view of the target game scene. In this manner, displaying the bird's-eye view in the target virtual object's display area enables a picture-in-picture mode in which the scene view seamlessly switches to the bird's-eye view when the player cannot accurately move the target object, further enhancing the player's immersion and smoothness in gameplay.
[0112] The size of the overhead view is larger than or equal to the size of the display area of the target virtual object. By displaying a larger overhead view, it is easier for players to observe and control the position of the target virtual object.
[0113] The above-mentioned step of controlling the target virtual object to be placed at the target position of the target game scene in response to the second movement control operation applied to the target virtual object in the overhead view includes: in response to the second movement control operation applied to the second area identifier corresponding to the target virtual object in the overhead view, controlling the second area identifier to move by a first movement distance in the overhead view to control the target virtual object to move by the first movement distance in the target game scene; canceling the display of the overhead view in response to the release of the second movement control operation, or in response to a trigger operation for the target area in the scene screen; determining the current position of the target virtual object as the target position, and controlling the target virtual object to be placed at the target position. In this method, the player can perform movement control on the second area identifier in the overhead view to control the target virtual object, and at the same time can clearly understand the position of the target virtual object in the actual target game scene through the overhead view, so as to ensure that the current adjustment mode is more in line with the player's needs, greatly reducing the sense of game interruption and improving the gaming experience.
[0114] The target virtual object display area includes a confirmation control; and the step of controlling the target virtual object to be placed at a target location in the target game scene includes: controlling the target virtual object to be placed at the target location in response to a triggering operation on the confirmation control. In this method, by displaying a direction indicator of the movement direction, the player is reminded of the current movement direction of the second area indicator, thereby improving the player's gaming experience.
[0115] After the step of responding to the second movement control operation acting on the second area identifier corresponding to the target virtual object, the method further includes: determining a movement direction of the second movement control operation and displaying a direction identifier of the movement direction in the overhead view.
[0116] Prior to the step of controlling the movement of the target virtual object within the target game scene in response to the first movement control operation applied to the target virtual object, the method further includes: determining the target virtual object to switch to edit mode in response to a trigger operation on the virtual object, and displaying the target virtual object in a specified format. In this manner, displaying the target virtual object in the specified display format indicates that the target virtual object is currently in an edit mode, further enhancing the player's gaming experience.
[0117] The above method also includes: displaying a cancel control and a confirmation control in the display area of the target virtual object; in response to a trigger operation on the cancel control, controlling the target virtual object to switch to an initial mode and displaying the target virtual object in the initial format.
[0118] The computer program products of the virtual object operation control methods, devices, electronic devices, and systems provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. For specific implementation, please refer to the method embodiments and will not be repeated here.
[0119] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0120] In addition, in the description of the embodiments of the present invention, unless otherwise expressly specified or limited, the terms "mounted," "connected," and "connected" should be understood in a broad sense. For example, they may refer to fixed connections, detachable connections, or integral connections; they may refer to mechanical connections or electrical connections; they may refer to direct connections or indirect connections through an intermediate medium; and they may refer to internal communication between two components. Those skilled in the art will understand the specific meanings of the above terms in the present invention based on the specific circumstances.
[0121] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0122] In the description of the present invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate and simplify the description of the present invention. They are not intended to indicate or imply that the devices or components referred to must have, be constructed, or operate in a specific orientation, and therefore should not be construed as limitations on the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0123] Finally, it should be noted that the above embodiments are only specific implementation methods of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed by the present invention, or replace some of the technical features therein with equivalents. Such modifications, changes or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be based on the scope of protection of the claims.
Claims
1. A method for controlling the operation of a virtual object, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays a scene image of a target game scene; the scene image is obtained by photographing a virtual camera in the target game scene; The virtual camera is oriented at a preset tilt angle to a designated plane of the target game scene; The target game scene includes a virtual object, and the method includes: In response to a first movement control operation acting on a target virtual object, controlling the target virtual object to move in the target game scene; In response to a specified event being triggered, displaying a top-down image containing the target virtual object; wherein the top-down image corresponds to a scene image containing the target virtual object; the specified event includes: a movement speed and / or a movement amplitude of the first movement control operation being less than a first preset threshold; In the overhead screen, in response to a second movement control operation applied to the target virtual object, the target virtual object is controlled to be placed at a target position in the target game scene.
2. The method according to claim 1, characterized in that The overhead view includes: a first area identifier of an area of the target scene image including the target virtual object, a second area identifier of an area where the target virtual object is located, and a third area identifier of an area where virtual objects other than the target virtual object are located in the target scene image; The display priority of the second area identifier and the third area identifier is greater than the display priority of the first area identifier.
3. The method according to claim 2, characterized in that The relative positions among the first area identifier, the second area identifier and the third area identifier correspond to the relative positions between the target scene picture and the virtual objects in the target scene picture.
4. The method according to claim 1, wherein In response to a designated event being triggered, the step of displaying a top-down image including the target virtual object comprises: In response to a designated event being triggered, determining that a moving unit of the target virtual object is a first moving distance; In response to a third movement control operation applied to the target virtual object, controlling the target virtual object to move a preset number of times within the target game scene by the first movement distance; wherein the third movement control operation includes a sliding operation for the preset number of times; In response to a fourth movement control operation applied to the target virtual object, a top-view image including the target virtual object is displayed.
5. The method according to claim 1 or 4, characterized in that The step of displaying a top-view image including the target virtual object includes: The overhead view is displayed in the display area of the target virtual object; wherein the display priority of the overhead view is higher than the display priority of the scene view of the target game scene.
6. The method according to claim 5, characterized in that The size of the overhead view image is greater than or equal to the size of the display area of the target virtual object.
7. The method according to claim 1, characterized in that In the overhead screen, in response to a second movement control operation applied to the target virtual object, the step of controlling the target virtual object to be placed at a target position in the target game scene includes: In the overhead screen, in response to a second movement control operation applied to a second area identifier corresponding to the target virtual object, controlling the second area identifier to move within a first movement distance within the overhead screen, thereby controlling the target virtual object to move within the target game scene within the first movement distance; In response to a release operation of the second movement control operation, or in response to a trigger operation on a target area in the scene image, canceling the display of the overhead image; The current position of the target virtual object is determined as the target position, and the target virtual object is controlled to be placed at the target position.
8. The method according to claim 7, characterized in that The display area of the target virtual object includes a confirmation control; The step of controlling the target virtual object to be placed at the target position of the target game scene comprises: In response to a triggering operation on the confirmation control, the target virtual object is controlled to be placed at the target position.
9. The method according to claim 7, characterized in that After the step of responding to the second movement control operation acting on the second area identifier corresponding to the target virtual object, the method further includes: A moving direction of the second moving control operation is determined, and a direction indicator of the moving direction is displayed in the overhead view.
10. The method according to claim 1, characterized in that Before the step of controlling the target virtual object to move in the target game scene in response to a first movement control operation acting on the target virtual object, the method further includes: In response to a trigger operation on a virtual object, a target virtual object to be switched to an editing mode is determined, and the target virtual object is displayed in a specified format.
11. The method according to claim 10, characterized in that The method further comprises: Displaying a cancel control and a confirmation control in the display area of the target virtual object; In response to a triggering operation on the cancel control, the target virtual object is controlled to switch to an initial mode, and the target virtual object is displayed in an initial format.
12. A virtual object operation control device, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays a scene image of a target game scene; the scene image is obtained by photographing a virtual camera in the target game scene; The virtual camera is oriented at a preset tilt angle to a designated plane of the target game scene; The target game scene includes a virtual object, and the device includes: a first movement control module, configured to respond to a first movement control operation applied to a target virtual object and control the target virtual object to move in the target game scene; a bird's-eye view display module, configured to display a bird's-eye view image containing the target virtual object in response to a specified event being triggered; wherein the bird's-eye view image corresponds to a scene image containing the target virtual object; and wherein the specified event includes: a movement speed and / or movement amplitude of the first movement control operation being less than a first preset threshold; The second movement control module is configured to control the target virtual object to be placed at a target position in the target game scene in response to a second movement control operation applied to the target virtual object in the overhead view.
13. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the operation control method of the virtual object according to any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the operation control method of the virtual object according to any one of claims 1 to 11.
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