A method and device for controlling a character in a game, an apparatus, and a medium

By introducing operation areas into the game interface, players can quickly switch and use props, solving the problem of slow props usage and improving the playability of the game.

CN115738269BActive Publication Date: 2025-07-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111028120.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-09-02
Publication Date
2025-07-29
Estimated Expiration
2041-09-02

AI Technical Summary

Technical Problem

In online games, the use of props is slow, which causes players to spend a lot of time finding and switching props, reducing the playability of the game.

Method used

By introducing operation areas into the graphical user interface, including the movement control area, the prop switching area, the action trigger area and the viewing angle adjustment area, players are allowed to quickly switch and use props through touch operations, and quickly change props and adjust the aiming direction.

Benefits of technology

Improve the efficiency of using props, reduce the time to find props in the equipment pack, and enhance the playability of the game.

✦ Generated by Eureka AI based on patent content.

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  • Figure CN115738269B_ABST
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Patent Text Reader

Abstract

The present application provides a method, a control device, a device and a medium for controlling a character in a game. The method includes: responding to a fourth operation acting on the action trigger area, controlling the controlled virtual character to perform a virtual action using the first item; responding to a fifth operation acting on the movement control area, switching the item currently used by the controlled virtual character from the first item to a second item; after determining the second item as the item currently used by the controlled virtual character, responding to a sixth operation acting on the perspective adjustment area, adjusting the aiming direction of the second item; determining a target position or a target object in the game scene according to the aiming direction; responding to a trigger instruction for the second item, controlling the controlled virtual character to move towards the target position, or controlling the target object to move towards the controlled virtual character.
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Description

Technical Field

[0001] This application relates to the field of data processing, and in particular, to a method and device for controlling a character in a game, a device, and a medium. Background Art

[0002] With the development of technology, online games mainly include PC games and mobile games. In PC games, physical buttons on a mouse or keyboard can be used to control virtual characters and items in the game, while in mobile games, a small number of virtual buttons are used to control virtual characters and items in the game. However, in the process of the continuous development and progress of online games, more and more items can be used in the game. Generally, items are stored in the equipment package of virtual characters. When a player needs to use an item, they still need to search for the required item in the equipment package, which consumes a lot of time in searching for items and reduces the combat time. Summary of the Invention

[0003] In view of this, the purpose of this application is to provide a method and device for controlling a character in a game, a device, and a medium, which are used to solve the problem that the speed of using required items by a controlled virtual character in a game scene is slow in the prior art.

[0004] In a first aspect, an embodiment of this application provides a method for controlling a character in a game. The game includes a game scene and a controlled virtual character located in the game scene. A graphical user interface is provided through a terminal device. The graphical user interface at least partially displays the game scene. The graphical user interface includes an operation area, and the operation area includes a movement control area, an item switching area, an action trigger area, and a perspective adjustment area. The control method includes:

[0005] Responding to a first operation acting on the movement control area, controlling the controlled virtual character to move in the game scene;

[0006] Responding to a second operation acting on the perspective adjustment area, adjusting the perspective direction of the controlled virtual character;

[0007] Responding to a third operation acting on the item switching area, determining a first item in the item switching area as the item currently used by the controlled virtual character;

[0008] After determining the first item as the item currently used by the controlled virtual character, responding to a fourth operation acting on the action trigger area, controlling the controlled virtual character to use the first item to perform a virtual action;

[0009] Responding to a fifth operation acting on the movement control area, switching the item currently used by the controlled virtual character from the first item to a second item;

[0010] After determining the second item as the item currently used by the controlled virtual character, in response to a sixth operation on the viewing angle adjustment area, adjust the aiming direction of the second item;

[0011] Determine a target position or a target object in the game scene according to the aiming direction;

[0012] In response to a trigger command for the second item, control the controlled virtual character to move towards the target position, or control the target object to move towards the controlled virtual character.

[0013] Optionally, the item switching area at least includes a first item identifier corresponding to the first item, and the third operation is an operation on the first item identifier in the item switching area.

[0014] Optionally, a plurality of the first item identifiers are displayed in the item switching area, and the control method further includes:

[0015] In response to the third operation on the plurality of first item identifiers displayed in the item switching area, determine and update the first item with the first item identifier selected by the third operation;

[0016] Control the action trigger area to switch from controlling the current first item to controlling the updated first item.

[0017] Optionally, the control method further includes:

[0018] In response to an eighth operation on the item switching control, display the item switching area displaying a plurality of the first item identifiers in the graphical user interface;

[0019] In response to an end operation command for the third operation on the first item identifier in the item switching area, hide the item switching area displaying a plurality of the first item identifiers.

[0020] Optionally, the step of, in response to a trigger command for the second item, controlling the controlled virtual character to move towards the target position, or controlling the target object to move towards the controlled virtual character, includes:

[0021] In response to a trigger command for the second item, visually present a movement path between the controlled virtual character and the target position or the target object;

[0022] Control the controlled virtual character to move along the movement path towards the target position, or control the target object to move along the movement path towards the controlled virtual character.

[0023] Optionally, the visualization of the movement path between the controlled virtual character and the target position or target object includes:

[0024] Controlling the controlled virtual character to launch a virtual rigging object towards the target position or the target object, so as to render and display a virtual rope for representing the movement path between the controlled virtual character and the target position or the target object.

[0025] Optionally, the control method further includes:

[0026] In response to a trigger instruction for the second item, switching the item currently used by the controlled virtual character from the second item to the first item.

[0027] Optionally, the fifth operation is different, and the corresponding associated second item is different.

[0028] Optionally, after responding to the trigger instruction for the second item and controlling the controlled virtual character to move towards the target position, or controlling the target object to move towards the controlled virtual character, the control method further includes:

[0029] During the process of controlling the controlled virtual character to move towards the target position, or during the process of controlling the target object to move towards the controlled virtual character, in response to a fifth operation on the movement control area, controlling the controlled virtual character to stop moving towards the target position, or controlling the target object to stop moving towards the controlled virtual character.

[0030] Optionally, after determining the second item as the item currently used by the controlled virtual character and in response to a sixth operation on the viewing angle adjustment area to adjust the aiming direction of the second item, the control method further includes:

[0031] After determining the second item as the item currently used by the controlled virtual character, displaying an indicator of the second item in the graphical user interface; the indicator includes a sight.

[0032] In response to a sixth operation on the viewing angle adjustment area, adjusting the sight of the indicator to determine the aiming direction of the second item.

[0033] Optionally, the control method further includes:

[0034] In response to a sixth operation on the viewing angle adjustment area, updating the scene area displayed in the graphical user interface according to the adjusted viewing angle of the controlled virtual character; wherein, the scene area is a part of the game scene displayed in the graphical user interface.

[0035] Optionally, the control method further includes:

[0036] After responding to a trigger instruction for the second item, if the second item used by the controlled virtual character in the game scene does not target the target position or the target object, the indicator of the second item is normally displayed; if the second item used by the controlled virtual character in the game scene targets the target position or the target object, the indicator of the second item is highlighted.

[0037] Optionally, the highlighting includes any one of the following display methods:

[0038] Reduced transparency, increased color saturation, color switching, graphic switching, highlighting, and bordering.

[0039] In a second aspect, an embodiment of the present application provides a method for controlling a character in a game. The game includes a game scene and a controlled virtual character located in the game scene. A graphical user interface is provided through a terminal device. The graphical user interface at least partially displays the game scene. The graphical user interface includes an operation area, and the operation area includes a movement control area, a prop switching area, an action trigger area, and a perspective adjustment area. The control method includes:

[0040] Responding to a first operation on the movement control area to control the movement of the controlled virtual character in the game scene;

[0041] Responding to a second operation on the perspective adjustment area to adjust the perspective direction of the controlled virtual character;

[0042] Responding to a third operation on the prop switching area to determine a first prop as the currently used prop of the controlled virtual character;

[0043] After determining the first prop as the currently used prop of the controlled virtual character, responding to a fourth operation on the action trigger area to control the controlled virtual character to perform a virtual action using the first prop;

[0044] Responding to a fifth operation on the movement control area to switch the currently used prop of the controlled virtual character from the first prop to a second prop, and configuring the movement control area as a temporary perspective adjustment area;

[0045] After determining the second prop as the currently used prop of the controlled virtual character, responding to a sixth operation on the temporary perspective adjustment area to adjust the aiming direction of the second prop;

[0046] Determining a target position or a target object in the game scene according to the aiming direction;

[0047] In response to a trigger instruction for the second item, control the controlled virtual character to move towards the target position, or control the target object to move towards the controlled virtual character.

[0048] Optionally, after determining the second item as the item currently used by the controlled virtual character, in response to a sixth operation on the temporary perspective adjustment area, adjust the aiming direction of the second item. The control method further includes:

[0049] After determining the second item as the item currently used by the controlled virtual character, display an indicator of the second item in the graphical user interface; the indicator includes a crosshair.

[0050] In response to a sixth operation on the temporary perspective adjustment area, adjust the crosshair of the indicator to determine the aiming direction of the second item.

[0051] Optionally, the control method further includes:

[0052] After responding to a trigger instruction for the second item, if the second item used by the controlled virtual character in the game scene does not target the target position or the target object, the indicator of the second item is normally displayed; if the second item used by the controlled virtual character in the game scene targets the target position or the target object, the indicator of the second item is highlighted.

[0053] Optionally, the highlighting includes any one of the following display methods:

[0054] Reduced transparency, increased color saturation, color switching, graphic switching, highlighting, and framing.

[0055] Optionally, the control method further includes:

[0056] In response to a sixth operation on the temporary perspective adjustment area, update the scene area displayed in the graphical user interface according to the adjusted perspective of the controlled virtual character; wherein, the scene area is a part of the game scene displayed in the graphical user interface.

[0057] Optionally, the item switching area at least includes a first item identifier corresponding to the first item, and the third operation is an operation on the first item identifier in the item switching area.

[0058] Optionally, multiple first item identifiers are displayed in the item switching area, and the control method further includes:

[0059] In response to the third operation for the multiple first item identifiers displayed in the item switching area, determine and update the first item with the first item identifier selected by the third operation;

[0060] Control the action trigger area to switch from controlling the current first item to controlling the updated first item.

[0061] Optionally, the control method further includes:

[0062] In response to the eighth operation for the item switching control, display the item switching area that displays the multiple first item identifiers in the graphical user interface;

[0063] In response to the end operation instruction for the third operation on the first item identifier in the item switching area, hide the item switching area that displays the multiple first item identifiers.

[0064] Optionally, the response to the trigger instruction for the second item to control the controlled virtual character to move towards the target position, or to control the target object to move towards the controlled virtual character, includes:

[0065] In response to the trigger instruction for the second item, visually present the movement path between the controlled virtual character and the target position or the target object;

[0066] Control the controlled virtual character to move along the movement path towards the target position, or control the target object to move along the movement path towards the controlled virtual character.

[0067] Optionally, the visually presenting the movement path between the controlled virtual character and the target position or the target object includes:

[0068] Control the controlled virtual character to launch a virtual rigging object towards the target position or the target object, so as to render and display a virtual rope for representing the movement path between the controlled virtual character and the target position or the target object.

[0069] Optionally, the control method further includes:

[0070] In response to the trigger instruction for the second item, switch the item currently used by the controlled virtual character from the second item to the first item.

[0071] Optionally, different fifth operations are associated with different second items.

[0072] Optionally, in response to a trigger instruction for the second prop, the control method controls the controlled virtual character to move towards the target position, or after controlling the target object to move towards the controlled virtual character, the control method further includes:

[0073] During the process of controlling the controlled virtual character to move towards the target position, or during the process of controlling the target object to move towards the controlled virtual character, in response to a fifth operation on the movement control area, the control method controls the controlled virtual character to stop moving towards the target position, or controls the target object to stop moving towards the controlled virtual character.

[0074] In a third aspect, an embodiment of the present application provides a control device for a character in a game. The game includes a game scene and a controlled virtual character located in the game scene. A graphical user interface is provided through a terminal device, and at least a part of the graphical user interface displays the game scene. The graphical user interface includes an operation area, and the operation area includes a movement control area, a prop switching area, an action trigger area, and a perspective adjustment area; the control method includes:

[0075] A first response module, configured to respond to a first operation on the movement control area and control the controlled virtual character to move in the game scene;

[0076] A second response module, configured to respond to a second operation on the perspective adjustment area and adjust the perspective direction of the controlled virtual character;

[0077] A third response module, configured to respond to a third operation on the prop switching area and determine a first prop in the prop switching area as the currently used prop of the controlled virtual character;

[0078] A fourth response module, configured to, after determining the first prop as the currently used prop of the controlled virtual character, respond to a fourth operation on the action trigger area and control the controlled virtual character to perform a virtual action using the first prop;

[0079] A fifth response module, configured to respond to a fifth operation on the movement control area and switch the currently used prop of the controlled virtual character from the first prop to a second prop;

[0080] A sixth response module, configured to, after determining the second prop as the currently used prop of the controlled virtual character, respond to a sixth operation on the perspective adjustment area and adjust the aiming direction of the second prop;

[0081] A first determination module, configured to determine a target position or a target object in the game scene according to the aiming direction;

[0082] A seventh response module, configured to respond to a trigger instruction for the second prop, and control the controlled virtual character to move towards the target position, or control the target object to move towards the controlled virtual character.

[0083] In a fourth aspect, an embodiment of the present application provides a control device for a character in a game. The game includes a game scene and a controlled virtual character located in the game scene. A graphical user interface is provided through a terminal device. The graphical user interface at least partially displays the game scene. The graphical user interface includes an operation area. The operation area includes a movement control area, a prop switching area, an action trigger area, and a viewing angle adjustment area. The control method includes:

[0084] A first response module, configured to respond to a first operation on the movement control area, and control the controlled virtual character to move in the game scene;

[0085] A second response module, configured to respond to a second operation on the viewing angle adjustment area, and adjust the viewing angle direction of the controlled virtual character;

[0086] A third response module, configured to respond to a third operation on the prop switching area, and determine a first prop as the currently used prop of the controlled virtual character;

[0087] A fourth response module, configured to, after determining the first prop as the currently used prop of the controlled virtual character, respond to a fourth operation on the action trigger area, and control the controlled virtual character to perform a virtual action using the first prop;

[0088] A fifth response module, configured to respond to a fifth operation on the movement control area, switch the currently used prop of the controlled virtual character from the first prop to a second prop, and configure the movement control area as a temporary viewing angle adjustment area;

[0089] A sixth response module, configured to, after determining the second prop as the currently used prop of the controlled virtual character, respond to a sixth operation on the temporary viewing angle adjustment area, and adjust the aiming direction of the second prop;

[0090] A first determination module, configured to determine a target position or a target object in the game scene according to the aiming direction;

[0091] A seventh response module, configured to respond to a trigger instruction for the second prop, and control the controlled virtual character to move towards the target position, or control the target object to move towards the controlled virtual character.

[0092] Fifth aspect, an embodiment of the present application provides a computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor. When the processor executes the computer program, the steps of the above method are implemented.

[0093] Sixth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the steps of the above method are executed.

[0094] The method for controlling a character in a game proposed by the embodiment of the present application is as follows. First, in response to a second operation on the viewing angle adjustment area, the viewing angle direction of the controlled virtual character is adjusted. Second, in response to a third operation on the item switching area, the first item in the item switching area is determined as the item currently used by the controlled virtual character. Third, after determining the first item as the item currently used by the controlled virtual character, in response to a fourth operation on the action trigger area, the controlled virtual character is controlled to perform a virtual action using the first item. Fourth, in response to a fifth operation on the movement control area, the item currently used by the controlled virtual character is switched from the first item to a second item. Fifth, after determining the second item as the item currently used by the controlled virtual character, in response to a sixth operation on the viewing angle adjustment area, the aiming direction of the second item is adjusted. Sixth, a target position or a target object is determined in the game scene according to the aiming direction. Finally, in response to a trigger instruction for the second item, the controlled virtual character is controlled to move towards the target position, or the target object is controlled to move towards the controlled virtual character.

[0095] In some embodiments, based on the fifth operation on the movement control area, where the fifth operation is different from the first operation, the item currently used by the controlled virtual character is quickly switched from the first item to the second item, enabling the controlled virtual character to quickly determine the target position or the target object, and enabling the controlled virtual character to move towards the target position or control the target object to move towards the controlled virtual character. It is not necessary for the target player to search for the second item in the equipment package when the controlled virtual character uses the second item, improving the efficiency of using the second item and thus enhancing the playability of the game.

[0096] To make the above objects, features, and advantages of the present application more obvious and understandable, the following specifically gives preferred embodiments and, in conjunction with the accompanying drawings, makes a detailed description as follows. Description of the Drawings

[0097] To more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the accompanying drawings required for the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and thus should not be regarded as limiting the scope. For those of ordinary skill in the art, without creative efforts, other relevant drawings can also be obtained based on these drawings.

[0098] Figure 1 It is a schematic flowchart of a method for controlling a character in a game provided by an embodiment of the present application;

[0099] Figure 2 It is a schematic diagram of the first graphical user interface provided by an embodiment of the present application;

[0100] Figure 3 It is a schematic diagram of the second graphical user interface provided by an embodiment of the present application;

[0101] Figure 4 It is a schematic flowchart of another method for controlling a character in a game provided by an embodiment of the present application;

[0102] Figure 5 It is a schematic diagram of the structure of a computer device provided by an embodiment of the present application;

[0103] Figure 6 It is a schematic diagram of the structure of a device for controlling a character in a game provided by an embodiment of the present application;

[0104] Figure 7 It is a schematic diagram of the structure of another device for controlling a character in a game provided by an embodiment of the present application. Detailed implementation manners

[0105] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the following will clearly and completely describe the technical solutions in the embodiments of the present application with reference to the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only some, rather than all, of the embodiments of the present application. Usually, the components of the embodiments of the present application described and shown in the accompanying 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 present application to be protected, but only represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those of ordinary skill in the art without creative efforts belong to the scope of protection of the present application.

[0106] In existing online games, there are more and more items, and all items are stored in the equipment package of the virtual character. When the virtual character needs to use an item, it will search for the item to be used in the equipment package, which increases the time-consuming of using the item and thus reduces the playability of the game. To solve the above problems, in existing online games, an item switching area is added to the graphical user interface. The target player selects a part of the frequently used weapon items in the equipment package of the virtual character and displays the selected weapon items in the item switching area. By touching the items in the item switching area, the switching of the items used by the virtual character is realized. However, the position in the item switching area is limited, and there are still many other items that cannot be switched quickly, reducing the switching speed of the items.

[0107] Based on the above defects, the embodiment of the present application provides a method for controlling a character in a game, as Figure 1 shown. The game includes a game scene and a controlled virtual character located in the game scene. A graphical user interface is provided through a terminal device. The graphical user interface at least partially displays the game scene. The graphical user interface includes an operation area. The operation area includes a movement control area, an item switching area, an action trigger area, and a viewing angle adjustment area for the controlled virtual character. The control method includes:

[0108] S101, in response to a first operation acting on the movement control area, controlling the controlled virtual character to move in the game scene;

[0109] S102, in response to a second operation acting on the viewing angle adjustment area, adjusting the viewing angle direction of the controlled virtual character;

[0110] S103, in response to a third operation acting on the item switching area, determining a first item in the item switching area as the item currently used by the controlled virtual character;

[0111] S104, after determining the first item as the item currently used by the controlled virtual character, in response to a fourth operation acting on the action trigger area, controlling the controlled virtual character to use the first item to perform a virtual action;

[0112] S105, in response to a fifth operation acting on the movement control area, switching the item currently used by the controlled virtual character from the first item to a second item;

[0113] S106, after determining the second item as the item currently used by the controlled virtual character, in response to a sixth operation acting on the viewing angle adjustment area, adjusting the aiming direction of the second item;

[0114] S107. Determine a target position or a target object in the game scene according to the aiming direction;

[0115] S108. In response to a trigger instruction for the second item, control the controlled virtual character to move towards the target position, or control the target object to move towards the controlled virtual character.

[0116] The method for controlling a character in the game in the embodiments of the present application can run on a terminal device or a server. Among them, the terminal device can be a local terminal device. When the method for controlling a character in the game runs on the server, it can be a cloud game.

[0117] In an optional implementation manner, a cloud game refers to a game mode based on cloud computing. In the operation mode of a cloud game, the running entity of the game program and the entity presenting the game screen are separated. The storage and running of the message sending method in the game are completed on the cloud game server. The role of the terminal device is for data reception, sending, and the presentation of the game screen. For example, the terminal device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; however, the terminal device for game data processing is the cloud game server in the cloud. When playing the game, the target player operates the terminal 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 terminal device through the network, and finally, the terminal device decodes and outputs the game screen.

[0118] In an optional implementation manner, the terminal device can be a local terminal device. The 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 target player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on the electronic device and run. The manner in which the local terminal device provides the graphical user interface to the target player can include various ways. For example, it can be rendered and displayed on the display screen of the terminal device, or provided to the target 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 part of the game scene. 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.

[0119] This application is described as running on a terminal device using a method for controlling a character in a game. The terminal device is an electronic device with touch functionality, such as a smart phone. The terminal device provides a graphical user interface, which refers to an interface rendered on the display screen of the terminal device for human-computer interaction. In the graphical user interface, human-computer interaction between the target player and the terminal device is achieved through an operation area, which includes a movement control area, a prop switching area, an action trigger area, and a perspective adjustment area. The game of this application includes a game scene and a controlled virtual character located in the game scene. The content displayed in the graphical user interface also includes a game screen, which can be a game screen of a partial game scene. The terminal device can respond to a touch operation on the operation area in the graphical user interface to control the controlled virtual character to perform virtual actions in the game scene, such as moving in the game scene or releasing skills. The game scene can include any one or more of the following game elements: terrain, rocks, flowers and plants, rivers, buildings, virtual objects, game props, etc. Generally, a virtual camera is set in the game scene, and the game screen displayed on the graphical user interface is the content of a partial game scene captured by the virtual camera. For example, in a first-person game, the virtual camera can be set at the head (such as the eye position) of the controlled virtual character controlled by the player. The virtual camera moves with the movement of the controlled virtual character, and the orientation of the virtual camera rotates with the rotation of the virtual body. Therefore, the game screen presented on the graphical user interface is a partial game scene within a preset range in front of the controlled virtual character. Another example is that in a third-person game, the virtual camera can be set directly above or behind and above the controlled virtual character controlled by the player. Therefore, the game screen presented on the graphical user interface is a partial game scene including the controlled virtual character. An account of the controlled virtual character is logged in on the terminal device, and then the controlled virtual character is controlled by the terminal device. A virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual person, a virtual animal, an anime character, etc. The controlled virtual character is a character controlled by the player through the terminal 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 controlled virtual character is a virtual person competing in a virtual scene. Among them, the controlled virtual character is a virtual object currently controlled by the player through the terminal device. A prop switching area is displayed in the graphical user interface. The prop switching area is used to store a small number of props that the controlled virtual character needs to use. The above-mentioned small number of props are selected from the equipment package of the controlled virtual character. By touching the props stored in the prop switching area, the controlled virtual character can be controlled to switch the currently used prop.The graphical user interface includes an action trigger area. The action trigger area is used to control a controlled virtual character to use the item controlled by the action trigger area in the game scene. The action trigger area can control a first item under a target type or a second item under other types. To enable the target player to more clearly understand which item the item control control currently controls, the item identifier of the item currently controlled by the action trigger area can be displayed within the action trigger area (e.g., Figure 2 As shown, the action trigger area is displayed in the lower right area of the graphical user interface, and the item identifier currently controlled is displayed within the action trigger area. That is, the icon of the zip line item). The first item under the target type can be an item commonly used by the controlled virtual character. Therefore, the first item under the target type is displayed in the graphical user interface. The target type and other types can be determined according to the service life of the item. The first item under the target type can be an item that can be used multiple times (for example, a gun item), and the second item under other types can be an item that can only be used once. The second item can establish a movement path between the controlled virtual character and the target position or target object (for example, the second item is a zip line item). This movement path can guide the controlled virtual character to move towards the target position or control the target object to move towards the controlled virtual character along the movement path. The graphical user interface includes a movement control area for controlling the movement of the controlled virtual character in the game scene. The graphical user interface includes a viewing angle adjustment area for adjusting the viewing angle direction of the controlled virtual character.

[0120] The method for controlling a character in the game in the embodiments of the present application can be applied in an instant combat mode. In the instant combat mode, the target player controls the controlled virtual character to act in the game scene through real-time instructions. During the combat process, the target player can control the controlled virtual character to fight according to their own ideas.

[0121] Next, each step of the method for controlling a character in the game in this exemplary embodiment will be further described with reference to the accompanying drawings.

[0122] S101, in response to a first operation on the movement control area, control the controlled virtual character to move in the game scene.

[0123] In the above step S101, the movement control area is used to control the movement of the controlled virtual character in the game scene. The first operation is a touch operation on the movement control area. Generally, the first touch operation is a sliding operation. Specifically, after the target player touches the movement control area in the graphical user interface with the first operation, the controlled virtual character will move in the game scene.

[0124] S102. In response to a second operation on the viewing angle adjustment area, adjust the viewing angle direction of the controlled virtual character.

[0125] In the above step S102, the viewing angle adjustment area is used to control the controlled virtual character to switch the viewing angle in the game scene. The viewing angle adjustment area is an area in the graphical user interface where there are no virtual controls. The second operation is a touch operation on the movement control area. Generally, the second touch operation is a sliding operation. Specifically, after the target player touches the viewing angle adjustment area in the graphical user interface for the second operation, the controlled virtual character will adjust the viewing angle direction, and then the game screen corresponding to the current viewing angle of the controlled virtual character will be presented in the graphical user interface.

[0126] S103. In response to a third operation on the item switching area, determine the first item in the item switching area as the item currently used by the controlled virtual character.

[0127] In the above step S103, the item switching area is used to control the controlled virtual character to switch the item currently in use. The third operation is a touch operation on the first item displayed in the item switching area. Generally, the third touch operation is a click operation. Specifically, after the target player touches the first item displayed in the item switching area in the graphical user interface for the third operation, the controlled virtual character will switch the item currently in use to the first item touched by the third operation in the item switching area, and display the item identifier of the first item touched by the third operation in the action trigger area of the graphical user interface.

[0128] S104. After determining the first item as the item currently used by the controlled virtual character, in response to a fourth operation on the action trigger area, control the controlled virtual character to use the first item to perform a virtual action.

[0129] In the above step S104, the action trigger area is used to control the controlled virtual character to perform the virtual action corresponding to the item currently in use. Different items have different usage methods. Therefore, when the controlled virtual character uses different items, the virtual actions performed are also different. When the action trigger area is used to control the controlled virtual character to perform the virtual action corresponding to the first item, the fourth operation is a touch operation on the action trigger area. Generally, the fourth touch operation can be any one of the following operations: click operation, double-click operation, press-and-hold operation, long-press operation, etc. Specifically, after the target player touches the action trigger area in the graphical user interface for the fourth operation, the controlled virtual character will perform the virtual action corresponding to the item currently in use.

[0130] S105. In response to a fifth operation on the movement control area, switch the item currently used by the controlled virtual character from the first item to the second item.

[0131] In step S105 above, the fifth operation is used to determine the second item that the controlled virtual character currently needs to use, and to control the movement control area to switch from controlling the first item to controlling the second item. The fifth operation is different from other operations of the first operation. The fifth operation can be a single click, double click, long press, hard press, etc. The second item is an item of other types except the target type. The difference between the target type and other types can be determined by the service life of the item, or can be determined according to the historical usage records of various items by the controlled virtual character. According to the historical usage records of various items by the controlled virtual character, determine the usage priority for each item. The higher the usage frequency, the higher the usage priority. Then, the first item under the target type is an item whose usage priority meets the preset requirements (the item that meets the preset requirements can be an item whose usage priority is greater than the preset priority, or a preset number of items with the top usage priorities). The second item under other types is an item whose usage priority does not meet the preset requirements. The first item under the target type can also be set by the target player himself. That is, in the game preparation stage, the target player sets the corresponding type (that is, the target type and other types) for each item according to his own needs. The action trigger area can be used to control the controlled virtual character to execute the virtual action corresponding to the first item under the target type, or can be used to control the controlled virtual character to execute the virtual action corresponding to the second item under other types.

[0132] In specific implementation, after the target player performs a fifth operation on the movement control area, the second item under other types corresponding to the fifth operation can be determined according to the fifth operation. Among them, the fifth operation can only correspond to one second item under other types, or different fifth operations can correspond to different second items under other types. After determining the second item under other types associated with the fifth operation, the action trigger area will be controlled to switch from controlling the first item to controlling the second item corresponding to the fifth operation. That is, the item identifier of the first item displayed in the action trigger area is switched to the item identifier of the second item associated with the fifth operation. In this way, the target player does not need to search for the second item in the equipment package of the target item, and can realize the switching between the first item and the second item controlled by the action trigger area, improving the efficiency of determining the second item (the item that the controlled virtual character currently needs to use), and thus improving the playability of the game. It is also not necessary to display the second item in the item switching area of the graphical user interface, and it is not necessary to separately set a virtual control for responding to the selection of the second item in the graphical user interface, reducing the area of the game screen covered in the graphical user interface.

[0133] S106. After determining that the second item is the item currently used by the controlled virtual character, in response to a sixth operation on the viewing angle adjustment area, adjust the aiming direction of the second item.

[0134] In the above step S106, the second item can establish a movement path between the controlled virtual character and the target position or target object, and the target position or target object needs to be determined by aiming. The viewing angle adjustment area is used to adjust the viewing angle direction of the controlled virtual character. The sixth operation is a touch operation on the viewing angle adjustment area. Generally, the sixth touch operation is a sliding operation.

[0135] In specific implementation, after determining that the item currently used by the controlled virtual character is the second item, in order to accurately move the controlled virtual character to the target position or enable the controlled virtual character to obtain the target object, it is necessary to adjust the aiming direction of the second item to the target position or target object. Since the second item is used by the controlled virtual character, in the game scene, it is also the controlled virtual character that controls the second item to aim. Therefore, the aiming direction of the second item is consistent with the viewing angle direction of the controlled virtual character. Furthermore, by performing the sixth operation on the viewing angle adjustment area, the aiming direction of the second item can be adjusted.

[0136] S107. Determine the target position or target object in the game scene according to the aiming direction.

[0137] In the above step S107, the target position is the position pointed to by the aiming direction, and the object corresponding to the target position is an object that the controlled virtual character cannot control its movement through the second item. The target object is an object that includes the position pointed to by the aiming direction, and the controlled virtual character can control the movement of the target object through the second item.

[0138] S108. In response to a trigger instruction for the second item, control the controlled virtual character to move towards the target position, or control the target object to move towards the controlled virtual character.

[0139] In the above step S108, the trigger instruction is an instruction to control the controlled virtual to start using the second item. The trigger instruction can include any one of the following instructions: an instruction triggered by the end of the sixth operation, an instruction triggered by a seventh operation on the action trigger area. Wherein, when the action trigger area is used to control the controlled virtual character to execute the virtual action corresponding to the second item, the seventh operation is a touch operation on the action trigger area. Generally, the seventh touch operation can be any one of the following operations: click operation, double click operation, press and hold operation, long press operation, etc. Whether the controlled virtual character moves towards the target position or the target object moves towards the controlled virtual character, the movement method can be any one of the following methods: flight movement, instant movement, etc.

[0140] In specific implementation, when controlling the controlled virtual character to start using the second item, if the aiming direction of the second item points to the target position, then control the controlled virtual character to move towards the target position; if the aiming direction of the second item points to the target object, then control the target object to move towards the controlled virtual character.

[0141] The method for controlling a character in a game provided by the embodiments of the present application, through the above eight steps, based on the fifth operation on the movement control area, where the fifth operation is different from the first operation, realizes the rapid switching of the item currently used by the controlled virtual character from the first item to the second item, enables the controlled virtual character to quickly determine the target position or target object, and makes the controlled virtual character move towards the target position or control the target object to move towards the controlled virtual character. It is not necessary for the target player to search for the second item in the equipment package when the controlled virtual character uses the second item, improving the efficiency of using the second item and thus enhancing the playability of the game.

[0142] The first item under the target type can be displayed in the graphical user interface. However, the first item is not displayed randomly in the graphical user interface but in a fixed area. That is, an item switching area is displayed in the graphical user interface, and the first item under the target type is displayed in the item switching area. At least one first item can be displayed in the item switching area. The first item displayed in the item switching area can be selected by the target player from the equipment package during the game process. The item selected by the target player is determined as the first item displayed in the item switching area, and the first item identifier (i.e., the icon corresponding to the first item) of the first item is displayed in the item switching area. The first item displayed in the item switching area can be determined according to the usage priority of the items. The preset number of items with a higher usage priority is determined as the first item, and the preset number can be the same as the number of item display positions in the item switching area. The usage priority of the items is determined according to the historical usage situations of the target player for each item during the game preparation stage.

[0143] As Figure 2 shown, the graphical user interface includes an item switching area, and the item switching area includes 6 item display positions, and the first item identifier of each first item is displayed in each item display position.

[0144] The prop switching area is set to enable quick switching of the prop currently used by the controlled virtual character, and the action trigger area is used to control the use of the prop by the controlled virtual character. Therefore, after determining the first prop that meets the control conditions in the prop switching area, the first prop that meets the control conditions is determined as the first prop controlled by the action trigger area. The control conditions can be a preset one or selected by the user. A preset one can be that there is only one first prop in the prop switching area, and then this one first prop is determined as the first prop that can be controlled by the prop control control. A preset one can also be a first prop displayed at a fixed position in the prop switching area (for example, the first prop display position in the prop switching area, such as Figure 2 201 in Figure 2 ), and the first prop displayed at the fixed position is determined as the first prop that can be controlled by the action trigger area. Of course, the user can directly select a first prop in the prop switching area, and the selected first prop is determined as the first prop that can be controlled by the action trigger area. To reflect the difference between the first prop controlled by the action trigger area and other first props in the prop switching area, the prop display position corresponding to the first prop that meets the control conditions can be highlighted in the prop switching bar. The highlighting includes any one of the following display methods: reducing transparency, increasing color saturation, switching colors, highlighting, framing, etc.

[0145] The prop switching area may include multiple first props, while the action trigger area can only control one first prop. Therefore, when determining the first prop controlled by the action trigger area, the control method of the present application further includes:

[0146] Step 109, in response to the third operation for the multiple first prop identifiers displayed in the prop switching area, determining and updating the first prop with the first prop identifier selected by the third operation;

[0147] Step 110, controlling the action trigger area to switch from controlling the current first prop to controlling the updated first prop.

[0148] In the above step 109, the first item to be updated is the first item that the controlled virtual character is about to use and is also the first item that the action trigger area is about to control. In a specific implementation, multiple first items may be displayed in the item switching area. The action trigger area currently controls one first item, but the controlled virtual character is about to use another first item in the item switching area. At this time, the target player needs to perform a third operation to select the first item that the controlled virtual character is about to use from the item switching area, that is, to determine the first item used to update the one controlled by the action trigger area through the selection operation corresponding to the third operation of the target player for the first item displayed in the item switching area. That is, the first item selected by the third operation in the item switching area is determined as the first item to be updated.

[0149] In the above step 110, after determining the first item to be updated, the action trigger area switches from controlling the current first item to controlling the updated first item.

[0150] In the above two steps, by selecting the updated first item in the item switching area according to the third operation, the switching of the first item controlled by the action trigger area is realized, and it is not necessary for the target player to select the first item from the equipment package, which improves the switching efficiency of the first item.

[0151] Since multiple first item identifiers corresponding to the first items can be displayed in the item switching area, this item switching area may occupy a certain area in the graphical user interface, causing a certain degree of occlusion of the game screen and reducing the game experience of the player during the game. In order to minimize the occlusion of the game screen by the item switching area, the item switching area can be hidden when the first item does not need to be switched. That is, the control method of the present application further includes:

[0152] Step 111, in response to an eighth operation on the item switching control, display the item switching area displaying multiple said first item identifiers in the graphical user interface;

[0153] Step 112, in response to an end operation instruction for the third operation on the first item identifier in the item switching area, hide the item switching area displaying multiple said first item identifiers.

[0154] In the above step 111, the item switching control is used to control the item switching area to be displayed in the graphical user interface. The eighth operation is a touch operation on the item switching control when the item switching area is hidden. Generally, the eighth touch operation can be any one of the following operations: click operation, double-click operation, press-and-hold operation, long-press operation, etc.

[0155] In the above step 112, after the third operation on the first prop identifier in the prop switching area ends, an end operation instruction for the third operation is generated, indicating that the update of the first prop has been determined through the third operation, and there is no need to select the first prop to be switched again in a short period of time. To reduce the occlusion of the game screen by the prop switching area, after the third operation ends, the prop switching area is hidden.

[0156] In addition to the end of the third operation triggering the hiding of the prop switching area, the prop switching area displaying multiple first prop identifiers can also be hidden in response to a ninth operation on the prop switching control. The ninth operation is a touch operation on the prop switching control when the prop switching area is displayed in the graphical user interface. Generally, the ninth touch operation can be any one of the following operations: click operation, double-click operation, press-and-hold operation, long-press operation, etc.

[0157] The second prop can make the controlled virtual character move towards a determined target position, or make a determined target object move towards the controlled virtual character. Therefore, in order to let the target player more clearly understand the movement path of the controlled virtual character or the movement path of the target object, the movement path can be visually presented directly in the graphical user interface. That is, step S108 includes:

[0158] Step 1081, in response to a trigger instruction for the second prop, visually present the movement path between the controlled virtual character and the target position or target object;

[0159] Step 1082, control the controlled virtual character to move along the movement path towards the target position, or control the target object to move along the movement path towards the controlled virtual character.

[0160] In the above step 1081, the movement path is displayed between the controlled virtual character and the target position or target object, and the movement path can be presented in the graphical user interface in the form of a virtual rope (virtual ropes include ropes, chains, vines, etc.).

[0161] In specific implementation, when controlling the controlled virtual character to use the second prop, the movement path between the controlled virtual character and the target position or target object will immediately be displayed in the graphical user interface, and the movement path will gradually be displayed in the graphical user interface from the controlled virtual character towards the target position or target object through an animation.

[0162] In the above step 1082, after the movement route between the controlled virtual character and the target position or target object is completely displayed, the controlled virtual character will move along the movement path towards the target position, or the target object will move along the movement path towards the controlled virtual character.

[0163] If the second item includes a rigging object that can grab a target object or hold a target position, the movement route between the controlled virtual character and the target position or target object can be a virtual rope. Step 1081 includes:

[0164] Step 10811: Control the controlled virtual character to launch a virtual rigging object towards the target position or the target object, so as to render and display a virtual rope for representing the movement path between the controlled virtual character and the target position or the target object.

[0165] In the above step 10811, after the second item is triggered, the second item used by the controlled virtual character will send the virtual rigging object that the second item itself has to the target position or the target object, so that the virtual rigging object can grab the target object or hold the target position. And during the movement of the virtual rigging object, a virtual rope for representing the movement path will be gradually rendered and displayed between the controlled virtual character and the target position or the target object. By presenting the use process of the second item in this way, the use of the second item is more in line with the actual use scenario, making the game scenario more realistic.

[0166] In this application, the second item can only be used once. After the item control control completes the use of the second item, it is also necessary to switch to the first item that was previously controlled. That is, the control method of this solution further includes:

[0167] Step 113: Respond to the trigger instruction for the second item, and switch the item currently used by the controlled virtual character from the second item to the first item.

[0168] In the above step 113, in this application, the second item is switched from the first item. Therefore, the first item is the first item that the controlled virtual character used last before using the second item. Since the second item can only be used once, after determining that the target item has completed the use of the second item, it is necessary to determine the first item that the controlled virtual character used last according to the use record of the first item by the controlled virtual character. Then, when the control action trigger area switches from controlling the second item to controlling the first item. That is, switch the item identifier of the second item displayed in the action trigger area to the item identifier of the first item, realizing the quick switch from the second item to the first item controlled in the action trigger area, without the target player having to re-select the first item in the item switch area again, improving the efficiency of using the first item. The second item can only be used once, and after the second item is used once, the quantity of the second item in the equipment package will also be reduced accordingly.

[0169] A variety of second items can be included in the equipment pack. If you want to quickly switch between multiple second items, different fifth operations can be associated with different second items.

[0170] For example, if the fifth operations include single-click, double-click, long-press, and hard-press, the second item corresponding to the single-click is a bomb, the second item corresponding to the double-click is a grappling hook, the second item corresponding to the long-press is a smoke bomb, and the second item corresponding to the hard-press is a functional drink.

[0171] That is, by performing different fifth operations on the movement control, the prop identifier displayed in the action touch area can be quickly switched to different second prop identifiers, thereby achieving quick control of different second props. That is, the quick use of multiple second props is realized, and the use efficiency of the second props is improved.

[0172] The controlled virtual character is controlled by the target player. The target player controls the controlled virtual character to complete their game strategy in the game scene. During the process of the target player controlling the controlled virtual character to use the second prop, the game strategy may change due to the switching of the game scene, and thus it is necessary to interrupt the controlled virtual character from using the second prop. Next, the present application will describe in detail the interruption of using the second prop. That is, after step S108, it further includes:

[0173] Step 1083, during the process of controlling the controlled virtual character to move towards the target position, or during the process of controlling the target object to move towards the controlled virtual character, in response to a fifth operation on the movement control area, control the controlled virtual character to stop moving towards the target position, or control the target object to stop moving towards the controlled virtual character.

[0174] In the above step 1083, since the use of the second item by the controlled virtual character in the game scene is triggered by a fifth operation on the movement control area, the termination of the use of the second item by the controlled virtual character in the game scene can also use the fifth operation. Therefore, during the process of the controlled virtual character using the second item in the game scene, when the target player performs the fifth operation on the movement control area again, the controlled virtual character will stop using the second item in the game scene. In the game scene, after the controlled virtual character stops using the second item, the controlled virtual character will perform an action in the game scene according to the situation when it stops using the second item. That is, the controlled virtual character stops moving towards the target position, or the target object stops moving towards the controlled virtual character (for example, in the game scene, when the controlled virtual character is using a zip line item to fly towards a certain branch of a big tree and stops using the zip line before reaching the branch, the controlled virtual character will fall from the current position to the ground). After stopping using the second item, the second item has also consumed its service life, so the second item will also be consumed, that is, the quantity of the second item in the equipment package will also decrease. After determining to stop using the second item, it is necessary to determine the target first item that the controlled virtual character used last according to the use record of the first item by the controlled virtual character. Then, before switching the control from the second item to the first item used last before using the second item in the control action trigger area. That is, switch the second item identifier of the second item displayed in the action trigger area to the first item identifier of the first item, realizing a quick switch of the control in the action trigger area from the second item to the first item, without the target player having to re-select the first item in the item switch area again, improving the efficiency of using the first item.

[0175] In this application, different fifth operations can correspond to different second items. Therefore, in order to facilitate the interruption of the use of different second items, a fixed interruption operation can be set, that is, after step S108, it further includes:

[0176] Step 1084, during the process of controlling the controlled virtual character to move towards the target position, or during the process of controlling the target object to move towards the controlled virtual character, in response to a tenth operation on the movement control area, control the controlled virtual character to stop moving towards the target position, or control the target object to stop moving towards the controlled virtual character.

[0177] In the above step 1084, the tenth operation is an operation other than the first operation and the second operation. During the process of the controlled virtual character using the second item in the game scene, when the target player performs the tenth operation on the movement control area again, the controlled virtual character will stop using the second item in the game scene. In the game scene, after the controlled virtual character stops using the second item, the controlled virtual character will perform actions according to the game scene where it stops using the second item (for example, in the game scene, when the controlled virtual character is flying towards a certain branch of a big tree using a zip line, and before the controlled virtual character reaches the branch, if it stops using the zip line, the controlled virtual character will fall from the current position to the ground). After stopping using the second item, the second item has also consumed its service life, so the second item will also be consumed, that is, the number of the second items in the equipment package will also decrease. After determining to stop using the second item, it is necessary to determine the target first item that the controlled virtual character used last according to the usage record of the first item by the controlled virtual character, and then, before the control action trigger area switches from controlling the second item to controlling the first item used last before using the second item. That is, switch the second item identifier of the second item displayed in the action trigger area to the first item identifier of the first item, realizing a quick switch of the control in the action trigger area from the second item to the first item, without the target player having to re-select the first item in the quick area again, improving the efficiency of using the first item. And only one tenth operation can end the use of all second items, improving the efficiency of ending the use of the second items.

[0178] In the game, the zip line item can help the controlled virtual character quickly displace, quickly approach the target, be able to control the enemy for a short period of time after selecting the enemy, is useful for pursuit, and can be released in the air or during the zip line displacement process. The zip line item is an item with a service life of only one time, that is, the second item mentioned in this application. Therefore, the second item is the zip line item. When the control method switches from controlling the first item to controlling the second item in the control action trigger area, the control method further includes:

[0179] Step 114, after determining the second item as the item currently used by the controlled virtual character, display an indicator of the second item in the graphical user interface; the indicator includes a reticle.

[0180] Step 115, in response to the sixth operation on the viewing angle adjustment area, adjust the reticle of the indicator to lock on the aiming object and determine the aiming direction of the second item.

[0181] In the above steps 114 and 115, due to the characteristics of the second prop (zip line prop) itself, when the second prop is controlled by the action trigger area, an indicator corresponding to the second prop will be displayed in the graphical user interface, and the indicator of the second prop will be displayed in the middle position of the graphical user interface (as Figure 2 shown, the icon displayed in the middle position of the graphical user interface is the indicator of the second prop). The indicator includes a crosshair and may also include a aiming circle centered on the crosshair. The target position or target object is locked through the crosshair of the indicator. The crosshair of the indicator cannot automatically lock the target position or target object. It is necessary for the target player to adjust the direction indicated by the crosshair of the indicator before the crosshair can lock the target position or target object. And the aiming direction of the second prop is consistent with the perspective direction of the controlled virtual character. Therefore, the aiming direction of the second prop is adjusted by adjusting the perspective of the controlled virtual character. That is, through the sixth operation on the perspective adjustment area, the crosshair of the indicator is adjusted, and the aiming direction of the second prop is determined based on this crosshair. The perspective adjustment area is the area in the graphical user interface without virtual controls. This part of the area is basically the middle area of the graphical user interface. If the indicator of the second prop is displayed in the graphical user interface, this indicator also needs to be displayed in the middle area of the graphical user interface, which will cause a conflict between the display position of the indicator and the position of the temporary perspective adjustment area. To solve the above conflict, the movement control area can be configured as the temporary perspective adjustment area, and the aiming direction corresponding to the crosshair of the indicator is controlled by operating on the temporary perspective adjustment area. Since the movement control area is configured as the temporary perspective adjustment area, the previous perspective adjustment area in the graphical user interface no longer exists at this time. Therefore, the operation on the temporary perspective adjustment area at this time can be the sixth operation. Here, the sixth operation is the operation on the temporary adjustment area when the controlled virtual character uses the second prop.

[0182] When the controlled virtual character is about to use the second prop, a target position or target object will be determined in the game scene that the controlled virtual character can see (that is, the partial game scene displayed in the graphical user interface). If there is no target position or target object required by the controlled virtual character in the partial game scene currently displayed in the graphical user interface, the target player will adjust the partial game scene displayed in the graphical user interface. That is, the control method provided in this application further includes:

[0183] Step 116, in response to the sixth operation on the perspective adjustment area, update the scene area displayed in the graphical user interface according to the adjusted perspective of the controlled virtual character; wherein, the scene area is the partial game scene displayed in the graphical user interface.

[0184] Further, after updating the scene in the graphical user interface, the target position or target object can be re-determined in this scene. That is, step 107, determining the target position or target object in the game scene according to the aiming direction, includes:

[0185] Step 1071, determining the target position or the target object from the updated scene area through the sight of the indicator.

[0186] In the above step 116, the viewing angle adjustment area is used to control the controlled virtual character to adjust the viewing direction, that is, to update the scene area displayed in the graphical user interface. The sixth operation is an operation acting on the viewing angle adjustment area, and is used to control the controlled virtual character to adjust the viewing angle direction by touching the viewing angle adjustment area.

[0187] In specific implementation, when the target player performs the sixth operation on the viewing angle adjustment area, the viewing angle direction of the controlled virtual character will be adjusted. According to the viewing angle direction of the controlled virtual character, the scene area that the controlled virtual character can see in the game scene can be determined, that is, the partial game scene that can be displayed in the graphical user interface.

[0188] In the above step 1071, the indicator of the second item is displayed in the middle position of the graphical user interface. Therefore, by adjusting the viewing angle direction of the controlled virtual character, the partial game scene displayed in the graphical user interface is updated, so that the target position or target object required by the controlled virtual character is located at the center position of the graphical user interface, that is, the position that can be locked by the sight of the indicator of the second item.

[0189] When the controlled virtual character uses the second item, due to the range limitation of the second item, if the distance between the target position or target object and the current position of the controlled virtual character is greater than the range of the second item, the second item cannot hook the target position or target object. If the distance between the target position or target object and the current position of the controlled virtual character is not greater than the range of the second item, the second item can hook the target position or target object. In order to let the target player more clearly understand the usage situation of the second item, that is, whether the second item has hooked the target position or target object, different usage effects are set for different usage situations of the second item. That is, the control method of this solution further includes:

[0190] Step 117, after responding to the trigger command for the second item, if the second item used by the controlled virtual character in the game scene does not hook the target position or the target object, the indicator of the second item is normally displayed. If the second item used by the controlled virtual character in the game scene hooks the target position or the target object, the indicator of the second item is prominently displayed.

[0191] In the above step 117, the normal display is the display effect of the second item before it reaches the target position or target object (such as the indicator shown in Figure 2 ), and the highlighted display is also the display effect of the second item before it reaches the target position or target object (such as the indicator shown in Figure 3 ), where the transparency of the indicator in Figure 3 is lower than that of the indicator in Figure 2 ). The highlighted display includes any one of the following display methods: reduced transparency, increased color saturation, color switching, graphic switching, highlighting, and frame drawing.

[0192] In a specific implementation, after responding to the trigger instruction for the second item, the indicator of the second item is always in normal display. In response to the use of the second item, the second item will be shot towards the target position or target object. During the shooting process of the second item (that is, the shooting distance is less than or equal to the shooting range of the second item), if the target object is not reached, the indicator of the second item is also in normal display. At this time, after the second item is used up, the second item disappears, and the corresponding indicator of the second item also disappears. During the shooting process of the second item (that is, the shooting distance is less than or equal to the shooting range of the second item), and before reaching the target object or target position, the indicator of the second item is also in normal display. After the second item reaches the target object or target position, the indicator of the second item will be highlighted. After that, whether the controlled virtual character moves along the movement route towards the target position or the target object moves along the movement route towards the controlled virtual character, until the second item is used up, the indicator of the second item will always be highlighted. In this way, during the process of the controlled virtual character using the second item, the target player can clearly understand the usage situation of the second item.

[0193] Based on the defects in the prior art, the embodiment of the present application provides another method for controlling a character in a game, as shown in Figure 4 . The game includes a game scene and a controlled virtual character located in the game scene. A graphical user interface is provided through a terminal device. The graphical user interface at least partially displays the game scene. The graphical user interface includes an operation area, and the operation area includes a movement control area, a prop switching area, an action trigger area, and a perspective adjustment area for the controlled virtual character. The control method includes:

[0194] S401, in response to a first operation on the movement control area, controlling the controlled virtual character to move in the game scene;

[0195] S402, in response to a second operation on the perspective adjustment area, adjusting the perspective direction of the controlled virtual character;

[0196] S403. In response to a third operation on the item switching area, determine the first item in the item switching area as the item currently used by the controlled virtual character;

[0197] S404. After determining the first item as the item currently used by the controlled virtual character, in response to a fourth operation on the action trigger area, control the controlled virtual character to use the first item to perform a virtual action;

[0198] S405. In response to a fifth operation on the movement control area, switch the item currently used by the controlled virtual character from the first item to a second item, and configure the movement control area as a temporary perspective adjustment area;

[0199] S406. After determining the second item as the item currently used by the controlled virtual character, in response to a sixth operation on the temporary perspective adjustment area, adjust the aiming direction of the second item;

[0200] S407. Determine a target position or a target object in the game scene according to the aiming direction;

[0201] S408. In response to a trigger instruction for the second item, control the controlled virtual character to move towards the target position, or control the target object to move towards the controlled virtual character.

[0202] The method for controlling a character in a game in an embodiment of the present application can run on a terminal device or a server. Among them, the terminal device can be a local terminal device. When the method for controlling a character in a game runs on a server, it can be a cloud game.

[0203] In an optional implementation manner, a cloud game refers to a game mode based on cloud computing. In the operation mode of a cloud game, the running entity of the game program and the entity presenting the game screen are separated. The storage and running of the message sending method in the game are completed on the cloud game server. The role of the terminal device is for data reception, sending, and presenting the game screen. For example, the terminal 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 terminal device for game data processing is the cloud game server in the cloud. When playing a game, the target player operates the terminal 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 terminal device through the network, and finally, decodes and outputs the game screen through the terminal device.

[0204] In an alternative embodiment, the terminal device may be a local terminal device. The local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the target player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The local terminal device may provide the graphical user interface to the target player in various ways. For example, it may be rendered and displayed on the display screen of the terminal device, or provided to the target 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, which includes part of the game scene. 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.

[0205] This application is described as running on a terminal device using a method for controlling a character in a game. The terminal device is an electronic device with touch functionality, such as a smartphone. The terminal device provides a graphical user interface, which refers to an interface rendered on the display screen of the terminal device for human-computer interaction. In the graphical user interface, human-computer interaction between the target player and the terminal device is achieved through an operation area, which includes a movement control area, a prop switching area, an action trigger area, and a perspective adjustment area. The game of this application includes a game scene and a controlled virtual character located in the game scene. The content displayed in the graphical user interface also includes a game screen, which can be a game screen of a part of the game scene. The terminal device can respond to a touch operation on the operation area in the graphical user interface and control the controlled virtual character to perform virtual actions in the game scene, such as moving in the game scene or releasing skills. The game scene can include any one or more of the following game elements: terrain, rocks, mountains, flowers, plants, rivers, buildings, virtual objects, game props, etc. Generally, a virtual camera is set in the game scene, and the game screen displayed on the graphical user interface is the content of a part of the game scene captured by the virtual camera. For example, in a first-person game, the virtual camera can be set at the head (such as the eye position) of the controlled virtual character controlled by the player. The virtual camera moves with the movement of the controlled virtual character, and the orientation of the virtual camera rotates with the rotation of the virtual subject. Therefore, the game screen presented on the graphical user interface is a part of the game scene within a preset range in front of the controlled virtual character. Another example is that in a third-person game, the virtual camera can be set directly above or behind the controlled virtual character controlled by the player. Therefore, the game screen presented on the graphical user interface is a part of the game scene including the controlled virtual character. An account of the controlled virtual character is logged in on the terminal device, and the controlled virtual character is controlled by the terminal device. A virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual person, a virtual animal, an anime character, etc. The controlled virtual character is a character controlled by the player through the terminal 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 controlled virtual character is a virtual person competing in a virtual scene. Among them, the controlled virtual character is a virtual object currently controlled by the player through the terminal device. A prop switching area is displayed in the graphical user interface. The prop switching area is used to store a small number of props that the controlled virtual character needs to use. The above-mentioned small number of props are selected from the equipment package of the controlled virtual character. By touching the props stored in the prop switching area, the controlled virtual character can be controlled to switch the currently used prop.The graphical user interface includes an action trigger area, which is used to control a controlled virtual character to use the item controlled by the action trigger area in the game scene. The action trigger area can control the first item under the target type, or can also control the second item under other types. In order to enable the target player to more clearly understand which item the item control control is currently controlling, the item identifier of the item currently controlled by the action trigger area can be displayed within the action trigger area (e.g., Figure 2 As shown, the action trigger area is displayed in the lower right area of the graphical user interface, and the item identifier currently controlled is displayed within the action trigger area, that is, the icon of the zip line item). The first item under the target type can be an item commonly used by the controlled virtual character. Therefore, the first item under the target type will be displayed in the graphical user interface. The target type and other types can be determined according to the service life of the item. The first item under the target type can be an item that can be used multiple times (for example, a gun item), and the second item under other types can be an item that can only be used once. The second item can establish a movement path between the controlled virtual character and the target position or target object (for example, the second item is a zip line item). This movement path can guide the controlled virtual character to move towards the target position, or control the target object to move towards the controlled virtual character along the movement path. The graphical user interface includes a movement control area, which is used to control the movement of the controlled virtual character in the game scene. The graphical user interface includes a viewing angle adjustment area, which is used to adjust the viewing angle direction of the controlled virtual character.

[0206] The method for controlling a character in the game in the embodiments of the present application can be applied to an instant combat mode. In the instant combat mode, the target player controls the controlled virtual character to act in the game scene through real-time instructions. During the battle, the target player can control the controlled virtual character to fight according to his own ideas.

[0207] Next, each step of the method for controlling a character in the game in this exemplary embodiment will be further described in conjunction with the accompanying drawings.

[0208] S401, in response to a first operation acting on the movement control area, control the controlled virtual character to move in the game scene.

[0209] The execution of the above step S401 can refer to the above step S101.

[0210] S402, in response to a second operation acting on the viewing angle adjustment area, adjust the viewing angle direction of the controlled virtual character.

[0211] The execution of the above step S402 can refer to the above step S102.

[0212] S403. In response to a third operation on the prop switching area, determine the first prop in the prop switching area as the prop currently used by the controlled virtual character.

[0213] For the execution of step S403 above, reference may be made to step S103 above.

[0214] S404. After determining the first prop as the prop currently used by the controlled virtual character, in response to a fourth operation on the action trigger area, control the controlled virtual character to use the first prop to perform a virtual action.

[0215] For the execution of step S404 above, reference may be made to step S104 above.

[0216] S405. In response to a fifth operation on the movement control area, switch the prop currently used by the controlled virtual character from the first prop to the second prop, and configure the movement control area as a temporary perspective adjustment area.

[0217] In step S405 above, for the meaning of the fifth operation, reference may be made to step S105 above. The temporary perspective adjustment area is the original movement control area. If the movement control area is configured as the temporary perspective adjustment area, then this temporary perspective adjustment area will not be used again to control the movement of the controlled virtual character, and this temporary perspective adjustment area will be used to control the controlled virtual character to adjust the perspective direction.

[0218] In specific implementation, after the target player performs a fifth operation on the movement control area, the second item of another type corresponding to the fifth operation can be determined according to the fifth operation. Herein, the fifth operation may correspond to only one second item of another type, or different fifth operations may correspond to different second items of another type. After determining the second item of another type associated with the fifth operation, the action trigger area will be controlled to switch from controlling the first item to controlling the second item corresponding to the fifth operation. That is, the item identifier of the first item displayed in the action trigger area will be switched to the item identifier of the second item associated with the fifth operation. In this way, the target player can switch between the first item and the second item controlled by the action trigger area without searching for the second item in the equipment package of the target item, which improves the efficiency of determining the second item (the item currently required to be used by the controlled virtual character), and further improves the playability of the game. It is also not necessary to display the second item in the item switching area of the graphical user interface, and it is not necessary to separately set a virtual control in the graphical user interface for responding to the selection of the second item, reducing the area of the game screen covered in the graphical user interface. The traditional view adjustment area is the area in the graphical user interface without virtual controls, and this part of the area is basically the middle area of the graphical user interface. In order to improve the aiming accuracy, an indicator will be displayed in the graphical user interface for the second item, and the indicator needs to be displayed in the middle area of the graphical user interface, which will cause a conflict between the display position of the indicator and the position of the traditional temporary view adjustment area. To solve the above conflict, the movement control area can be configured as a temporary view adjustment area, and the aiming direction corresponding to the crosshair of the indicator can be controlled by operating the temporary view adjustment area. Since the movement control area is configured as a temporary view adjustment area, the previous view adjustment area in the graphical user interface no longer exists at this time. Therefore, the operation on the temporary view adjustment area at this time can be a sixth operation, and the sixth operation here is the operation performed on the temporary adjustment area when the controlled virtual character uses the second item.

[0219] S406. After determining the second item as the item currently used by the controlled virtual character, in response to a sixth operation on the view adjustment area, adjust the aiming direction of the second item.

[0220] The execution of the above step S406 can refer to the above step S106.

[0221] S407. Determine a target position or a target object in the game scene according to the aiming direction.

[0222] The execution of the above step S407 can refer to the above step S107.

[0223] S408. In response to a trigger instruction for the second item, control the controlled virtual character to move towards the target position, or control the target object to move towards the controlled virtual character.

[0224] For the execution of the above step S408, reference can be made to the above step S104.

[0225] The method for controlling a character in the game provided by the embodiments of the present application, through the above eight steps, based on the fifth operation on the movement control area, where the fifth operation is different from the first operation, realizes the rapid switching of the item currently used by the controlled virtual character from the first item to the second item, enabling the controlled virtual character to quickly determine the target position or target object, and making the controlled virtual character move towards the target position or controlling the target object to move towards the controlled virtual character. It is not necessary for the target player to search for the second item from the equipment pack when the controlled virtual character uses the second item, improving the efficiency of using the second item, and thus improving the playability of the game. And when the controlled virtual character uses the second item, an auxiliary tool of the second item, that is, an indicator for aiming, may be displayed in the graphical user interface. At this time, the original view adjustment area will be blocked by the indicator. Therefore, the movement control area is configured as a temporary view adjustment area, and thus, the target player can accurately adjust the aiming direction of the second item.

[0226] In the game, the second item can help the controlled virtual character quickly displace, quickly approach the target, can control the enemy for a short period of time after selecting the enemy, is useful for pursuit, and can be released in the air or during the displacement process. The second item is an item with a one-time service life. Therefore, the second item can be a grappling hook item. When the action trigger area switches from controlling the first item to controlling the second item, the control method further includes:

[0227] Step 414. After determining the second item as the item currently used by the controlled virtual character, display an indicator of the second item in the graphical user interface; the indicator includes a crosshair.

[0228] Step 415. In response to a sixth operation on the temporary view adjustment area, adjust the crosshair of the indicator to lock on the aiming object and determine the aiming direction of the second item.

[0229] In the above steps 414 and 415, due to the characteristics of the second item (grappling hook item) itself, when the second item is controlled by the action trigger area, an indicator corresponding to the second item will be displayed in the graphical user interface, and the indicator of the second item will be displayed in the middle position of the graphical user interface (such as Figure 2As shown, the icon displayed in the middle position of the graphical user interface is the indicator of the second item). The indicator includes a crosshair and may also include a sighting circle centered on the crosshair. The target position or target object is locked through the crosshair of the indicator. The crosshair of the indicator cannot automatically lock the target position or target object. It is necessary for the target player to adjust the direction indicated by the crosshair of the indicator before the crosshair can lock the target position or target object. The aiming direction of the second item is consistent with the viewing direction of the controlled virtual character. Therefore, by adjusting the viewing angle of the controlled virtual character, the aiming direction of the second item is adjusted. That is, through the sixth operation on the temporary viewing angle adjustment area, the crosshair of the indicator is adjusted, and based on this crosshair, the aiming direction of the second item is determined.

[0230] When the controlled virtual character is about to use the second item, the target position or target object will be determined in the game scene visible to the controlled virtual character (that is, the partial game scene displayed in the graphical user interface). If there is no target position or target object required by the controlled virtual character in the partial game scene currently displayed in the graphical user interface, the target player will adjust the partial game scene displayed in the graphical user interface. That is, the control method provided in this application further includes:

[0231] Step 416, in response to the sixth operation on the temporary viewing angle adjustment area, update the scene area displayed in the graphical user interface according to the adjusted viewing angle of the controlled virtual character; where the scene area is the partial game scene displayed in the graphical user interface.

[0232] Further, after updating the scene in the graphical user interface, the target position or target object can be re-determined in this scene. That is, step 407, determining the target position or target object in the game scene according to the aiming direction, includes:

[0233] Step 4071, determine the target position or the target object from the updated scene area through the crosshair of the indicator.

[0234] In the above step 416, the temporary viewing angle adjustment area is used to control the controlled virtual character to adjust the viewing direction, that is, to update the scene area displayed in the graphical user interface. The sixth operation is an operation on the temporary viewing angle adjustment area, and is used to control the controlled virtual character to adjust the viewing angle direction by touching the temporary viewing angle adjustment area.

[0235] In specific implementation, when the target player performs the sixth operation on the temporary viewing angle adjustment area, the viewing angle direction of the controlled virtual character will be adjusted. According to the viewing angle direction of the controlled virtual character, the scene area visible to the controlled virtual character in the game scene can be determined, that is, the partial game scene that can be displayed in the graphical user interface.

[0236] In the above step 4071, the indicator of the second item is displayed at the middle position in the graphical user interface. Therefore, by adjusting the viewing direction of the controlled virtual character, the partial game scene displayed in the graphical user interface is updated so that the target position or target object required by the controlled virtual character is located at the center position of the graphical user interface, that is, the position that can be locked by the crosshair of the indicator of the second item.

[0237] When the controlled virtual character uses the second item, due to the range limitation of the second item, if the distance between the target position or target object and the current position of the controlled virtual character is greater than the range of the second item, the second item cannot hook the target position or target object. If the distance between the target position or target object and the current position of the controlled virtual character is not greater than the range of the second item, the second item can hook the target position or target object. To enable the target player to more clearly understand the usage situation of the second item, that is, whether the second item has hooked the target position or target object, different usage effects are set for different usage situations of the second item. That is, the control method of this solution further includes:

[0238] Step 417, after responding to the trigger instruction for the second item, if the second item used by the controlled virtual character in the game scene does not hook the target position or the target object, the indicator of the second item is normally displayed. If the second item used by the controlled virtual character in the game scene hooks the target position or the target object, the indicator of the second item is prominently displayed.

[0239] The execution of the above step 417 can refer to the above step 117.

[0240] The first item under the target type can be displayed in the graphical user interface. However, the first item is not displayed in the graphical user interface in a chaotic manner, but is displayed in a fixed area. That is, an item switching area is displayed in the graphical user interface, and the first item under the target type is displayed in the item switching area. At least one first item can be displayed in the item switching area. The first item displayed in the item switching area can be selected by the target player from the equipment package during the game process. The item selected by the target player is determined as the first item displayed in the item switching area, and the first item identifier (that is, the icon corresponding to the first item) of the first item is displayed in the item switching area. The first item displayed in the item switching area can be determined according to the usage priority of the item. The preset number of items with a higher usage priority is determined as the first item, and the preset number can be the same as the number of item display positions in the item switching area. The usage priority of the item is determined according to the historical usage situation of each item by the target player during the game preparation stage.

[0241] As shown Figure 2 in the figure, a prop switching area is included in the graphical user interface, and 6 prop display positions are included in the prop switching area, and a first prop identifier of a first prop is displayed in each prop display position.

[0242] The prop switching area is set to achieve quick switching of the prop currently used by the controlled virtual character, and the action trigger area is used to control the use of the prop by the controlled virtual character. Therefore, after determining the first prop that meets the control conditions in the prop switching area, the first prop that meets the control conditions is determined as the first prop controlled by the action trigger area. The control conditions can be a preset one or selected by the user. A preset one can be that there is only one first prop in the prop switching area, and then this one first prop is determined as the first prop that can be controlled by the prop control control. A preset one can also be a first prop displayed at a fixed position (for example, the first prop display position in the prop switching area, such as Figure 2 201 in), and the first prop displayed at the fixed position is determined as the first prop that can be controlled by the action trigger area. Of course, the user can directly select a first prop in the prop switching area, and the selected first prop is determined as the first prop that can be controlled by the action trigger area. In order to reflect the difference between the first prop controlled by the action trigger area and other first props in the prop switching area, the prop display position corresponding to the first prop that meets the control conditions can be highlighted in the prop switching bar. The highlighting includes any one of the following display methods: reducing transparency, increasing color saturation, switching colors, highlighting, framing, etc.

[0243] There can be multiple first props in the prop switching area, and the action trigger area can only control one first prop. Therefore, when determining the first prop controlled by the action trigger area, the control method of the present application further includes:

[0244] Step 409, in response to the third operation for the multiple first prop identifiers displayed in the prop switching area, determining and updating the first prop with the first prop identifier selected by the third operation;

[0245] Step 410, controlling the action trigger area to switch from controlling the current first prop to controlling the updated first prop.

[0246] The execution of the above step 409 can refer to step 109 in the above text.

[0247] The execution of the above step 410 can refer to step 110 in the above text.

[0248] In the above two steps, the first item is updated by selecting it in the item switching area according to the third operation, realizing the switching of the first item controlled by the action trigger area, without the target player having to select the first item from the equipment package, improving the switching efficiency of the first item.

[0249] Since multiple first item identifiers corresponding to the first items can be displayed in the item switching area, this item switching area may occupy a certain area in the graphical user interface, blocking the game screen to a certain extent and reducing the gaming experience of the player during the game. To minimize the blocking of the game screen by the item switching area, the item switching area can be hidden when there is no need to switch the first item. That is, the control method of the present application further includes:

[0250] Step 411, in response to an eighth operation on the item switching control, display the item switching area that displays multiple said first item identifiers in the graphical user interface;

[0251] Step 412, in response to an end operation instruction for the third operation on the first item identifier in the item switching area, hide the item switching area that displays multiple said first item identifiers.

[0252] The execution of the above step 411 can refer to step 111 in the above text.

[0253] The execution of the above step 412 can refer to step 112 in the above text.

[0254] In addition to the fact that the end of the third operation can trigger the hiding of the item switching area, it is also possible to respond to a ninth operation on the item switching control to hide the item switching area that displays multiple said first item identifiers. The ninth operation is a touch operation on the item switching control when the item switching area is displayed in the graphical user interface. Generally, the ninth touch operation can be any one of the following operations: click operation, double-click operation, press-and-hold operation, long-press operation, etc.

[0255] The second item can make the controlled virtual character move towards a determined target position or make a determined target object move towards the controlled virtual character. Therefore, in order to let the target player more clearly understand the movement path of the controlled virtual character or the movement path of the target object, the movement path can be visually presented directly in the graphical user interface. That is, step S408 includes:

[0256] Step 4081, in response to a trigger instruction for the second item, visually present the movement path between the controlled virtual character and the target position or target object;

[0257] Step 4082: Control the controlled virtual character to move along the movement path towards the target position, or control the target object to move along the movement path towards the controlled virtual character.

[0258] For the execution of the above step 4081, reference can be made to step 1081 in the foregoing text.

[0259] For the execution of the above step 4082, reference can be made to step 1082 in the foregoing text.

[0260] If the second item includes a rigging object that can grab the target object or hold the target position, the movement route between the controlled virtual character and the target position or the target object can be a virtual rope. Step 4081 includes:

[0261] Step 40841: Control the controlled virtual character to launch a virtual rigging object towards the target position or the target object, so as to render and display a virtual rope for representing the movement path between the controlled virtual character and the target position or the target object.

[0262] For the execution of the above step 40841, reference can be made to step 10841 in the foregoing text.

[0263] In this application, the second item can be used only once. After the item control control has completed the use of the second item, it is also necessary to switch to the previously controlled first item. That is, the control method of this solution further includes:

[0264] Step 413: In response to a trigger instruction for the second item, switch the item currently used by the controlled virtual character from the second item to the first item.

[0265] For the execution of the above step 413, reference can be made to step 113 in the foregoing text.

[0266] The equipment package can include multiple second items. If you want to quickly switch between multiple second items, different fifth operations can be associated with different second items.

[0267] For example, if the fifth operation includes single click, double click, long press, and hard press, the second item corresponding to a single click is a bomb, the second item corresponding to a double click is a flying rope, the second item corresponding to a long press is a smoke bomb, and the second item corresponding to a hard press is a functional drink.

[0268] That is, by performing different fifth operations on the movement control, the prop identifier displayed in the action touch area can be quickly switched to different second item identifiers, thereby realizing the quick control of different second items. That is, the quick use of multiple second items is realized, and the use efficiency of the second items is improved.

[0269] The controlled virtual character is controlled by the target player. The target player controls the controlled virtual character to complete their game strategy in the game scene. During the process of the target player controlling the controlled virtual character to use the second item, due to the switching of the game scene, the game strategy may be changed, and thus it is necessary to interrupt the use of the second item by the controlled virtual character. Hereinafter, the present application will describe in detail the interruption of the use of the second item, that is, after step S408, it further includes:

[0270] Step 4083, during the process of controlling the controlled virtual character to move towards the target position, or during the process of controlling the target object to move towards the controlled virtual character, in response to a fifth operation on the movement control area, control the controlled virtual character to stop moving towards the target position, or control the target object to stop moving towards the controlled virtual character.

[0271] The execution of the above step 4083 can refer to step 1083 in the foregoing text.

[0272] In the present application, different fifth operations can correspond to different second items. Therefore, in order to facilitate the interruption of the use of different second items, a fixed interruption operation can be set, that is, after step S408, it further includes:

[0273] Step 4084, during the process of controlling the controlled virtual character to move towards the target position, or during the process of controlling the target object to move towards the controlled virtual character, in response to a tenth operation on the movement control area, control the controlled virtual character to stop moving towards the target position, or control the target object to stop moving towards the controlled virtual character.

[0274] The execution of the above step 4084 can refer to step 1084 in the foregoing text.

[0275] The embodiment of the present application provides a control device for a character in a game, as Figure 6 shown. The game includes a game scene and a controlled virtual character located in the game scene. A graphical user interface is provided through a terminal device. The graphical user interface at least partially displays the game scene. The graphical user interface includes an operation area, and the operation area includes a movement control area, an item switching area, an action trigger area, and a viewing angle adjustment area; the control device includes:

[0276] A first response module 601, configured to respond to a first operation on the movement control area and control the controlled virtual character to move in the game scene;

[0277] The second response module 602 is configured to respond to a second operation acting on the viewing angle adjustment area and adjust the viewing angle direction of the controlled virtual character;

[0278] The third response module 603 is configured to respond to a third operation acting on the item switching area and determine the first item in the item switching area as the item currently used by the controlled virtual character;

[0279] The fourth response module 604 is configured to, after determining the first item as the item currently used by the controlled virtual character, respond to a fourth operation acting on the action trigger area and control the controlled virtual character to perform a virtual action using the first item;

[0280] The fifth response module 605 is configured to respond to a fifth operation acting on the movement control area and switch the item currently used by the controlled virtual character from the first item to a second item;

[0281] The sixth response module 606 is configured to, after determining the second item as the item currently used by the controlled virtual character, respond to a sixth operation acting on the viewing angle adjustment area and adjust the aiming direction of the second item;

[0282] The first determination module 607 is configured to determine a target position or a target object in the game scene according to the aiming direction;

[0283] The seventh response module 608 is configured to respond to a trigger instruction for the second item and control the controlled virtual character to move towards the target position, or control the target object to move towards the controlled virtual character.

[0284] Optionally, the item switching area at least includes a first item identifier corresponding to the first item, and the third operation is an operation acting on the first item identifier in the item switching area.

[0285] Optionally, a plurality of the first item identifiers are displayed in the item switching area, and the control device further includes:

[0286] The eighth response module is configured to respond to the third operation for the plurality of the first item identifiers displayed in the item switching area and determine and update the first item selected by the third operation;

[0287] The first control module is configured to control the action trigger area to switch from controlling the current first item to controlling the updated first item.

[0288] Optionally, the control device further includes:

[0289] The ninth response module is used to respond to the eighth operation on the prop switching control, and display the prop switching area showing multiple said first prop identifiers in the graphical user interface;

[0290] The tenth response module is used to respond to the end operation instruction of the third operation on the first prop identifier in the prop switching area, and hide the prop switching area showing multiple said first prop identifiers.

[0291] Optionally, the seventh response module includes:

[0292] The first response unit is used to respond to the trigger instruction for the second prop, and visually present the movement path between the controlled virtual character and the target position or target object;

[0293] The first control unit is used to control the controlled virtual character to move along the movement path towards the target position, or control the target object to move along the movement path towards the controlled virtual character.

[0294] Optionally, the first response unit includes:

[0295] The rendering unit is used to control the controlled virtual character to emit a virtual rigging object towards the target position or the target object, so as to render and display a virtual rope for representing the movement path between the controlled virtual character and the target position or the target object.

[0296] Optionally, the control device further includes:

[0297] The eleventh response module is used to respond to the trigger instruction for the second prop, and switch the prop currently used by the controlled virtual character from the second prop to the first prop.

[0298] Optionally, the fifth operation is different, and the corresponding associated second prop is different.

[0299] Optionally, the control device further includes:

[0300] The stop module is used to control the controlled virtual character to stop moving towards the target position during the process of controlling the controlled virtual character to move towards the target position, or control the target object to stop moving towards the controlled virtual character during the process of controlling the target object to move towards the controlled virtual character, in response to the fifth operation on the movement control area.

[0301] Optionally, the control device further includes:

[0302] A display module, configured to display an indicator of the second item in the graphical user interface after determining that the second item is the item currently used by the controlled virtual character; a sight is included in the indicator.

[0303] A aiming module, configured to respond to a sixth operation on the view adjustment area, adjust the sight of the indicator, and determine the aiming direction of the second item.

[0304] Optionally, the control device further includes:

[0305] An update module, configured to respond to a sixth operation on the view adjustment area, and update the scene area displayed in the graphical user interface according to the adjusted view of the controlled virtual character; wherein, the scene area is a part of the game scene displayed in the graphical user interface.

[0306] Optionally, the control device further includes:

[0307] A prompt module, configured to, after responding to a trigger instruction for the second item, if the second item used by the controlled virtual character in the game scene does not hook the target position or the target object, display the indicator of the second item normally, and if the second item used by the controlled virtual character in the game scene hooks the target position or the target object, highlight the indicator of the second item.

[0308] Optionally, the highlighting includes any one of the following display methods:

[0309] Reduced transparency, increased color saturation, color switching, graphic switching, highlighting, and framing.

[0310] The present application provides another control device for a character in a game. As Figure 7 shown, the game includes a game scene and a controlled virtual character located in the game scene. A graphical user interface is provided through a terminal device, and at least part of the game scene is displayed in the graphical user interface. The graphical user interface includes an operation area, and the operation area includes a movement control area, a prop switching area, an action trigger area, and a view adjustment area; the control device includes:

[0311] A first response module, configured to respond to a first operation on the movement control area, and control the controlled virtual character to move in the game scene;

[0312] A second response module, configured to respond to a second operation on the view adjustment area, and adjust the view direction of the controlled virtual character;

[0313] A third response module, configured to respond to a third operation acting on the item switching area, and determine a first item as the item currently used by the controlled virtual character;

[0314] A fourth response module, configured to, after determining the first item as the item currently used by the controlled virtual character, respond to a fourth operation acting on the action trigger area, and control the controlled virtual character to use the first item to perform a virtual action;

[0315] A fifth response module, configured to respond to a fifth operation acting on the movement control area, switch the item currently used by the controlled virtual character from the first item to a second item, and configure the movement control area as a temporary perspective adjustment area;

[0316] A sixth response module, configured to, after determining the second item as the item currently used by the controlled virtual character, respond to a sixth operation acting on the temporary perspective adjustment area, and adjust the aiming direction of the second item;

[0317] A first determination module, configured to determine a target position or a target object in the game scene according to the aiming direction;

[0318] A seventh response module, configured to respond to a trigger instruction for the second item, and control the controlled virtual character to move towards the target position, or control the target object to move towards the controlled virtual character.

[0319] An embodiment of the present application provides a control device for a character in a game. As Figure 7 shown, the game includes a game scene and a controlled virtual character located in the game scene. A graphical user interface is provided through a terminal device, and at least part of the game scene is displayed on the graphical user interface. The graphical user interface includes an operation area, and the operation area includes a movement control area, an item switching area, an action trigger area, and a perspective adjustment area. The control method includes:

[0320] A first response module, configured to respond to a first operation acting on the movement control area, and control the controlled virtual character to move in the game scene;

[0321] A second response module, configured to respond to a second operation acting on the perspective adjustment area, and adjust the perspective direction of the controlled virtual character;

[0322] A third response module, configured to respond to a third operation acting on the item switching area, and determine a first item as the item currently used by the controlled virtual character;

[0323] The fourth response module is used to, after determining the first prop as the currently used prop of the controlled virtual character, respond to a fourth operation on the action trigger area, and control the controlled virtual character to use the first prop to perform a virtual action;

[0324] The fifth response module is used to respond to a fifth operation on the movement control area, switch the prop currently used by the controlled virtual character from the first prop to the second prop, and configure the movement control area as a temporary perspective adjustment area;

[0325] The sixth response module is used to, after determining the second prop as the currently used prop of the controlled virtual character, respond to a sixth operation on the temporary perspective adjustment area, and adjust the aiming direction of the second prop;

[0326] The first determination module is used to determine a target position or a target object in the game scene according to the aiming direction;

[0327] The seventh response module is used to respond to a trigger instruction for the second prop, and control the controlled virtual character to move towards the target position, or control the target object to move towards the controlled virtual character.

[0328] Optionally, the control device further includes:

[0329] The display module is used to, after determining the second prop as the currently used prop of the controlled virtual character, display an indicator of the second prop in the graphical user interface; a crosshair is included in the indicator;

[0330] The aiming module is used to respond to a sixth operation on the temporary perspective adjustment area, adjust the crosshair of the indicator, and determine the aiming direction of the second prop.

[0331] Optionally, the control device further includes:

[0332] The prompt module is used to, after responding to a trigger instruction for the second prop, if the second prop used by the controlled virtual character in the game scene does not target the target position or the target object, the indicator of the second prop is displayed normally, and if the second prop used by the controlled virtual character in the game scene targets the target position or the target object, the indicator of the second prop is highlighted.

[0333] Optionally, the highlighting includes any one of the following display methods:

[0334] Reduced transparency, increased color saturation, color switching, graphic switching, highlighting, and frame drawing.

[0335] Optionally, the control device further includes:

[0336] An update module, configured to respond to a sixth operation acting on the temporary perspective adjustment area, and update the scene area displayed on the graphical user interface according to the adjusted perspective of the controlled virtual character; wherein, the scene area is a part of the game scene displayed on the graphical user interface.

[0337] Optionally, the item switching area at least includes a first item identifier corresponding to the first item, and the third operation is an operation acting on the first item identifier in the item switching area.

[0338] Optionally, a plurality of the first item identifiers are displayed in the item switching area, and the control device further includes:

[0339] An eighth response module, configured to respond to the third operation on the plurality of first item identifiers displayed in the item switching area, and determine and update the first item selected by the third operation;

[0340] A first control module, configured to control the action trigger area to switch from controlling the current first item to controlling the updated first item.

[0341] Optionally, the control device further includes:

[0342] A ninth response module, configured to respond to an eighth operation on the item switching control, and display the item switching area displaying the plurality of first item identifiers in the graphical user interface;

[0343] A tenth response module, configured to respond to an end operation instruction of the third operation on the first item identifier in the item switching area, and hide the item switching area displaying the plurality of first item identifiers.

[0344] Optionally, the seventh response module includes:

[0345] A first response unit, configured to respond to a trigger instruction for the second item, and visually present a movement path between the controlled virtual character and the target position or target object;

[0346] A first control unit, configured to control the controlled virtual character to move along the movement path to the target position, or control the target object to move along the movement path to the controlled virtual character.

[0347] Optionally, the first response unit includes:

[0348] A rendering unit, configured to control the controlled virtual character to launch a virtual rigging object towards the target position or the target object, so as to render and display a virtual rope for representing the movement path between the controlled virtual character and the target position or the target object.

[0349] Optionally, the control device further includes:

[0350] An eleventh response module, configured to respond to a trigger instruction for the second prop, and switch the prop currently used by the controlled virtual character from the second prop to the first prop.

[0351] Optionally, the fifth operation is different, and the corresponding associated second prop is different.

[0352] Optionally, the control device further includes:

[0353] A stop module, configured to, during the process of controlling the controlled virtual character to move towards the target position, or during the process of controlling the target object to move towards the controlled virtual character, respond to a fifth operation on the movement control area, and control the controlled virtual character to stop moving towards the target position, or control the target object to stop moving towards the controlled virtual character.

[0354] Corresponding to Figure 1 and Figure 4 In the control method of a character in a game, an embodiment of the present application further provides a computer device 500, as Figure 5 shown. The device includes a memory 501, a processor 502, and a computer program stored on the memory 501 and executable on the processor 502. When the processor 502 executes the computer program, the control method of the character in the game is implemented.

[0355] Specifically, the memory 501 and the processor 502 can be general memories and processors, which are not specifically limited here. When the processor 502 runs the computer program stored in the memory 501, the control method of the character in the game can be executed, solving the problem that the speed of using the required props by the controlled virtual character in the game scene in the prior art is slow.

[0356] Corresponding to Figure 1 and Figure 4 In the control method of a character in a game, an embodiment of the present application further provides a computer-readable storage medium. A computer program is stored on the computer-readable storage medium, and when the computer program is run by a processor, the steps of the control method of the character in the game are executed.

[0357] Specifically, the storage medium can be a general storage medium, such as a removable disk, a hard disk, etc. When the computer program on the storage medium is run, it can execute the control method of the character in the above game, solving the problem in the prior art that the speed of using the required props by the controlled virtual character in the game scene is slow. Based on the fifth operation on the mobile control area in this application, where the fifth operation is different from the first operation, it realizes the rapid switching of the prop currently used by the controlled virtual character from the first prop to the second prop, enabling the controlled virtual character to quickly determine the target position or target object, and making the controlled virtual character move towards the target position or control the target object to move towards the controlled virtual character. There is no need for the target player to search for the second prop in the equipment package when the controlled virtual character uses the second prop, improving the efficiency of using the second prop and thus enhancing the playability of the game.

[0358] In the embodiments provided in this application, it should be understood that the disclosed methods and devices 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, and there can be other division methods in actual implementation. Also, for example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed coupling or 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.

[0359] 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.

[0360] In addition, the functional units in the embodiments provided in this application can be integrated in one processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit.

[0361] When the above-mentioned 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 this 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 for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of this application. The aforementioned storage medium includes: various media that can store program codes, such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs.

[0362] It should be noted that: similar reference numerals and letters represent similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. In addition, the terms "first", "second", "third", etc. are only used for descriptive distinction and cannot be understood as indicating or implying relative importance.

[0363] Finally, it should be noted that: the above-mentioned embodiments are only specific implementation manners of this application, used to illustrate the technical solution of this application, rather than limiting it. The protection scope of this application is not limited thereto. Although this 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 art within the technical scope disclosed in this application can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. A method for controlling a character in a game, characterized in that, The game includes a game scene and a controlled virtual character located in the game scene. A graphical user interface is provided through a terminal device. The graphical user interface at least partially displays the game scene. The graphical user interface includes an operation area, and the operation area includes a movement control area, a prop switching area, an action trigger area, and a perspective adjustment area; The control method includes: Respond to a first operation on the movement control area to control the movement of the controlled virtual character in the game scene; Respond to a second operation on the perspective adjustment area to adjust the perspective direction of the controlled virtual character; Respond to a third operation on the prop switching area to determine the first prop in the prop switching area as the currently used prop of the controlled virtual character; After determining the first prop as the currently used prop of the controlled virtual character, respond to a fourth operation on the action trigger area to control the controlled virtual character to perform a virtual action using the first prop; Respond to a fifth operation on the movement control area to switch the currently used prop of the controlled virtual character from the first prop to a second prop; wherein, the fifth operation is different, and the corresponding associated second prop is different; After determining the second prop as the currently used prop of the controlled virtual character, respond to a sixth operation on the perspective adjustment area to adjust the aiming direction of the second prop; Determine a target position or a target object in the game scene according to the aiming direction; Respond to a trigger instruction for the second prop to control the controlled virtual character to move towards the target position, or control the target object to move towards the controlled virtual character.

2. The control method according to claim 1, wherein The prop switching area at least includes a first prop identifier corresponding to the first prop, and the third operation is an operation on the first prop identifier in the prop switching area.

3. The control method according to claim 2, characterized in that, Multiple first prop identifiers are displayed in the prop switching area, and the control method further includes: Respond to the third operation on the multiple first prop identifiers displayed in the prop switching area to determine and update the first prop selected by the third operation; Control the action trigger area to switch from controlling the current first prop to controlling the updated first prop.

4. The control method according to claim 3, wherein The control method further includes: Respond to an eighth operation on a prop switching control to display the prop switching area displaying multiple first prop identifiers in the graphical user interface; Respond to an end operation instruction for the third operation on the first prop identifier in the prop switching area to hide the prop switching area displaying multiple first prop identifiers.

5. The control method according to claim 1, characterized in that The responding to the trigger instruction for the second prop to control the controlled virtual character to move towards the target position, or control the target object to move towards the controlled virtual character, includes: Respond to the trigger instruction for the second prop to visually present the movement path between the controlled virtual character and the target position or the target object; Control the controlled virtual character to move along the movement path towards the target position, or control the target object to move along the movement path towards the controlled virtual character.

6. The control method according to claim 5, wherein, The visual presentation of the movement path between the controlled virtual character and the target position or target object includes: Control the controlled virtual character to launch a virtual rigging object towards the target position or the target object, so as to render and display a virtual rope for representing the movement path between the controlled virtual character and the target position or the target object.

7. The control method according to claim 1, wherein The control method further includes: In response to a trigger instruction for the second prop, switch the prop currently used by the controlled virtual character from the second prop to the first prop.

8. The control method according to claim 1, wherein After responding to the trigger instruction for the second prop and controlling the controlled virtual character to move towards the target position, or controlling the target object to move towards the controlled virtual character, the control method further includes: During the process of controlling the controlled virtual character to move towards the target position, or during the process of controlling the target object to move towards the controlled virtual character, in response to a fifth operation on the movement control area, control the controlled virtual character to stop moving towards the target position, or control the target object to stop moving towards the controlled virtual character.

9. The control method according to claim 1, wherein After determining the second prop as the prop currently used by the controlled virtual character, in response to a sixth operation on the viewing angle adjustment area, adjust the aiming direction of the second prop. The control method further includes: After determining the second prop as the prop currently used by the controlled virtual character, display an indicator of the second prop in the graphical user interface; the indicator includes a crosshair. In response to a sixth operation on the viewing angle adjustment area, adjust the crosshair of the indicator to determine the aiming direction of the second prop.

10. The control method according to claim 9, characterized in that, The control method further includes: In response to a sixth operation on the viewing angle adjustment area, update the scene area displayed in the graphical user interface according to the adjusted viewing angle of the controlled virtual character; wherein, the scene area is a part of the game scene displayed in the graphical user interface.

11. The control method according to claim 9, wherein The control method further includes: After responding to the trigger instruction for the second prop, if the second prop used by the controlled virtual character in the game scene fails to hook the target position or the target object, the indicator of the second prop is normally displayed; if the second prop used by the controlled virtual character in the game scene hooks the target position or the target object, the indicator of the second prop is highlighted.

12. The control method according to claim 11, wherein The highlighting includes any one of the following display methods: Reduced transparency, increased color saturation, color switching, graphic switching, highlighting, bordering.

13. A method for controlling a character in a game, characterized in that, The game includes a game scene and a controlled virtual character located in the game scene. A graphical user interface is provided through a terminal device. The graphical user interface at least partially displays the game scene. The graphical user interface includes an operation area, and the operation area includes a movement control area, a prop switching area, an action trigger area, and a perspective adjustment area; The control method includes: Respond to a first operation on the movement control area to control the movement of the controlled virtual character in the game scene; Respond to a second operation on the perspective adjustment area to adjust the perspective direction of the controlled virtual character; Respond to a third operation on the prop switching area to determine a first prop as the currently used prop of the controlled virtual character; After determining the first prop as the currently used prop of the controlled virtual character, respond to a fourth operation on the action trigger area to control the controlled virtual character to perform a virtual action using the first prop; Respond to a fifth operation on the movement control area to switch the currently used prop of the controlled virtual character from the first prop to a second prop, and configure the movement control area as a temporary perspective adjustment area; wherein, the fifth operation is different, and the corresponding associated second prop is different; After determining the second prop as the currently used prop of the controlled virtual character, respond to a sixth operation on the temporary perspective adjustment area to adjust the aiming direction of the second prop; Determine a target position or a target object in the game scene according to the aiming direction; Respond to a trigger instruction for the second prop to control the controlled virtual character to move towards the target position, or control the target object to move towards the controlled virtual character.

14. The control method according to claim 13, wherein After determining the second prop as the currently used prop of the controlled virtual character, respond to a sixth operation on the temporary perspective adjustment area to adjust the aiming direction of the second prop. The control method further includes: After determining the second prop as the currently used prop of the controlled virtual character, display an indicator of the second prop in the graphical user interface; the indicator includes a crosshair; Respond to a sixth operation on the temporary perspective adjustment area to adjust the crosshair of the indicator to determine the aiming direction of the second prop.

15. The control method according to claim 14, wherein The control method further includes: After responding to a trigger instruction for the second prop, if the second prop used by the controlled virtual character in the game scene does not target the target position or the target object, the indicator of the second prop is normally displayed. If the second prop used by the controlled virtual character in the game scene targets the target position or the target object, the indicator of the second prop is highlighted.

16. The control method according to claim 15, wherein, The highlighting includes any one of the following display methods: Reduced transparency, increased color saturation, color switching, graphic switching, highlighting, framing.

17. The control method according to claim 14, wherein The control method further includes: In response to a sixth operation acting on the temporary viewing angle adjustment area, update the scene area displayed in the graphical user interface according to the adjusted viewing angle of the controlled virtual character; wherein, the scene area is a part of the game scene displayed in the graphical user interface.

18. The control method according to claim 13, wherein The item switching area at least includes a first item identifier corresponding to the first item, and the third operation is an operation acting on the first item identifier in the item switching area.

19. The control method according to claim 18, wherein A plurality of the first item identifiers are displayed in the item switching area, and the control method further includes: In response to the third operation on the plurality of the first item identifiers displayed in the item switching area, determine and update the first item with the first item identifier selected by the third operation; Control the action trigger area to switch from controlling the current first item to controlling the updated first item.

20. The control method according to claim 19, characterized in that, The control method further includes: In response to an eighth operation on the item switching control, display the item switching area displaying a plurality of the first item identifiers in the graphical user interface; In response to an end operation instruction for the third operation on the first item identifier in the item switching area, hide the item switching area displaying a plurality of the first item identifiers.

21. The control method according to claim 13, wherein The response to the trigger instruction for the second item, controlling the controlled virtual character to move towards the target position, or controlling the target object to move towards the controlled virtual character, includes: In response to the trigger instruction for the second item, visually present a movement path between the controlled virtual character and the target position or the target object; Control the controlled virtual character to move along the movement path towards the target position, or control the target object to move along the movement path towards the controlled virtual character.

22. The control method according to claim 21, wherein The visually presenting a movement path between the controlled virtual character and the target position or the target object includes: Control the controlled virtual character to launch a virtual rigging object towards the target position or the target object, so as to render and display a virtual rope for representing the movement path between the controlled virtual character and the target position or the target object.

23. The control method according to claim 13, wherein The control method further includes: In response to the trigger instruction for the second item, switch the item currently used by the controlled virtual character from the second item to the first item.

24. The control method according to claim 13, characterized in that After the response to the trigger instruction for the second item, controlling the controlled virtual character to move towards the target position, or controlling the target object to move towards the controlled virtual character, the control method further includes: During the process of controlling the controlled virtual character to move towards the target position, or during the process of controlling the target object to move towards the controlled virtual character, in response to a fifth operation on the movement control area, control the controlled virtual character to stop moving towards the target position, or control the target object to stop moving towards the controlled virtual character.

25. A control device for a character in a game, characterized in that, The game includes a game scene and a controlled virtual character located in the game scene. A graphical user interface is provided through a terminal device. The graphical user interface at least partially displays the game scene. The graphical user interface includes an operation area, and the operation area includes a movement control area, a prop switching area, an action triggering area, and a perspective adjustment area; The control device includes: A first response module for responding to a first operation on the movement control area and controlling the movement of the controlled virtual character in the game scene; A second response module for responding to a second operation on the perspective adjustment area and adjusting the perspective direction of the controlled virtual character; A third response module for responding to a third operation on the prop switching area and determining a first prop in the prop switching area as the currently used prop of the controlled virtual character; A fourth response module for, after determining the first prop as the currently used prop of the controlled virtual character, responding to a fourth operation on the action triggering area and controlling the controlled virtual character to perform a virtual action using the first prop; A fifth response module for responding to a fifth operation on the movement control area and switching the currently used prop of the controlled virtual character from the first prop to a second prop; wherein, different fifth operations are associated with different corresponding second props; A sixth response module for, after determining the second prop as the currently used prop of the controlled virtual character, responding to a sixth operation on the perspective adjustment area and adjusting the aiming direction of the second prop; A first determination module for determining a target position or a target object in the game scene according to the aiming direction; A seventh response module for responding to a trigger instruction for the second prop and controlling the controlled virtual character to move towards the target position, or controlling the target object to move towards the controlled virtual character.

26. A control device for a character in a game, characterized in that, The game includes a game scene and a controlled virtual character located in the game scene. A graphical user interface is provided through a terminal device. The graphical user interface at least partially displays the game scene. The graphical user interface includes an operation area, and the operation area includes a movement control area, a prop switching area, an action triggering area, and a perspective adjustment area; The control device includes: A first response module for responding to a first operation on the movement control area and controlling the movement of the controlled virtual character in the game scene; A second response module for responding to a second operation on the perspective adjustment area and adjusting the perspective direction of the controlled virtual character; A third response module for responding to a third operation on the prop switching area and determining a first prop as the currently used prop of the controlled virtual character; A fourth response module for, after determining the first prop as the currently used prop of the controlled virtual character, responding to a fourth operation on the action triggering area and controlling the controlled virtual character to perform a virtual action using the first prop; The fifth response module is used to respond to a fifth operation acting on the mobile control area, switch the item currently used by the controlled virtual character from the first item to the second item, and configure the mobile control area as a temporary perspective adjustment area; wherein, different fifth operations are associated with different second items accordingly; The sixth response module is used to, after determining the second item as the item currently used by the controlled virtual character, respond to a sixth operation acting on the temporary perspective adjustment area and adjust the aiming direction of the second item; The first determination module is used to determine a target position or a target object in the game scene according to the aiming direction; The seventh response module is used to respond to a trigger instruction for the second item, control the controlled virtual character to move towards the target position, or control the target object to move towards the controlled virtual character.

27. A computer device, comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, characterized in that, When the processor executes the computer program, it implements the steps of the method described in any one of claims 1-12 or 13-24 above.

28. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is run by the processor, it executes the steps of the method described in any one of claims 1-12 or 13-24 above.

Citation Information

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