A virtual role control method, control device, equipment and medium
By adjusting the movement trajectory of virtual characters throwing items on the side screen of a curved screen, the problems of reduced immersion and server wastage caused by excessive graphical user interface controls were solved, achieving more efficient game control.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-11-15
- Publication Date
- 2026-03-27
AI Technical Summary
In existing technologies, an excessive number of controls in a graphical user interface reduces game immersion and increases the idle time of the game server.
Terminal devices with curved screens utilize the side screen to adjust the movement trajectory of virtual characters throwing props, reducing the display of controls on the main screen and achieving precise control through the collaborative operation of the side screen and the main screen.
It improved the game's immersion, reduced player churn, and decreased the resource consumption of the game server.
Smart Images

Figure CN115888112B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the field of game control, in particular to a virtual character control method, a virtual character control device, equipment and a medium. BACKGROUND
[0002] At present, network games are becoming more and more popular in people's life. In order to increase the retention rate of players, the game scene design is becoming more and more rich. Among them, the virtual character throwing props in the game scene has also become a common play.
[0003] In order to control the virtual character throwing props to throw more accurately, more eye-catching throwing controls will be set in the graphical user interface, so that players can realize more accurate throwing of throwing props through the operation of the throwing controls. However, the display area of the graphical user interface is limited, and too many controls in the graphical user interface will block the game picture to a certain extent, affect the immersion of the game, cause the loss of players, and increase the waste of game servers. SUMMARY
[0004] Therefore, the purpose of the present application is to provide a virtual character control method, a virtual character control device, equipment and a medium, which can solve the problem that too many controls in the graphical user interface affect the immersion of the game, cause the loss of players, and increase the waste of game servers in the prior art.
[0005] In a first aspect, the embodiments of the present application provide a virtual character control method applied to a terminal device, the terminal device comprising a curved screen composed of a main screen and a side screen not in the same plane, the curved screen of the terminal device providing a graphical user interface, the graphical user interface containing a game picture of at least part of a game scene, comprising:
[0006] In response to a first operation acting on the side screen of the graphical user interface, adjusting a moving track of a target game prop when a target virtual character releases the target game prop according to the first operation; the target game prop is a throwing prop;
[0007] In response to a release operation for the target game prop, controlling the target virtual character to perform an attack action using the target game prop according to the moving track.
[0008] In a second aspect, the embodiments of the present application provide a virtual character control device applied to a terminal device, the terminal device comprising a curved screen composed of a main screen and a side screen not in the same plane, the curved screen of the terminal device providing a graphical user interface, the graphical user interface containing a game picture of at least part of a game scene, comprising:
[0009] The first response module is configured to, in response to a first operation on the side screen of the graphical user interface, adjust a moving track of the target game prop when the target virtual character uses the target game prop according to the first operation; and the target game prop is a throwing type game prop.
[0010] The second response module is configured to, in response to a release operation on the target game prop, control the target virtual character to perform an attack action using the target game prop according to the moving track.
[0011] In a third aspect, an embodiment of the present application provides a computer device, including a memory, a processor, and a computer program stored in the memory and capable of running on the processor, and the processor implements steps of the above method when executing the computer program.
[0012] In a fourth aspect, an embodiment of the present application provides a computer readable storage medium, and the computer readable storage medium stores a computer program, and the computer program runs on a processor to execute steps of the above method.
[0013] The control method of the virtual character provided by the embodiment of the present application first adjusts a moving track of a target game prop when a target virtual character releases the target game prop in response to a first operation on a side screen of a graphical user interface according to the first operation; the target game prop is a throwing type game prop; then, in response to a release operation on the target game prop, the target virtual character performs an attack action using the target game prop according to the moving track.
[0014] In some embodiments, the side screen of the graphical user interface is not directly facing the player, so the player does not pay too much attention to the game picture displayed in the side screen during the game, and only focuses on the game picture in the main screen. When controlling the target virtual character to use the throwing type game prop, only the first operation needs to be performed in the side screen of the graphical user interface to adjust the moving track of the target game prop when it is released, and no separate control for adjusting the moving track needs to be set in the main screen, thereby reducing the coverage of the game picture, increasing the immersion of the game, reducing the loss of players, and reducing the waste of game servers.
[0015] In order to make the above objectives, characteristics and advantages of the present application more apparent and easy to understand, the following preferred embodiments are described in detail below, and the accompanying drawings are described as follows. BRIEF DESCRIPTION OF DRAWINGS
[0016] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings needed to be used in the embodiments will be briefly introduced as follows. It should be understood that the following drawings only show some of the embodiments of the present application, and therefore should not be regarded as a limitation on the scope, and for those skilled in the art, other related drawings can also be obtained without creative labor on the basis of these drawings.
[0017] Figure 1 A flowchart of a virtual role control method provided by the embodiments of the present application;
[0018] Figure 2 A schematic diagram of a curved screen provided by the embodiments of the present application;
[0019] Figure 3 A schematic diagram of a first graphical user interface provided by the embodiments of the present application;
[0020] Figure 4 A schematic diagram of a second graphical user interface provided by the embodiments of the present application;
[0021] Figure 5 A schematic diagram of a third graphical user interface provided by the embodiments of the present application;
[0022] Figure 6 A schematic diagram of a fourth graphical user interface provided by the embodiments of the present application;
[0023] Figure 7 A structural schematic diagram of a virtual role control device provided by the embodiments of the present application;
[0024] Figure 8 A structural schematic diagram of a computer device provided by the embodiments of the present application. DETAILED DESCRIPTION
[0025] In order to make the purpose, technical solutions and advantages of the embodiments of the present application more clear, the technical solutions of the embodiments of the present application will be described clearly and completely in the following with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only some of the embodiments of the present application, but not all the embodiments. The components of the embodiments of the present application described and shown in the drawings 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 claimed present application, but only represents selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative labor are within the scope of the present application.
[0026] In the prior art, when a virtual character in a game uses a throwing prop, a player controlling the virtual character needs to adjust the moving track of the throwing prop when it is released by touching a throwing control displayed in a graphical user interface. However, in addition to the throwing control, other necessary controls also need to be set in the graphical user interface, such as a control available for releasing a skill of the virtual character, a control for moving the virtual character in a game scene, and the like. Moreover, the virtual character has multiple skills, which results in a large number of controls that need to be displayed in the graphical user interface, blocks the game picture, affects the immersion of the game, causes the loss of players, and increases the waste of game servers.
[0027] Based on the above defects, the embodiments of the present application provide a virtual character control method, as shown in Figure 1 The virtual character control method is applied to a terminal device, the terminal device includes a curved screen composed of a main screen and a side screen not in the same plane, the curved screen of the terminal device provides a graphical user interface, the graphical user interface contains a game picture of at least part of a game scene, and the method includes the following steps:
[0028] S101, in response to a first operation acting on the side screen of the graphical user interface, adjusting a moving track of a target game prop when a target virtual character releases the target game prop according to the first operation; the target game prop is a throwing prop;
[0029] S102, in response to a release operation for the target game prop, controlling the target virtual character to perform an attack action using the target game prop according to the moving track.
[0030] The virtual character control method in the embodiments of the present application can run in a terminal device or a server. The terminal device can be a local terminal device. When the virtual character control method runs in the server, it can be cloud gaming.
[0031] In an optional embodiment, cloud gaming refers to a game mode based on cloud computing. In the running mode of cloud gaming, the running subject of the game program and the presentation subject of the game picture are separated, the storage and running of the control method of the virtual role are completed on the cloud gaming server, and the terminal device is used for data receiving, sending and game picture presentation. For example, the terminal device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the terminal device for game data processing is the cloud gaming server in the cloud. When playing the game, the target player operates the terminal device to send operation instructions to the cloud gaming server, the cloud gaming server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the terminal device through the network, and finally decodes and outputs the game picture through the terminal device.
[0032] In an optional embodiment, the terminal device can be a local terminal device. The local terminal device stores the game program and is used for presenting the game picture. The local terminal device is used for interacting with the target player through the graphical user interface, that is, the conventional game program is downloaded and installed on the electronic device and then run. The way in which the local terminal device provides the graphical user interface to the target player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal device, or the graphical user interface can be provided to the target player through holographic projection. For example, the local terminal device can include a display screen for presenting the graphical user interface including part of the game scene, and a processor for running the game, generating the graphical user interface and controlling the display of the graphical user interface on the display screen.
[0033] The application is described by running the control method of the virtual role on the terminal device, which is an electronic device with touch function, such as a smart phone. The display screen of the terminal device in the application is a curved screen, which includes a main screen and a side screen connected together, the main screen and the side screen are not in the same plane, the main screen is located on the front of the terminal device, and the side screen is located on the side of the terminal device. The side screen can be an arc surface, and the side screen is curved from the front of the terminal device to the back of the terminal device. The curved screen can be a single curved screen (i.e. only an arc-shaped screen is arranged on one side of the terminal device) or a double curved screen (i.e. arc-shaped screens are arranged on two opposite sides of the terminal device), as shown in Figure 2 The application is described by taking a double curved screen as an example, which includes a main screen (such as the main screen in Figure 2 ) and a side screen (such as the side screen in Figure 2The curved screen of the terminal device of the present application provides a graphical user interface, which can be provided by the main screen and the side screen in the curved screen, or can be provided only in the main screen. The graphical user interface refers to an interface rendered in the curved 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 realized through touch operation. The game of the present application includes a game scene, which includes a target virtual character. The content displayed in the graphical user interface includes a game picture, which can be a game picture of part of the game scene. The terminal device can respond to the touch operation on the graphical user interface to control the target virtual character to perform a virtual action in the game scene, such as moving, releasing a skill, or sharing a virtual prop, etc. The game scene can include any one or more of the following game elements: landscape, rock, flower, river, building, virtual object, game prop, etc. Generally, a virtual camera is set in the game scene, and the game picture displayed on the graphical user interface is the part of the game scene content shot by the virtual camera. For example, in a first-person game, the virtual camera can be set at the head (e.g. eye position) of the target virtual character controlled by the player. The virtual camera moves following the movement of the target virtual character, and the orientation of the virtual camera turns following the turning of the target virtual character. Therefore, the game picture presented on the graphical user interface is part of the game scene in the preset range in front of the target virtual character. For another example, in a third-person game, the virtual camera can be set above or behind the target virtual character controlled by the player. Therefore, the game picture presented on the graphical user interface is part of the game scene including the target virtual character. The terminal device has logged in an account of the controlled virtual character, and the target virtual character is controlled by the terminal device. The 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 animation character, etc. The target virtual character is a character controlled by the target player through the terminal device, or an artificial intelligence (AI) set in a virtual environment for battle, or a non-player character (NPC) set in a virtual scene for battle. Optionally, the target virtual character is a virtual person competing in a virtual scene.
[0034] S101, in response to a first operation on the side screen of the graphical user interface, adjusting a movement track of a target game prop when the target virtual character releases the target game prop according to the first operation; the target game prop is a throwing type prop.
[0035] In step S101, the first operation is an operation on the side screen, and the first operation is used to adjust a movement track of the target game prop released by the target virtual character. The movement track is a track of the target game prop in the game scene when the target game prop performs an attack action. In the present application, the movement track can be displayed in the graphical user interface in the form of a parabola (dashed line in the figure). The parabola can be displayed in the graphical user interface when the first operation is performed on the side screen, or the parabola can be displayed in the graphical user interface after the touch operation of the player on the target game prop. The first operation can be an operation on a specified region of the side screen (the specified region can be a left region, a right region, or a middle region of the side screen, etc.), or an operation on any region of the side screen. The first operation can be any one of the following operations: a sliding operation, a long-press operation, and a click operation. When the first operation is a sliding operation, the adjustment of the movement track can be based on the sliding direction and the sliding distance. The greater the sliding distance, the greater the adjustment range of the movement track. The smaller the sliding distance, the smaller the adjustment range of the movement track. When the first operation is a long-press operation, the adjustment of the movement track can be based on the touch duration. When the first operation is a click operation, the adjustment of the movement track can be based on the touch position of the click operation and the number of clicks of the click operation. The target game prop can be a throwing prop, such as a bomb, an arrow, a dart, etc. Figure 3
[0036] In a specific implementation, when the target player needs to adjust the movement track of the target game prop to be released by the target virtual character, the target player performs the first operation on the side screen of the graphical user interface, and then adjusts the movement track of the target game prop to be released in the future according to the first operation.
[0037] S102, in response to a release operation of the target game prop, controlling the target virtual character to perform an attack action using the target game prop according to the movement track.
[0038] In step S102, the release operation is used to control the release of the target game prop. The release operation can be any one of the following operations: the end of the first operation, the end of the second operation, a fourth operation on a release control, and a fifth operation on a target game prop identifier. If the first operation is responded to first, the release operation is the end of the second operation. Or, if the second operation is responded to first, the release operation is the end of the first operation. The release control is a control displayed in the graphical user interface for controlling the release of the target game prop. The release control can be displayed in the main screen of the graphical user interface, or can be displayed in the side screen of the graphical user interface. If the release control is displayed in the side screen of the graphical user interface, the release control is displayed on the side of the side screen away from the touch point of the first operation, for example, as shown inFigure 4 As shown, the touch point of the first operation is located at the right side of the side screen, and the release control is displayed at the left side of the side screen. The target game prop identifier is displayed in the main screen of the graphical user interface to ensure the identification of the target game prop.
[0039] In the implementation, when the target player performs the release operation on the target game prop, the target game prop performs an attack action using the target game prop. For example, the target game prop is a bomb, and in response to the release operation, the target virtual character throws the target game prop to move along the movement track, so that the bomb attacks the obstacle when the bomb touches the obstacle in the movement track.
[0040] In the above two steps provided in the embodiments of the present application, the side screen of the graphical user interface is not directly facing the player, so the player does not pay too much attention to the game screen displayed in the side screen during the game, and only focuses on the game screen in the main screen. When controlling the target virtual character to use the throwing prop, only the first operation needs to be performed in the side screen of the graphical user interface to adjust the movement track of the target game prop when it is released. No control for adjusting the movement track needs to be separately set in the main screen, which reduces the coverage of the game screen, increases the immersion of the game, reduces the loss of players, and reduces the waste of game servers.
[0041] The first operation on the side screen of the graphical user interface in the present application can also control the target virtual character to switch the game prop being used. That is, the control method of the present application further comprises:
[0042] Step 103, in response to a third operation on the prop attack control, controlling the target virtual character to perform an attack action using the first game prop;
[0043] Step S101 comprises:
[0044] Step 1011, in the process of the target virtual character performing an attack action using the first game prop, in response to a first operation on the side screen of the graphical user interface, controlling the target virtual character to switch the first game prop being used to a target game prop, and adjusting the movement track of the target game prop when the target virtual character releases the target game prop according to the first operation.
[0045] In step 103, the prop attack control is used to control the attack action of the first game prop other than the target game prop (i.e., the target game prop) used by the target virtual character. The prop attack control can be displayed in the main screen of the graphical user interface, for example, in the lower right corner of the main screen, so that the target player can quickly touch the prop attack control with the thumb.
[0046] In the implementation, when the target player performs the third operation on the prop attack control, the target virtual character performs the attack action with the first game prop currently used.
[0047] In step 1011, when the target player is using the first game prop, if the target player performs the first operation on the side screen of the graphical user interface, the target virtual character switches the first game prop to the target game prop, and simultaneously adjusts the moving track of the target game prop when the target game prop is released in the future according to the first operation. In the whole process, the target player only needs to perform one first operation to switch the props and quickly adjust the moving track of the target game prop, thereby improving the control efficiency of the target virtual character.
[0048] The area of the side screen of the graphical user interface is limited, so the first operation performed on the side screen has a small amplitude. The first operation is one-dimensional adjustment of the moving track. In order to achieve more accurate adjustment of the moving track, the application further adds two-dimensional adjustment of the moving track, i.e., step S101, comprising:
[0049] Step 1012, in response to the first operation performed on the side screen of the graphical user interface, adjusting the moving track of the target game prop when the target game prop is released by the target virtual character in the horizontal direction according to the first operation, and displaying the force adjustment control in the main screen of the graphical user interface.
[0050] Step 1013, in response to the second operation performed on the force adjustment control, adjusting the moving track of the target game prop when the target game prop is released by the target virtual character in the vertical direction according to the second operation.
[0051] In step 1012, the horizontal direction can be a direction parallel to the side screen. The force adjustment control is used to adjust the moving track of the target game prop when it is released in the vertical direction, which can be a direction perpendicular to the side screen. The force adjustment control can be displayed in the main screen when the first operation is performed on the side screen. The display position of the force adjustment control can be a pre-set fixed position, or a fixed position determined according to the touch point position of the first operation on the side screen, or a position determined according to the touch point position of the first operation on the side screen and moving with the touch point of the first operation (when the position of the force adjustment control moves with the first operation, the line between the touch point of the first operation and the force adjustment control is perpendicular to the intersection line between the main screen and the side screen). The force adjustment control can be displayed in the lower part of the main screen (as shown in FIG. 10B, the force adjustment control can be displayed in the lower part of the main screen); or, the force adjustment control can be displayed in the upper part of the main screen (as shown in FIG. 10C, the force adjustment control can be displayed in the lower part of the main screen). Figure 5 Figure 6
[0052] In the embodiment, when the target player performs the first operation on the side screen of the graphical user interface, the force adjustment control is displayed in the main screen of the graphical user interface, and at the same time, the moving track of the target game prop when it is released is adjusted in the horizontal direction according to the first operation, that is, the moving track is adjusted in the horizontal direction by the first operation, so that the aiming direction of the side of the moving track far from the target virtual character is adjusted in the horizontal direction.
[0053] For example, when the first operation is a leftward sliding operation, the end of the moving track of the target game prop far from the target virtual character moves leftward in the horizontal direction according to the sliding distance of the first operation.
[0054] In step 1013, the second operation is an operation performed on the force adjustment control displayed in the main screen. The second operation performed on the force adjustment control can adjust the moving track of the target game prop when it is released in the vertical direction. The second operation can be any one of the following operations: sliding operation, long-press operation, click operation, etc. When the second operation is a sliding operation, the moving track of the target game prop when it is released can be adjusted in the vertical direction based on the sliding direction and sliding distance. When the second operation is a long-press operation, the moving track can be adjusted based on the touch duration. When the second operation is a click operation, the moving track can be adjusted based on the touch position of the click operation and the number of clicks of the click operation.
[0055] In a specific implementation, when the target player applies a second operation to the force adjustment control in the main screen of the graphical user interface, the movement track of the target game prop when being released is adjusted in the vertical dimension according to the second operation, that is, the aiming direction of the side of the movement track far from the target virtual character is adjusted in the vertical direction by using the second operation to adjust the movement track in the vertical direction.
[0056] For example, when the second operation slides downward, the end of the movement track of the target game prop when being released far from the target virtual character is moved downward in the vertical direction according to the sliding distance of the second operation.
[0057] The first operation and the second operation can exist simultaneously.
[0058] The second operation is taken as a sliding operation in the present application, and the adjustment of the movement track in the vertical direction by the second operation is described in detail, that is, step 1013 includes:
[0059] Step 10131, in response to the second operation applied to the force adjustment control, the height of the movement track of the target game prop in the vertical direction when the target virtual character releases the target game prop is adjusted according to the initial position of the touch point of the second operation and the current position of the touch point of the second operation.
[0060] In the above step 10131, the sliding direction of the second operation can be divided into a sliding direction in the horizontal direction and a sliding direction in the vertical direction.
[0061] When the sliding direction of the second operation in the horizontal direction can realize the adjustment of the movement track, the specific implementation is as follows:
[0062] Step 101311, in response to the second operation applied to the force adjustment control, the first distance and the first direction between the initial position and the current position in the horizontal direction are determined according to the initial position of the touch point of the second operation and the current position of the touch point of the second operation, and the height of the movement track of the target game prop in the vertical direction when the target virtual character releases the target game prop is adjusted according to the first distance and the first direction.
[0063] In the above step 101311, the initial position of the touch point of the second operation is the position of the touch point when the second operation contacts the graphical user interface for the first time, and the current position of the touch point of the second operation is the position of the touch point at the current time. The initial position and the current position respectively include a horizontal coordinate in the horizontal direction and a vertical coordinate in the vertical direction, the first distance is the difference between the horizontal coordinates of the initial position and the current position, and the first direction is the direction of the movement of the initial position to the current position in the horizontal direction, such as left or right.
[0064] In a specific implementation, when the target player applies the second operation to the force adjustment control, the moving distance of the second operation in the horizontal direction (i.e., the first distance) and the moving direction of the second operation (i.e., the first direction) are determined according to the initial position and the current position of the touch point of the second operation, and then the height of the moving track of the target game prop in the vertical direction when the target game prop is released is adjusted according to the first distance and the first direction. The first distance and the adjustment range of the moving track in the adjustment process are in a geometric progression, and the first direction and the adjustment direction of the moving track in the adjustment process are matched in advance, for example, the first direction is left, and the adjustment direction of the moving track in the adjustment process is downward; the first direction is right, and the adjustment direction of the moving track in the adjustment process is upward.
[0065] When the sliding direction of the second operation in the vertical direction can realize the adjustment of the moving track, the specific implementation is as follows:
[0066] In step 101312, in response to the second operation applied to the force adjustment control, the second distance between the initial position and the current position and the second direction in the horizontal direction are determined according to the initial position and the current position of the touch point of the second operation, and the height of the moving track of the target game prop in the vertical direction when the target game prop is released by the target virtual character is adjusted according to the second distance and the second direction.
[0067] In the above step 101312, the initial position and the current position respectively include a horizontal coordinate in the horizontal direction and a vertical coordinate in the vertical direction, the second distance is the difference between the vertical coordinates of the initial position and the current position, and the second direction is the direction of the movement of the initial position to the current position in the vertical direction, such as upward or downward.
[0068] In a specific implementation, when the target player applies the second operation to the force adjustment control, the moving distance of the second operation in the vertical direction (i.e., the second distance) and the moving direction of the second operation (i.e., the second direction) are determined according to the initial position and the current position of the touch point of the second operation, and then the height of the moving track of the target game prop in the vertical direction when the target game prop is released is adjusted according to the second distance and the second direction. The second distance and the adjustment range of the moving track in the adjustment process are in a geometric progression, and the second direction and the adjustment direction of the moving track in the adjustment process are matched in advance, for example, the second direction is upward, and the adjustment direction of the moving track in the adjustment process is upward; the second direction is downward, and the adjustment direction of the moving track in the adjustment process is downward.
[0069] The target game prop is a long-range attack prop, and the target attacked by the target virtual prop can be far away from the target virtual character. Therefore, the target player cannot see the target object to be attacked in the graphical user interface. At this time, the target game prop can enter the aiming state, and the game screen under the presentation perspective of the current game scene is enlarged and displayed. In the enlarged game screen, the moving track of the target game prop is adjusted, that is, step S101 includes:
[0070] In step 1013, in response to the aiming operation on the target game prop, the aiming state is entered, and the game screen under the presentation perspective of the current game scene is enlarged and displayed.
[0071] In step 1014, in the aiming state, in response to the second touch operation on the side screen of the graphical user interface, the moving track of the target game prop when the target virtual character releases the target game prop is adjusted according to the first operation.
[0072] In the above step 1013, the aiming operation is an operation for controlling the target virtual character using the target game prop to enter the aiming state. The aiming state is to enlarge and display the game screen under the current perspective in the graphical user interface. The aiming operation includes any one of the following operations: the seventh operation on the side screen and the eighth operation on the aiming control in the main screen. The seventh operation is different from the first operation. The seventh operation or the eighth operation can be any one of the following operations: sliding operation, long pressing operation, single clicking operation, double clicking operation, long pressing operation, and heavy pressing operation. The seventh operation is different from the first operation (for example, the first operation is a sliding operation, and the seventh operation is a clicking operation). The seventh operation can also be an operation acting on different positions in the side screen (for example, the first operation acts on the right side area of the side screen, and the seventh operation acts on the left side area of the side screen). The aiming control is a control displayed in the main screen of the graphical user interface for controlling the target virtual character to enter the aiming state.
[0073] In the specific implementation, when the target player performs the aiming operation on the target game prop, the target virtual character using the target game prop enters the aiming state, and the game screen under the presentation perspective of the current game scene is enlarged and displayed. This is equivalent to enlarging and displaying the game screen of the game scene far away from the target virtual character in the graphical user interface.
[0074] In the above step 1014, in the aiming state, if the target virtual player applies the first operation to the side screen of the graphical user interface, the first operation can be used to adjust the moving track of the target game prop when the target game prop is released.
[0075] In the present application, in addition to the first operation for quickly switching from the first game prop to the target game prop, other operations can also be used to switch the first game prop to other game props except the target game prop, that is, the method of the present application also includes:
[0076] In step 104, in response to a sixth operation acting on the side screen of the graphical user interface, the target virtual character is controlled to switch the first game prop being used to a second game prop; the second game prop is other game prop owned by the target virtual character except the target game prop; the sixth operation is different from the first operation.
[0077] In the above step 104, the sixth operation is an operation for switching the first game prop to other game prop (i.e., the second game prop) except the target game prop. The sixth operation can be any one of the following operations: sliding operation, long press operation, single click operation, double click operation, long click operation, and heavy press operation. The sixth operation is different from the first operation (for example, the first operation is a sliding operation, and the sixth operation is a click operation), or the sixth operation acts on a different position in the side screen from the first operation (for example, the first operation acts on the right area of the side screen, and the sixth operation acts on the left area of the side screen). The second game prop can be determined according to the historical game data of the target virtual character, for example, the second game prop is the game prop most frequently used by the target virtual character in the historical battle process. The second game prop can also be determined according to the attack power of the game prop owned by the target virtual character, for example, the second game prop is the game prop with the strongest attack power currently owned by the target virtual character.
[0078] In specific implementation, when the target player acts the sixth operation on the side screen, the target virtual character is controlled to switch the first game prop currently being used to the second game prop, thereby achieving quick switching of the game prop, increasing the richness of the game play, reducing the loss of players, and reducing the waste of resources of the game server.
[0079] Based on the virtual character control method provided in the present application, the present application also provides a virtual character control device, as shown in Figure 7 The terminal device includes a curved screen composed of a main screen and a side screen not in the same plane, and the curved screen of the terminal device provides a graphical user interface containing a game picture of at least part of a game scene, including:
[0080] The first response module 701 is configured to, in response to a first operation on a side screen of the graphical user interface, adjust a moving track of a target game prop used by a target virtual character according to the first operation; the target game prop is a throwing type prop.
[0081] The second response module 702 is configured to, in response to a release operation on the target game prop, control the target virtual character to perform an attack action using the target game prop according to the moving track.
[0082] Optionally, the control device further comprises:
[0083] The third response module is configured to, in response to a third operation on a prop attack control, control the target virtual character to perform an attack action using a first game prop.
[0084] The first response module comprises:
[0085] The first response unit is configured to, in a process in which the target virtual character performs an attack action using the first game prop, respond to a first operation on a side screen of the graphical user interface, control the target virtual character to switch the first game prop being used to a target game prop, and adjust a moving track of the target game prop when the target virtual character releases the target game prop according to the first operation.
[0086] Optionally, the first response module comprises:
[0087] The first horizontal adjustment unit is configured to, in response to a first operation on a side screen of the graphical user interface, adjust the moving track of the target game prop in a horizontal direction when the target virtual character releases the target game prop according to the first operation, and display a force adjustment control on a main screen of the graphical user interface.
[0088] The first vertical adjustment unit is configured to, in response to a second operation on the force adjustment control, adjust the moving track of the target game prop in a vertical direction when the target virtual character releases the target game prop according to the second operation.
[0089] Optionally, the first vertical adjustment unit comprises:
[0090] The first vertical adjustment sub-unit is configured to, in response to a second operation on the force adjustment control, adjust a height of the moving track of the target game prop in the vertical direction when the target virtual character releases the target game prop according to a sliding direction and a sliding distance of a current touch point of the second operation.
[0091] Optionally, the first vertical adjustment sub-unit comprises:
[0092] The third vertical adjustment sub-unit is configured to, in response to a second operation on the force adjustment control, determine a first distance and a first direction between an initial position of a touch point of the second operation and a current position of the touch point of the second operation in a horizontal direction, and adjust a height of a moving track of the target game prop in a vertical direction when the target virtual character releases the target game prop according to the first distance and the first direction.
[0093] The fourth vertical adjustment sub-unit is configured to, in response to a second operation on the force adjustment control, determine a second distance and a second direction between an initial position of a touch point of the second operation and a current position of the touch point of the second operation in a horizontal direction, and adjust a height of a moving track of the target game prop in a vertical direction when the target virtual character releases the target game prop according to the second distance and the second direction.
[0094] Optionally, a display position of the force adjustment control in the main screen is determined according to a touch point position of the first operation in the side screen.
[0095] Optionally, the force adjustment control is displayed in a lower part of the main screen, or the force adjustment control is displayed in an upper part of the main screen.
[0096] Optionally, the release operation includes any one of the following operations: an operation end of the first operation, an operation end of the second operation, a fourth operation on a release control, and a fifth operation on the target game prop.
[0097] Optionally, if the first operation is responded first, the release operation is the operation end of the second operation, or if the second operation is responded first, the release operation is the operation end of the first operation.
[0098] Optionally, the first response module includes:
[0099] The aiming unit is configured to, in response to an aiming operation on the target game prop, enter an aiming state, and display a game picture under a presentation visual angle of a current game scene in an enlarged manner.
[0100] The adjustment unit is configured to, in the aiming state, respond to a second touch operation on the side screen of the graphical user interface, and adjust the moving track of the target game prop when the target virtual character releases the target game prop according to the first operation.
[0101] Optionally, the aiming operation comprises any one of the following operations: a seventh operation acting on the side screen, and an eighth operation acting on an aiming control in the main screen; wherein the seventh operation is different from the first operation.
[0102] Optionally, the control device further comprises:
[0103] a switching module, configured to, in response to a sixth operation acting on a side screen of the graphical user interface, control the target virtual character to switch the first game prop being used to a second game prop; the second game prop is a game prop other than the target game prop and possessed by the target virtual character; and the sixth operation is different from the first operation.
[0104] Optionally, the main screen and the side screen are smoothly transitioned from the main screen to the side screen.
[0105] corresponding to the control method of the virtual character in Figure 1 The embodiments of the present application also provide a computer device 800, as shown in Figure 8 , which comprises a memory 801, a processor 802, and a computer program stored in the memory 801 and capable of running on the processor 802, wherein the processor 802 implements the control method of the virtual character when executing the computer program, and the method comprises:
[0106] in response to a first operation acting on a side screen of the graphical user interface, adjusting a moving track of a target game prop when a target virtual character releases the target game prop according to the first operation; the target game prop is a throwing type prop;
[0107] in response to a release operation of the target game prop, controlling the target virtual character to perform an attack action using the target game prop according to the moving track.
[0108] Optionally, the control method further comprises:
[0109] in response to a third operation acting on a prop attack control, controlling the target virtual character to perform an attack action using a first game prop;
[0110] in response to a first operation acting on a side screen of the graphical user interface, adjusting a moving track of a target game prop when a target virtual character releases the target game prop according to the first operation, comprising:
[0111] In a process that the target virtual character uses the first game prop to perform an attack action, in response to a first operation acting on a side screen of the graphical user interface, the target virtual character is controlled to switch the first game prop being used to a target game prop, and a moving track of the target game prop when the target virtual character releases the target game prop is adjusted according to the first operation.
[0112] Optionally, in response to the first operation acting on the side screen of the graphical user interface, the moving track of the target game prop when the target virtual character releases the target game prop is adjusted according to the first operation, including:
[0113] In response to the first operation acting on the side screen of the graphical user interface, the moving track of the target game prop when the target virtual character releases the target game prop is adjusted in a horizontal direction according to the first operation, and a force adjustment control is displayed on the main screen of the graphical user interface;
[0114] In response to a second operation acting on the force adjustment control, the moving track of the target game prop when the target virtual character releases the target game prop is adjusted in a vertical direction according to the second operation.
[0115] Optionally, the second operation is a sliding operation; in response to the second operation acting on the force adjustment control, the moving track of the target game prop when the target virtual character releases the target game prop is adjusted in the vertical direction according to the second operation, including:
[0116] In response to the second operation acting on the force adjustment control, a height of the moving track of the target game prop in the vertical direction when the target virtual character releases the target game prop is adjusted according to an initial position of a touch point of the second operation and a current position of the touch point of the second operation.
[0117] Optionally, in response to the second operation acting on the force adjustment control, the height of the moving track of the target game prop in the vertical direction when the target virtual character releases the target game prop is adjusted according to the initial position of the touch point of the second operation and the current position of the touch point of the second operation, including:
[0118] In response to the second operation acting on the force adjustment control, a first distance and a first direction between the initial position and the current position in the horizontal direction are determined according to the initial position of the touch point of the second operation and the current position of the touch point of the second operation, and the height of the moving track of the target game prop in the vertical direction when the target virtual character releases the target game prop is adjusted according to the first distance and the first direction;
[0119] Or, in response to a second operation on the force adjustment control, according to the initial position of the touch point of the second operation and the current position of the touch point of the second operation, a second distance and a second direction between the initial position and the current position in the horizontal direction are determined, and according to the second distance and the second direction, the height of the moving track of the target game prop in the vertical direction when the target virtual character releases the target game prop is adjusted.
[0120] Optionally, the display position of the force adjustment control in the main screen is determined according to the position of the touch point of the first operation in the side screen.
[0121] Optionally, the force adjustment control is displayed in the lower part of the main screen; or, the force adjustment control is displayed in the upper part of the main screen.
[0122] Optionally, the release operation includes any one of the following operations: operation end of the first operation, operation end of the second operation, fourth operation on the release control, and fifth operation on the target game prop.
[0123] Optionally, if the first operation is responded to first, the release operation is the operation end of the second operation; or, if the second operation is responded to first, the release operation is the operation end of the first operation.
[0124] Optionally, in response to a first operation on the side screen of the graphical user interface, the moving track of the target game prop when the target virtual character releases the target game prop is adjusted according to the first operation, including:
[0125] In response to a targeting operation on the target game prop, a targeting state is entered, and the game picture in the presentation perspective of the current game scene is displayed in a magnified manner;
[0126] In the targeting state, in response to a second touch operation on the side screen of the graphical user interface, the moving track of the target game prop when the target virtual character releases the target game prop is adjusted according to the first operation.
[0127] Optionally, the targeting operation includes any one of the following operations: seventh operation on the side screen, and eighth operation on the targeting control in the main screen; wherein the seventh operation is different from the first operation.
[0128] Optionally, the control method further includes:
[0129] In response to a sixth operation on the side screen of the graphical user interface, the target virtual character is controlled to switch the first game prop being used to a second game prop; the second game prop is a game prop other than the target game prop and owned by the target virtual character; the sixth operation is different from the first operation.
[0130] Optionally, a smooth transition is made from the main screen to the side screen between the main screen and the side screen.
[0131] Specifically, the memory 801 and the processor 802 can be general memory and processor, which are not specifically limited here. When the processor 802 runs the computer program stored in the memory 801, the above-mentioned virtual character control method can be executed, which solves the problem of the existing technology that too many controls in the graphical user interface affect the immersion of the game, resulting in player loss and increasing the waste of game servers. In the present application, the side screen of the graphical user interface is not directly facing the player, so the player will not pay too much attention to the game screen displayed in the side screen during the game, and will only focus on the game screen in the main screen. When controlling the target virtual character to use the throwing prop, only the first operation needs to be performed in the side screen of the graphical user interface, and the adjustment of the moving track of the target game prop when it is released can be realized. There is no need to set a control for adjusting the moving track in the main screen, which reduces the coverage of the game screen, increases the immersion of the game, reduces the player loss, and reduces the waste of game servers.
[0132] Corresponding to the virtual character control method in Figure 1 The embodiment of the present application also provides a computer readable storage medium, and the computer readable storage medium stores a computer program. When the computer program is run by a processor, the steps of the above-mentioned virtual character control method are executed, and the steps include:
[0133] In response to a first operation on the side screen of the graphical user interface, the moving track of the target game prop when the target virtual character releases the target game prop is adjusted according to the first operation; the target game prop is a throwing prop;
[0134] In response to a release operation on the target game prop, the target virtual character is controlled to perform an attack action using the target game prop according to the moving track.
[0135] Optionally, the control method further includes:
[0136] In response to a third operation on the prop attack control, the target virtual character is controlled to perform an attack action using the first game prop;
[0137] In response to a first operation on the side screen of the graphical user interface, the moving track of the target game prop released by the target virtual character is adjusted according to the first operation, and the adjusting includes:
[0138] In the process that the target virtual character performs an attack action by using the first game prop, in response to a first operation on the side screen of the graphical user interface, the target virtual character is controlled to switch the first game prop being used to a target game prop, and the moving track of the target game prop released by the target virtual character is adjusted according to the first operation.
[0139] Optionally, in response to a first operation on the side screen of the graphical user interface, the moving track of the target game prop released by the target virtual character is adjusted according to the first operation, and the adjusting includes:
[0140] In response to a first operation on the side screen of the graphical user interface, the moving track of the target game prop released by the target virtual character is adjusted in a horizontal direction according to the first operation, and a force adjustment control is displayed on the main screen of the graphical user interface.
[0141] In response to a second operation on the force adjustment control, the moving track of the target game prop released by the target virtual character is adjusted in a vertical direction according to the second operation.
[0142] Optionally, the second operation is a sliding operation, and in response to a second operation on the force adjustment control, the moving track of the target game prop released by the target virtual character is adjusted in a vertical direction according to the second operation, and the adjusting includes:
[0143] In response to a second operation on the force adjustment control, the height of the moving track of the target game prop released by the target virtual character in a vertical direction is adjusted according to the initial position of the touch point of the second operation and the current position of the touch point of the second operation.
[0144] Optionally, in response to a second operation on the force adjustment control, the height of the moving track of the target game prop released by the target virtual character in a vertical direction is adjusted according to the initial position of the touch point of the second operation and the current position of the touch point of the second operation, and the adjusting includes:
[0145] In response to a second operation on the force adjustment control, a first distance and a first direction between an initial position of a touch point of the second operation and a current position of the touch point of the second operation in a horizontal direction are determined according to the initial position and the current position, and a height of a moving track of the target game prop in a vertical direction when the target virtual character releases the target game prop is adjusted according to the first distance and the first direction.
[0146] Alternatively, in response to a second operation on the force adjustment control, a second distance and a second direction between an initial position of a touch point of the second operation and a current position of the touch point of the second operation in a horizontal direction are determined according to the initial position and the current position, and a height of a moving track of the target game prop in a vertical direction when the target virtual character releases the target game prop is adjusted according to the second distance and the second direction.
[0147] Optionally, a display position of the force adjustment control in the main screen is determined according to a touch point position of the first operation in the side screen.
[0148] Optionally, the force adjustment control is displayed in a lower part of the main screen, or the force adjustment control is displayed in an upper part of the main screen.
[0149] Optionally, the release operation includes any one of the following operations: an operation end of the first operation, an operation end of the second operation, a fourth operation on a release control, and a fifth operation on the target game prop.
[0150] Optionally, if the first operation is responded to first, the release operation is the operation end of the second operation, or if the second operation is responded to first, the release operation is the operation end of the first operation.
[0151] Optionally, in response to a first operation on the side screen of the graphical user interface, a moving track of the target game prop when the target virtual character releases the target game prop is adjusted according to the first operation, and the method comprises the following steps.
[0152] In response to a targeting operation on the target game prop, a targeting state is entered, and a game picture in a presentation perspective of a current game scene is displayed in an enlarged manner.
[0153] In the targeting state, in response to a second touch operation on the side screen of the graphical user interface, the moving track of the target game prop when the target virtual character releases the target game prop is adjusted according to the first operation.
[0154] Optionally, the aiming operation comprises any one of the following operations: a seventh operation acting on the side screen, and an eighth operation acting on an aiming control in the main screen; wherein the seventh operation is different from the first operation.
[0155] Optionally, the control method further comprises:
[0156] In response to a sixth operation acting on the side screen of the graphical user interface, the target virtual character is controlled to switch the first game prop being used to a second game prop; the second game prop is other game prop than the target game prop possessed by the target virtual character; and the sixth operation is different from the first operation.
[0157] Specifically, the storage medium can be a general storage medium such as a mobile disk, a hard disk, etc., and the computer program on the storage medium can execute the control method of the virtual character when being run, thereby solving the problem of the existing technology that too many controls in the graphical user interface affect the immersion of the game, resulting in loss of players and increasing the waste of game servers. In the side screen of the graphical user interface, the player does not pay too much attention to the game picture displayed in the side screen, but only focuses on the game picture in the main screen. When controlling the target virtual character to use the throwing prop, only the first operation needs to be performed in the side screen of the graphical user interface, and the adjustment of the moving track of the target game prop when being released can be realized, without the need of setting a control for adjusting the moving track in the main screen, thereby reducing the coverage of the game picture, increasing the immersion of the game, reducing the loss of players, and reducing the waste of game servers.
[0158] In the embodiments provided by the present application, it should be understood that the disclosed method and device can be implemented in other ways. The device embodiments described above are only schematic. For example, the division of the units is only a logical function division, and there can be another division manner in actual implementation. For example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the displayed or discussed mutual couplings or direct couplings or communication connections between the units can be indirect couplings or communication connections through some interfaces, devices or units, and can be electrical, mechanical or in other forms.
[0159] The units described as separate components can or can not be physically separate, and the components displayed as units can or can not be physical units, i.e., can be located in one place, or can be distributed on a plurality of network units. According to actual needs, some or all of the units can be selected to achieve the purpose of the embodiments.
[0160] In addition, each of the functional units in the embodiments of the present application can be integrated in one processing unit, or each can exist as an independent physical unit, or two or more of them can be integrated in one unit.
[0161] The functions described can be embodied in software, firmware or hardware. The software can be stored in a computer readable storage medium, including a floppy disk, a hard disk, a CD-ROM, a DVD, a magnetic disk, a magnetic tape, a computer readable card, a ROM, a RAM, a PROM, an EPROM, an EEPROM or a FLASH card, etc. The software can be read or executed by a computer device, including a personal computer, a server, a network device, etc.
[0162] It should be noted that similar reference numerals and letters refer to similar items throughout the accompanying drawings, and therefore, once an item is defined in one drawing, it is not necessary to further define and explain it in subsequent drawings. In addition, the terms "first", "second", "third", etc. are only used to distinguish descriptions, and cannot be understood as indicating or implying relative importance.
[0163] Finally, it should be noted that the above-described embodiments are merely specific embodiments of the present application, and are used to illustrate the technical solutions of the present application, but not to limit the same. Although the present application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any modifications or changes to the technical solutions described in the foregoing embodiments, or any easy-to-think changes, or equivalent replacements of some technical features, within the technical scope disclosed by the present application, do not change the essence of the corresponding technical solutions, and fall within the scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.
Claims
1. A method for controlling a virtual character, characterized in that, Applied to a terminal device, the terminal device includes a curved screen, the curved screen being composed of a main screen and side screens not on the same plane, the curved screen of the terminal device providing a graphical user interface, the graphical user interface including game screens of at least a portion of the game scene, including: In response to a first operation performed on the side screen of the graphical user interface, the movement trajectory of the target game item is adjusted according to the first operation when the target virtual character releases the target game item; the target game item is a throwing item. In response to a release operation targeting the game item, the system controls the target virtual character to perform an attack action using the game item based on the movement trajectory. The method of responding to a first operation on the side screen of the graphical user interface and adjusting the movement trajectory of the target game item when the target virtual character releases the target game item according to the first operation includes: In response to a first operation performed on the side screen of the graphical user interface, the movement trajectory of the target game item when the target virtual character releases the target game item is adjusted in the horizontal direction according to the first operation, and a force adjustment control is displayed on the main screen of the graphical user interface; In response to a second operation applied to the force adjustment control, the movement trajectory of the target game item is adjusted in the vertical direction according to the second operation when the target virtual character releases the target game item.
2. The control method according to claim 1, characterized in that, The control method further includes: In response to a third operation acting on the item attack control, the target virtual character is controlled to use the first game item to perform an attack action; Responding to a first operation applied to the side screen of the graphical user interface, adjusting the movement trajectory of the target game item when the target virtual character releases the target game item according to the first operation includes: During the process of the target virtual character performing an attack action using the first game item, in response to a first operation on the side screen of the graphical user interface, the target virtual character is controlled to switch the first game item being used to the target game item, and the movement trajectory of the target game item when the target virtual character releases the target game item is adjusted according to the first operation.
3. The control method according to claim 1, characterized in that, The second operation is a sliding operation; in response to the second operation applied to the force adjustment control, adjusting the movement trajectory of the target game item in the vertical direction when the target virtual character releases the target game item according to the second operation includes: In response to a second operation applied to the force adjustment control, the height of the target game item's movement trajectory in the vertical direction is adjusted when the target virtual character releases the target game item, based on the initial position of the touch point of the second operation and the current position of the touch point of the second operation.
4. The control method according to claim 3, characterized in that, In response to a second operation applied to the force adjustment control, based on the initial position of the touch point of the second operation and the current position of the touch point of the second operation, the vertical height of the movement trajectory of the target game item when the target virtual character releases the target game item is adjusted, including: In response to a second operation applied to the force adjustment control, a first distance and a first direction between the initial position and the current position of the touch point of the second operation are determined based on the initial position of the touch point and the current position of the touch point of the second operation. The height of the movement trajectory of the target game item in the vertical direction is adjusted based on the first distance and the first direction when the target virtual character releases the target game item. Alternatively, in response to a second operation applied to the force adjustment control, a second distance and a second direction between the initial position and the current position of the touch point of the second operation are determined based on the initial position and the current position of the touch point of the second operation. The height of the movement trajectory of the target game item in the vertical direction is adjusted based on the second distance and the second direction when the target virtual character releases the target game item.
5. The control method according to claim 1, characterized in that, The display position of the force adjustment control on the main screen is determined based on the touch point position on the side screen during the first operation.
6. The control method according to claim 1, characterized in that, The intensity adjustment control is displayed at the bottom of the main screen; or, the intensity adjustment control is displayed at the top of the main screen.
7. The control method according to claim 1, characterized in that, The release operation includes any one of the following operations: the end of the first operation, the end of the second operation, the fourth operation applied to the release control, and the fifth operation applied to the target game item.
8. The control method according to claim 7, characterized in that, If the first operation is responded to first, the release operation is the end of the second operation; or, if the second operation is responded to first, the release operation is the end of the first operation.
9. The control method according to claim 1, characterized in that, Responding to a first operation applied to the side screen of the graphical user interface, adjusting the movement trajectory of the target game item when the target virtual character releases the target game item according to the first operation includes: In response to aiming actions targeting game items, the system enters aiming mode and magnifies the game screen from the current game scene's perspective. In aiming mode, in response to a second touch operation on the side screen of the graphical user interface, the movement trajectory of the target game item is adjusted according to the first operation when the target virtual character releases the target game item.
10. The control method according to claim 9, characterized in that, The aiming operation includes any one of the following operations: a seventh operation performed on the side screen, or an eighth operation performed on the aiming control on the main screen; wherein the seventh operation is different from the first operation.
11. The control method according to claim 2, characterized in that, The control method further includes: In response to a sixth operation acting on the side screen of the graphical user interface, the target virtual character is controlled to switch the first game item it is currently using to a second game item; the second game item is another game item owned by the target virtual character besides the target game item; the sixth operation is a different operation from the first operation.
12. The control method according to claim 1, characterized in that, The main screen and the side screen have a smooth transition from the main screen to the side screen.
13. A control device for a virtual character, characterized in that, Applied to a terminal device, the terminal device includes a curved screen, the curved screen being composed of a main screen and side screens not on the same plane, the curved screen of the terminal device providing a graphical user interface, the graphical user interface including game screens of at least a portion of the game scene, including: The first response module is used to respond to a first operation performed on the side screen of the graphical user interface, and adjust the movement trajectory of the target game item when the target virtual character uses the target game item according to the first operation; the target game item is a throwing item. The second response module is used to respond to the release operation of the target game item and control the target virtual character to use the target game item to perform an attack action according to the movement trajectory; The first response module includes: The first horizontal adjustment unit is used to respond to a first operation applied to the side screen of the graphical user interface, adjust the movement trajectory of the target game item when the target virtual character releases the target game item in the horizontal direction according to the first operation, and display the force adjustment control on the main screen of the graphical user interface; The first vertical adjustment unit is used to respond to a second operation applied to the force adjustment control, and adjust the movement trajectory of the target game item in the vertical direction when the target virtual character releases the target game item according to the second operation.
14. A computer device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the computer program, it implements the steps of the method according to any one of claims 1-12.
15. A computer-readable storage medium storing a computer program thereon, characterized in that, The computer program is executed by a processor to perform the steps of the method according to any one of claims 1-12.
Citation Information
Patent Citations
Display method and device of throwing prop, electronic equipment and storage medium
CN114191820A
Virtual game character selection method and device, storage medium and processor
CN114504810A