Virtual character control method and device, storage medium and electronic device
By displaying boundary components in the associated area of the view control and showing prompts when the operation is disengaged, the complexity of rocket jump operation is solved, thus simplifying operation and improving visualization.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-02-24
- Publication Date
- 2026-04-17
AI Technical Summary
In mobile first-person shooter games, players need to perform complex operations involving multiple controls in a short period of time when executing rocket jumps, including movement, view adjustment, jumping, and shooting, resulting in high operational complexity and poor visualization.
By displaying a first boundary component and a second boundary component in the associated area of the view control, and displaying a prompt message when the movement operation leaves the second boundary component, the virtual character can be controlled to enter a floating state, simplifying the operation process.
It reduces the complexity of players performing rocket jump operations, improves the visualization of operations and the space utilization of the interface, and avoids the operational complexity caused by performing different actions through different controls in a short period of time.
Smart Images

Figure CN116251350B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a method for controlling a virtual character, a device for controlling a virtual character, a computer storage medium, and an electronic device. Background Technology
[0002] In existing first-person shooter (STG) games, players can control a virtual character to jump and enter a state of flight. To increase the realism of the game, the height of the virtual character's jump is usually similar to that of a human jump. However, for scenarios where players need to control the virtual character to jump over higher obstacles, such as rooftops, players can use a rocket jump mechanic. This involves using a rocket launcher or a high-recoil weapon to fire at the ground while simultaneously controlling the virtual character's jump, propelling the character to heights normally inaccessible.
[0003] Currently, when players perform a rocket jump on their mobile devices, they need to use multiple control controls to perform actions such as movement, camera adjustment, jumping, and shooting on their virtual character within a short period of time. Therefore, the complexity of controlling a virtual character to perform a rocket jump is high.
[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0005] This disclosure provides a method for controlling a virtual character, a device for controlling a virtual character, a computer storage medium, and an electronic device, thereby reducing the complexity for players to control virtual characters to perform rocket jump operations.
[0006] In a first aspect, one embodiment of this disclosure provides a method for controlling a virtual character. The method includes: if the shooting parameters of a shooting prop meet preset shooting parameters, in response to a movement operation of a view control toward a target direction, displaying a first boundary component in a first associated area of the view control and a second boundary component in a second associated area of the view control; wherein the second associated area includes the first associated area; in response to the movement operation moving within the first boundary component, controlling the game view to move toward the target direction until the movement operation moves from the first boundary component into the second boundary component; in response to the movement operation leaving the second boundary component, displaying a first prompt message, so as to control the virtual character to enter a first airborne state based on the first prompt message.
[0007] Secondly, one embodiment of this disclosure provides a control device for a virtual character. The device includes: a component display module, configured to, in response to a movement operation of a view control toward a target direction when the shooting parameters of a shooting prop meet preset shooting parameters, display a first boundary component in a first associated area of the view control and a second boundary component in a second associated area of the view control; wherein the second associated area includes the first associated area; a movement control module, configured to, in response to a movement operation, move within the first boundary component and control the game view to move toward the target direction until the movement operation moves from the first boundary component into the second boundary component; and an information display module, configured to, in response to a movement operation leaving the second boundary component, display a first prompt message to control the virtual character to enter a first airborne state based on the first prompt message.
[0008] Thirdly, one embodiment of this disclosure provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the above-described method for controlling a virtual character.
[0009] Fourthly, one embodiment of this disclosure provides an electronic device, including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the control method of the virtual character described above by executing the executable instructions.
[0010] The technical solution disclosed herein has the following beneficial effects:
[0011] The aforementioned virtual character control method, when the shooting parameters of the shooting prop meet preset shooting parameters, responds to movement operations in the direction of the target using the view control. It displays a first boundary component in a first associated area of the view control and a second boundary component in a second associated area of the view control; wherein the second associated area includes the first associated area. In response to movement within the first boundary component, the game view is controlled to move in the direction of the target until the movement operation moves from the first boundary component to the second boundary component. In response to the movement operation leaving the second boundary component, a first prompt message is displayed, and the virtual character is controlled to enter a first airborne state based on the first prompt message. When the player needs to perform a rocket jump, this method provides visual operation guidance through the displayed first and second boundary components, and displays an instruction message when the movement operation leaves the second boundary component. This allows the player to control the virtual character to perform a jump action to enter the first airborne state based on the instruction message, thus avoiding the high operational complexity and poor visualization issues caused by players needing to manually judge the jump timing when performing a rocket jump. This improves the visualization of rocket jump operations and reduces the complexity of player operations. On the other hand, this method links the operation of switching the game perspective with the operation of controlling the virtual character to perform a jump to enter the first air state. This avoids the technical problem of complex operation caused by related technologies requiring different actions to be performed through different controls in a short period of time, thus simplifying the player's operation. At the same time, this method can control the virtual character to perform a jump without adding a jump control, improving the space utilization of the interface.
[0012] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0013] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0014] Figure 1 This illustration schematically depicts an application scenario of controlling a virtual character via a mobile phone in this exemplary embodiment.
[0015] Figure 2 This schematically illustrates the architecture of a control system for a virtual character in this exemplary embodiment;
[0016] Figure 3 This schematically illustrates a flowchart of a virtual character control method in this exemplary embodiment;
[0017] Figure 4 This schematic diagram illustrates a first boundary component and a second boundary component in this exemplary embodiment.
[0018] Figure 5 This schematic diagram illustrates another first boundary component and a second boundary component in this exemplary embodiment;
[0019] Figure 6 (a), (b), and (c) in the figure illustrate the relationship between the movement distance and the adjustment of the game view in a movement operation in this exemplary embodiment;
[0020] Figure 7 (a) and (b) in the figure schematically illustrate a schematic diagram of displaying a first prompt message in this exemplary embodiment;
[0021] Figure 8 This schematic diagram illustrates a display shooting control in this exemplary embodiment;
[0022] Figure 9 (a) and (b) in the figure schematically illustrate a countdown display effect in this exemplary embodiment;
[0023] Figure 10 This schematically illustrates a complete process flowchart for controlling a virtual character in this exemplary embodiment;
[0024] Figure 11 This schematic diagram illustrates the structure of a control device for a virtual character in this exemplary embodiment.
[0025] Figure 12 This schematic diagram illustrates the structure of a control device for another virtual character in this exemplary embodiment.
[0026] Figure 13 The schematic diagram illustrates the structure of an electronic device in this exemplary embodiment. Detailed Implementation
[0027] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.
[0028] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.
[0029] The flowchart shown in the attached diagram is merely an illustrative example and does not necessarily include all steps. For example, some steps may be broken down, while others may be combined or partially combined; therefore, the actual execution order may change depending on the specific circumstances.
[0030] The virtual character control method provided by this exemplary embodiment can be applied to any game application scenario that requires rocket jump operations. For example, in current shooting games, controlling a virtual character to perform actions such as movement, aiming, and shooting is the basic control experience, and most advanced game operation skills are composed of combinations of the above-mentioned basic controls. Among them, rocket jump is a technique in first-person shooting games that involves jumping while shooting at the ground or wall using a rocket launcher or other similar shooting props, so that the reaction force of the ground propels the player-controlled virtual character to jump to a height that is normally inaccessible.
[0031] Currently, performing a rocket jump in the game requires players to seamlessly execute four actions in a short period: movement, camera switching, jumping, and shooting. In traditional PC shooting games, players can precisely control the keyboard and mouse with both hands to perform the rocket jump. However, on mobile devices, while most mobile games offer categorized control modes to suit individual player preferences, none of these modes reduce the complexity of the rocket jump mechanic. Therefore, simplifying the rocket jump mechanic on mobile devices has become a key pain point for players.
[0032] Figure 1 This illustration shows an application scenario of controlling a virtual character via a mobile phone in this exemplary embodiment. Figure 1 As shown, the graphical user interface 101 provided on the mobile device includes a portion of the game scene, featuring a virtual character 104 controlled by the player and a shooting prop 102. The virtual character 104 can hold the shooting prop 102 and perform actions such as aiming and shooting through the shooting prop 102.
[0033] The graphical user interface 101 includes a movement joystick 103, a shooting control 105, an item switching control 106, a view control 107, a jump control 108, and other functional controls. Players can use the movement joystick 103 to control the virtual character to move in the corresponding direction; by dragging the view control 107, players can adjust their current game view to see their surroundings.
[0034] When a player needs to perform a rocket jump, they can use the item switching control 106 to switch their currently held weapon to an item with high recoil. For example, if the player's current weapon is a pistol or a rocket launcher, and the player is currently holding a pistol, but the pistol has low recoil and not enough force to propel the virtual character to perform a rocket jump, then the player needs to switch to a rocket launcher using the item switching control 106.
[0035] While controlling the virtual character's movement with the joystick 103, the player needs to adjust the game view to the ground with the view control 107 in a short time, then control the virtual character to enter the air state by clicking the jump control 108, and click the shoot control 105 to complete the rocket jump operation while in the air state, thereby assisting the virtual character to jump to a height that cannot be reached under normal circumstances.
[0036] When controlling a virtual character to perform a rocket jump on the aforementioned mobile device, players need to use multiple control buttons to sequentially execute four actions: movement, camera switching, jumping, and shooting. The timing of each action is also interconnected. For example, if a player taps a shooting tool while the virtual character is airborne during a jump, but then tries to shoot after the character has landed, not only will the rocket jump fail, but the character will also take bullet damage and potentially lose health, negatively impacting the player's experience. Therefore, players need to independently judge the timing of camera switching, jumping, and shooting, and must execute these actions sequentially using the corresponding control buttons within a short timeframe, resulting in high complexity when controlling the virtual character to perform a rocket jump.
[0037] This exemplary embodiment addresses the aforementioned problems and proposes a virtual character control method. When a player moves the view control in a target direction, the method displays a visual first boundary component and a second boundary component in the associated area of the view control to provide operational guidance feedback to the player. Simultaneously, when the movement operation leaves the second boundary component, a prompt indicating that the virtual character has entered a first airborne state is displayed, improving the intuitiveness of the player's operation. Furthermore, by linking the player's view adjustment with the virtual character's jump control operation through the view control movement operation, the complexity of controlling the virtual character to perform a rocket jump is reduced, and there is no need to add a separate jump control to control the virtual character's jump operation, thus improving the space utilization of the interface.
[0038] To address the aforementioned problems, this disclosure proposes a method and apparatus for controlling virtual characters, which can be applied to... Figure 1 The system architecture of the exemplary application environment shown is as follows.
[0039] like Figure 2 As shown, system architecture 200 may include one or more of terminal devices 201, 202, and 203, a network 204, and a server 205. Network 204 serves as the medium for providing communication links between terminal devices 201, 202, and 203 and server 205. Network 204 may include various connection types, such as wired or wireless communication links, or fiber optic cables, etc. Terminal devices 201, 202, and 203 may be, for example, smartphones, PDAs, laptops, servers, desktop computers, or any other network-enabled computing devices, but are not limited to these.
[0040] It should be understood that Figure 2The number of terminal devices, networks, and servers shown is merely illustrative. Depending on implementation needs, there can be any number of terminal devices, networks, and servers. For example, server 205 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0041] The virtual character control method provided in this embodiment can be executed on server 205, and correspondingly, the virtual character control device is generally located in server 205. The virtual character control method provided in this embodiment can also be executed on a terminal device, and correspondingly, the virtual character control device can also be located in the terminal device. The virtual character control method provided in this embodiment can also be partially executed on server 205 and partially executed on the terminal device; correspondingly, some modules of the virtual character control device can be located in server 205, and some modules can be located in the terminal device.
[0042] For example, in one exemplary embodiment, multiple players can play the game through terminal devices 202, 202, and 203 respectively, and the server 205 can match these players in the same game process. When a player uses a terminal device to start the game and enter the game interface, if the terminal device detects that the shooting parameters of the shooting item held by the current player meet the preset shooting parameters, it responds to the movement operation of the view control towards the target direction, displays a first boundary component in the first associated area of the view control and a second boundary component in the second associated area of the view control; wherein, the second associated area includes the first associated area; the terminal device moves within the first boundary component in response to the movement operation, controlling the game view to move towards the target direction, until the movement operation moves from the first boundary component to the second boundary component; the terminal device detaches from the second boundary component in response to the movement operation, displays a first prompt message, and controls the virtual character to enter a first airborne state based on the first prompt message.
[0043] In one embodiment of this disclosure, the virtual character control method can run on a local terminal device or a server. When the virtual character control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0044] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the virtual character's control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0045] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0046] In one possible implementation, the present invention provides a method for controlling a virtual character, which provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0047] However, those skilled in the art will readily understand that the above application scenarios are merely illustrative and are not intended to limit the scope of this exemplary embodiment.
[0048] The following example illustrates how the control method for the virtual character is applied to the aforementioned terminal device. During gameplay, the terminal device provides a graphical user interface (GUI), which includes at least a portion of the game scene. This game scene contains at least a virtual character and shooting props. Players can control the virtual character to control the shooting props and perform shooting actions.
[0049] Figure 3A flowchart illustrating a virtual character control method in this exemplary embodiment is shown schematically. See also... Figure 3 The virtual character control method provided in the exemplary embodiments of this disclosure includes the following steps S301-S303:
[0050] Step S301: If the shooting parameters of the shooting prop meet the preset shooting parameters, respond to the movement operation of the view control towards the target direction, display the first boundary component in the first associated area of the view control and the second boundary component in the second associated area of the view control; wherein, the second associated area includes the first associated area.
[0051] Step S302: In response to the movement operation within the first boundary component, control the game view to move in the target direction until the movement operation moves from the first boundary component to the second boundary component.
[0052] Step S303: In response to the movement operation detaching from the second boundary component, display the first prompt information to control the virtual character to enter the first airborne state based on the first prompt information.
[0053] In some embodiments of this disclosure, when the shooting parameters of the shooting prop meet preset shooting parameters, in response to a movement operation of the view control towards the target direction, a first boundary component is displayed in a first associated area of the view control and a second boundary component is displayed in a second associated area of the view control; wherein, the second associated area includes the first associated area; in response to the movement operation within the first boundary component, the game view is controlled to move towards the target direction until the movement operation moves from the first boundary component into the second boundary component; in response to the movement operation leaving the second boundary component, a first prompt message is displayed, so as to control the virtual character to enter the first air state based on the first prompt message. When the player needs to perform a rocket jump operation, this method, on the one hand, provides the player with visual operation guidance through the displayed first and second boundary components, and displays an instruction message when the movement operation leaves the second boundary component, so that the player can control the virtual character to perform a jump action to enter the first air state according to the instruction message, thereby avoiding the technical problems of high operation complexity and poor visualization caused by the player having to judge the jump timing when performing a rocket jump, thereby improving the visualization operation of the player performing the rocket jump and reducing the complexity of the player's operation. On the other hand, this method links the operation of switching the game perspective with the operation of controlling the virtual character to perform a jump to enter the first air state. This avoids the technical problem of complex operation caused by related technologies requiring different actions to be performed through different controls in a short period of time, thus simplifying the player's operation. At the same time, this method can control the virtual character to perform a jump without adding a jump control, improving the space utilization of the interface.
[0054] The following are Figure 3 The specific implementation methods of each step in the illustrated embodiment are described in detail below:
[0055] In step S301, if the shooting parameters of the shooting prop meet the preset shooting parameters, in response to the movement operation of the view control towards the target direction, a first boundary component is displayed in the first associated area of the view control and a second boundary component is displayed in the second associated area of the view control; wherein, the second associated area includes the first associated area.
[0056] The second associated region is larger than the first associated region and includes the first associated region. The first and second associated regions can be of any shape, such as regular shapes like circles and squares, or other irregular shapes. This embodiment does not impose any special restrictions on this.
[0057] Among them, shooting props can be any props with the function of firing bullets, such as firearms, slingshots, crossbows, etc. The shooting parameters of shooting props can be prop recoil, damage value, penetration power, or other parameters. The movement operation can be a sliding operation. For example, the user can drag the view control to move, and the view control will move accordingly with the user's drag operation. When the user stops moving the view control, the view control will automatically return to the initial position.
[0058] For example, during gameplay, the game view is typically horizontal. For the rocket jump mechanic, the view needs to be adjusted from horizontal to ground level, so that the muzzle of the shooting tool controlled by the virtual character is also adjusted to the ground. Therefore, the action of moving the view control in the target direction can be that the player clicks the view control and drags it downwards (i.e., the target direction can be downwards).
[0059] According to some embodiments of this disclosure, the terminal device detects in real time or at preset time intervals whether the shooting parameters of the currently used shooting prop meet preset shooting parameters. If the shooting parameters of the shooting prop currently held by the virtual character meet the preset shooting parameters, then execution is performed. Figure 3 The steps shown are as follows: If the shooting parameters of the shooting item currently held by the virtual character do not meet the preset shooting parameters, then the steps will not be executed. Figure 3 Follow the steps shown until switching to a target firing tool that meets the preset firing parameters.
[0060] In an optional embodiment of this disclosure, if the shooting parameters of the shooting prop do not meet the preset shooting parameters, the shooting prop with the optimal shooting parameters is determined from the shooting prop list of the virtual character as the target shooting prop; and the shooting prop currently held by the virtual character is switched to the target shooting prop.
[0061] Among them, the shooting parameters of each shooting item in the shooting item list meet the preset shooting parameters.
[0062] For example, players can collect resources in the game scene or obtain all the shooting items they own through pre-configured methods. When the terminal device detects that the shooting parameters of the shooting item currently held by the player do not meet the preset shooting parameters, it filters out all shooting items whose shooting parameters meet the preset shooting parameters from the player's current shooting items to form a shooting item list, and then determines the shooting item with the best shooting parameters in the shooting item list as the target shooting item.
[0063] In one optional embodiment of this disclosure, the firing parameters of the firing tool include at least one or more of the following: recoil parameter, damage value, and penetration parameter.
[0064] The recoil parameter is determined based on the horizontal and vertical recoil; the horizontal recoil is the recoil parameter of the shooting prop in the horizontal direction, and the vertical recoil is the recoil parameter of the shooting prop in the vertical direction; the penetration parameter can be determined based on the depth of the bullet penetrating the virtual cover when the shooting prop fires at the virtual cover.
[0065] According to some embodiments of this disclosure, the shooting parameter is any one of the recoil parameter, damage value, and penetration parameter of the shooting item. Taking the recoil parameter of the shooting item as an example, the recoil parameter of each shooting item is determined, and the relationship between the recoil parameter of each shooting item and the preset shooting parameter is judged. If the recoil parameter of each shooting item is greater than or equal to the preset recoil parameter, the shooting item is added to the shooting item list.
[0066] For example, when determining the shooting item with the optimal shooting parameters from the virtual character's shooting item list as the target shooting item, the shooting item with the greatest recoil, the greatest damage, or the strongest penetration is determined as the target shooting item.
[0067] According to some embodiments of this disclosure, if the shooting parameters are the recoil parameters, damage values, and penetration parameters of the shooting props, then the recoil parameters, damage values, and penetration parameters of each shooting prop are determined respectively, and compared with the preset recoil parameters, preset damage values, and preset penetration parameters in the preset shooting props.
[0068] For example, the total weight can be determined based on the weights of the recoil, damage, and penetration parameters. For instance, the weights of the recoil, damage, and penetration parameters can be determined based on the importance of the shooting parameters of the item to the rocket jump maneuver, and the item with the highest total weight can be identified as the target item. For example, if the weight of the item's recoil is w1, the weight of its damage is w2, and the weight of its penetration is w3, then the total weight of the item = k1. w1+ k2 w2+ k3 w3, where k1, k2, and k3 represent the recoil parameter, damage value, and penetration parameter, respectively.
[0069] When the shooting parameters of the shooting item currently used by the player do not meet the preset shooting parameters, the shooting item with the preset shooting parameters can be selected from all the shooting items currently owned by the player and added to the shooting item list. In this way, the shooting item with the optimal shooting parameters is identified as the target shooting item from the shooting item list, so as to automatically switch the shooting item currently held by the player to the target shooting item, thereby simplifying the player's parameters and improving the efficiency of the player's rocket jump operation.
[0070] When the terminal device detects that the shooting parameters of the shooting item currently used by the player meet the preset shooting parameters, the conditions for the player to perform a rocket jump are met. Then the terminal device can respond to the movement operation of the view control towards the target direction, display the first boundary component in the first associated area of the view control and the second boundary component in the second associated area of the view control.
[0071] To illustrate the first and second boundary components, the following will be combined Figure 4 , Figure 5 Please provide a detailed explanation.
[0072] Figure 4 The illustration shows a schematic diagram of a first boundary component and a second boundary component in this exemplary embodiment. Figure 4 The first and second boundary components are illustrated using concentric circles centered on the view control 401 as an example. Figure 4 The diagram shows a view control 401 for adjusting the game view, a first boundary component 402 for displaying a first associated region, and a second boundary component 403 for displaying a second associated region. The area of the second associated region is larger than the area of the first associated region, and the second associated region includes the first associated region.
[0073] For example, when the terminal device responds to the user's movement operation of the view control 401 in the target direction, it generates a first boundary component 402 and a second boundary component 403 of concentric circles with the view control 401 as the center.
[0074] Figure 5 This schematically illustrates a display diagram of another first boundary component and a second boundary component in this exemplary embodiment. Figure 5 The first and second boundary components are illustrated using a fan-shaped area based on the view control 501 as an example. Figure 5 The diagram includes a view control 501 for adjusting the game view, a first boundary component 502 for displaying a first associated region, and a second boundary component 503 for displaying a second associated region, wherein the second associated region includes the first associated region.
[0075] For example, since the rocket jump operation requires moving the view control downwards to adjust the game view and the muzzle direction of the shooting prop from the horizontal direction to the ground, a fan-shaped first boundary component 502 and a second boundary component 503 are displayed in the target direction.
[0076] Figure 5 The first boundary component 502 and the second boundary component 503 displayed in the fan-shaped area can provide operation guidance for the player to perform the rocket jump operation, thereby assisting the player to perform the rocket jump operation visually, improving the player's operation intuitiveness, and thus reducing the player's operation complexity.
[0077] It should be understood that the first boundary component and the second boundary component can also be displayed in the following ways: Figure 4 and Figure 5 The combination shown means that when the terminal device responds to the player's movement operation using the view control, it displays something like... Figure 4 The concentric circles shown can be displayed when the player moves the view control in the target direction. Figure 4 Based on the concentric circles shown, display Figure 5 The fan-shaped area shown guides the player to move the view control in the direction of the fan-shaped area. This embodiment of the disclosure does not impose any special limitations in this regard.
[0078] In step S302, in response to the movement operation within the first boundary component, the game view is controlled to move in the target direction until the movement operation moves from the first boundary component to the second boundary component.
[0079] For example, the terminal device can respond in real time to movement operations of the view control. If the player drags the view control within the first boundary component to move it in the target direction, the current game view will also move accordingly in the target direction. At this time, the muzzle of the shooting tool held by the virtual character will also move accordingly in the target direction. The terminal device will stop controlling the game view to move in the target direction until the player drags the view control from the first boundary component to the second boundary component.
[0080] When a player drags the view control from the first boundary component to the second boundary component, the player can continue to drag the view control in the target direction without the game view changing.
[0081] When performing step S302, in an optional embodiment of this disclosure, in response to the movement operation within the first boundary component, the movement distance corresponding to the movement operation is determined; if the movement distance is less than a first distance threshold, the game view is controlled to move towards the target direction until the movement distance is greater than or equal to the first distance threshold and less than a second distance threshold.
[0082] In this context, when performing a movement operation, the movement distance is the straight-line distance between the initial touch point and the current touch point, where the initial touch point is typically the display position of the view control; Figure 4 Taking the first boundary component 402 of the circle as an example, the first distance threshold is the radius of the circle.
[0083] For example, the terminal device can determine the positional relationship between the movement operation and the first boundary component and the second boundary component based on the mapping relationship between the movement distance and the adjustment angle of the game view.
[0084] Figure 6 (a), (b), and (c) in the diagram illustrate the relationship between the movement distance and the adjustment of the game viewpoint in a movement operation in this exemplary embodiment. Figure 6 (a) in the middle is Figure 5 The first and second boundary components are displayed within the fan-shaped area shown. At this time, the game view and the muzzle position of the shooting prop are in the horizontal direction, and the target direction is downward, that is, the player drags the view control downward.
[0085] Reference Figure 6 In (b), when the first distance threshold of the first boundary component is L1, the player drags the view control downwards by a distance of L1, and the corresponding game view and gun muzzle position rotate downwards from the horizontal direction by an angle of [missing value]. At this time, as Figure 6 As shown in (c), if the player continues to drag the view control downwards, meaning the movement distance L2 is greater than the first distance threshold L1 and less than the second distance threshold L3, the rotation angle of the game view and the gun muzzle position will still be... This means that the game's perspective no longer changes as the distance traveled increases.
[0086] By determining the movement distance corresponding to the movement operation within the first boundary component, and determining the game view rotation vector corresponding to the movement distance, the game view can be adjusted within the first boundary component, while the game view adjustment stops within the second boundary component. This ensures the continuity of subsequent rocket jumps by the player and reduces the complexity of player operations.
[0087] In step S303, in response to the movement operation detaching from the second boundary component, a first prompt message is displayed to control the virtual character to enter the first airborne state based on the first prompt message.
[0088] For example, when a player drags the view control to move away from the second boundary component, a first prompt message is displayed so that the player can perform a first touch operation to control the virtual character to perform a jump action to enter the first air state.
[0089] When performing the step of the terminal device detaching from the second boundary component in response to a movement operation, in an optional embodiment of this disclosure, in response to the movement distance being greater than or equal to a second distance threshold, the view control is switched to a jump control so as to represent a first prompt message of the virtual character entering a first airborne state based on the jump control.
[0090] For example, as Figure 6 The second boundary component of the sector region shown in (c) is the second distance threshold, which is the radius length L3 of the aforementioned sector region. Figure 7 This schematic diagram illustrates a display of first prompt information in this exemplary embodiment; as shown below. Figure 7 As shown in (a), when the terminal device determines the movement distance of the view control to be L2, the game view remains unchanged; as Figure 7 As shown in (b), when the movement distance of the view control is L4, that is, the movement distance exceeds L3, the view control is updated to the jump control. At this time, the player is prompted by the jump control that he can control the virtual character to jump to enter the first air state.
[0091] When the player moves away from the second boundary component, the view control is switched to a jump control. This jump control serves as a prompt for the player to control the virtual character to jump and enter the first air state. By displaying the jump control, visual feedback is provided to the player regarding the timing of the jump action, preventing them from missing the correct moment to control the virtual character to enter the first air state, preventing accidental operation, thereby improving the intuitiveness of player operation and reducing the complexity of performing rocket jumps.
[0092] Furthermore, after displaying the first prompt message on the graphical user interface to guide the player to control the virtual character into the first air state, the player can promptly perform the first touch operation based on the first prompt message to control the virtual character to enter the first air state.
[0093] In some example embodiments of this disclosure, the terminal device responds to a first touch operation based on a first prompt message to control the virtual character to enter a first air state; and displays a second prompt message in the graphical user interface to indicate that the virtual character has entered a second air state.
[0094] The second takeoff state has a greater takeoff height than the first takeoff state. Specifically, the first takeoff state corresponds to the height the virtual character would reach under normal circumstances when performing a jump, while the second takeoff state is the height the virtual character reaches after a rocket jump, a height that is normally inaccessible.
[0095] For example, when a player drags the view control to move in the target direction until it is separated from the second boundary component, and the first prompt information is displayed, the player can perform the first touch operation according to the first prompt information to control the virtual character to enter the first air state.
[0096] Furthermore, when the virtual character is in the first airborne state, a second prompt message is displayed on the graphical user interface, which prompts the player to control the virtual character to enter the second airborne state.
[0097] By providing a second prompt to guide the player's virtual character into the second air state, the timing of the player's action can be visualized, preventing the player from missing the opportunity and making it easier for the player to perform the rocket jump.
[0098] In an optional embodiment of this disclosure, the first touch operation may be to stop the movement operation of the view control in the target direction and control the virtual character to enter the first airborne state.
[0099] The first touch operation is for the player to stop moving the view control in the target direction; that is, the player releases the view control and stops dragging it to move towards the target. At this point, the view control returns to its initial position.
[0100] For example, when the player drags the view control to move in the target direction until it leaves the second boundary component, after the first prompt message is displayed, the player leaves the view control, that is, abandons the operation of dragging the view control to move in the target direction, and the virtual character is automatically controlled to enter the first air state.
[0101] The above process connects the operation of controlling the game view with the operation of performing the jump action to make the virtual character jump into the first air state. That is, there is no need to add an extra jump control to the graphical user interface, which improves the utilization of the interface. It also avoids the technical problem of high operation complexity caused by controlling the virtual character to perform view adjustment and jump action through different controls in a short period of time in related technologies, and reduces the complexity of the player's rocket jump operation.
[0102] Furthermore, when performing the rocket jump operation, the shooting control needs to be clicked when the virtual character is in the first air state to fire bullets, thereby using the reaction force of the bullets to propel the virtual character into the second air state.
[0103] In one optional embodiment of this disclosure, in response to a second touch operation on the shooting control in the first air state, the virtual character is controlled to switch from the first air state to the second air state.
[0104] The second touch operation is a click operation.
[0105] For example, when the virtual character is in the first air state, the player can click the shooting control to control the shooting prop to fire bullets. The bullets will hit the ground and generate a reaction force, which will then propel the virtual character into the second air state.
[0106] To facilitate players in quickly clicking the shooting control in a short period of time, in an optional embodiment of this disclosure, the shooting control is displayed in the area adjacent to the first touch operation.
[0107] For example, when the movement of the view control towards the target direction is stopped and the virtual character enters the first airborne state, a shooting control is displayed in the area adjacent to the first touch operation. Since the virtual character is in the first airborne state for a short period of time, the shooting control can be displayed in the area adjacent to the first touch operation to facilitate quick clicking by the player.
[0108] Figure 8 This diagram schematically illustrates a display of a shooting control in this exemplary embodiment. Figure 8 As shown, when the player moves the view control to a position away from the second boundary component and switches the view control to the jump control 802, the shooting control can be displayed in an adjacent position to the jump control, making it easier for the player to quickly click the shooting control.
[0109] In an optional embodiment of this disclosure, when performing the step of displaying a second prompt message in the graphical user interface to indicate that the virtual character has entered the second airborne state, the length of time the virtual character has been in the first airborne state can be obtained; a countdown can be generated based on the length of time; and the countdown effect can be displayed on the graphical user interface to prompt the virtual character to enter the second airborne state based on the countdown effect.
[0110] For example, the duration of the virtual character entering the first air state is based on the time between the start of the virtual character's jump and landing.
[0111] Figure 9 This schematic diagram illustrates a countdown display effect in this exemplary embodiment; as shown... Figure 9 As shown in (a), if the time duration is 10 seconds, a countdown effect will be displayed on the graphical user interface, starting from 10 and decreasing by 1 every second until... Figure 9 The updated number shown in (b) is 0.
[0112] A countdown effect prompts players to tap the shooting control within the countdown period to switch the virtual character from the first to the second airborne state. This process improves the intuitiveness of player operation, prevents players from missing the correct timing, and thus enhances the intuitiveness of performing a rocket jump, thereby reducing the complexity of the rocket jump operation.
[0113] Next, we will refer to Figure 10 The entire virtual character control process of the virtual character control method according to the exemplary embodiments of this disclosure will be described in detail.
[0114] In some example embodiments of this disclosure, in step S1001, the shooting parameters of the shooting item currently held by the player are obtained. Then, step S1002 is executed to determine whether the shooting parameters meet the preset shooting parameters.
[0115] If the firing parameters are not met, the execution will end.
[0116] In an optional embodiment of this disclosure, if the shooting parameters of the shooting prop meet the preset shooting parameters, then step S1003 is executed, in response to the movement operation of the view control towards the target direction, displaying a first boundary component in the first associated area of the view control and a second boundary component in the second associated area of the view control.
[0117] For example, the first associated region and the second associated region can be as follows: Figure 4 What is shown is a concentric circle region, or as... Figure 5 The sector-shaped area shown.
[0118] In step S1004, in response to a movement operation within the first boundary component, the game view is controlled to move in the target direction. In step S1005, when the movement operation moves from the first boundary component to the second boundary component, the adjustment of the game view stops.
[0119] In step S1006, continue dragging the view control until it is detached from the second boundary component, and in response to the movement operation detaching from the second boundary component, switch the view control to a jump control.
[0120] For example, the jump control is used to indicate the first prompt message when the virtual character enters the first air state. At this time, the player can determine whether to stop and detach from the dragging view control in step S1007 based on the first prompt message. If the player stops dragging the view control and detaches from the view control, step S1008 is executed to control the virtual character to enter the first air state and display the shooting control and countdown effect.
[0121] In step S1009, it is determined whether the shooting control has been clicked during the countdown. If the player clicks the shooting control during the countdown, step S1010 is executed to switch the virtual character from the first aerial state to the second aerial state. If the player does not click the shooting control during the countdown, the program ends.
[0122] To implement the above-mentioned method for controlling virtual characters, one embodiment of this disclosure provides a control device for virtual characters. Figure 11 The schematic diagram illustrates the architecture of the control device for a virtual character.
[0123] The control device 1100 for the virtual character includes a component display module 1101, a movement control module 1102, and an information display module 1103.
[0124] The component display module 1101 is used to display a first boundary component in a first associated area of the view control and a second boundary component in a second associated area of the view control if the shooting parameters of the shooting prop meet the preset shooting parameters; wherein, the second associated area includes the first associated area; the movement control module 1102 is used to move within the first boundary component in response to the movement operation, and control the game view to move in the target direction until the movement operation moves from the first boundary component to the second boundary component; the information display module 1103 is used to display a first prompt message in response to the movement operation leaving the second boundary component, so as to control the virtual character to enter the first air state based on the first prompt message.
[0125] The virtual character control device 1100 provided in this embodiment can execute the technical solution of the virtual character control method in any of the above embodiments. Its implementation principle and beneficial effects are similar to those of the virtual character control method. Please refer to the implementation principle and beneficial effects of the virtual character control method. It will not be repeated here.
[0126] Furthermore, in order to implement the aforementioned method of controlling virtual characters, in Figure 11Based on the control device for the virtual character shown, one embodiment of this disclosure provides another control device for a virtual character. Figure 12 The schematic diagram illustrates the architecture of the control device for a virtual character.
[0127] The virtual character control device 1200 includes a component display module 1101, a movement control module 1102, and an information display module 1103, as well as a take-off control module 1104 and an item switching module 1105.
[0128] In an optional embodiment of this disclosure, the take-off control module 1104 is used to respond to a first touch operation based on a first prompting information to control the virtual character to enter a first take-off state; the information display module 1103 is also used to display a second prompting information on the graphical user interface to prompt the virtual character to enter a second take-off state; wherein, the take-off height of the second take-off state is greater than the take-off height of the first take-off state.
[0129] In an optional embodiment of this disclosure, the take-off control module 1104 is used to stop the movement operation of the view control in the target direction and control the virtual character to enter the first take-off state.
[0130] In an optional embodiment of this disclosure, the information display module 1103 is used to obtain the duration of time for the virtual character to enter the first airborne state; generate a countdown based on the duration; and display the countdown effect on the graphical user interface to prompt the virtual character to enter the second airborne state based on the countdown effect.
[0131] In an optional embodiment of this disclosure, the take-off control module 1104 is used to respond to a second touch operation on the shooting control in the first take-off state, and control the virtual character to switch from the first take-off state to the second take-off state.
[0132] In an optional embodiment of this disclosure, the component display module 1101 is further configured to display shooting controls in an area adjacent to the first touch operation.
[0133] In an optional embodiment of this disclosure, the movement control module 1102 is used to move within the first boundary component in response to a movement operation, and determine the movement distance corresponding to the movement operation; if the movement distance is less than a first distance threshold, the game viewpoint is controlled to move towards the target direction until the movement distance is greater than or equal to the first distance threshold and less than a second distance threshold.
[0134] In an optional embodiment of this disclosure, the information display module 1103 is used to switch the view control to a jump control in response to the movement distance of the movement operation being greater than or equal to a second distance threshold, so as to represent the first prompt information of the virtual character entering the first air state based on the jump control.
[0135] In an optional embodiment of this disclosure, the prop switching module 1105 is used to determine the shooting prop with the optimal shooting parameters from the shooting prop list of the virtual character as the target shooting prop if the shooting parameters of the shooting prop do not meet the preset shooting parameters; wherein the shooting parameters of each shooting prop in the shooting prop list meet the preset shooting parameters; and switch the shooting prop currently held by the virtual character to the target shooting prop.
[0136] In one optional embodiment of this disclosure, the prop switching module 1105 is used to configure the shooting parameters of the shooting prop, which include one or more of the following: recoil parameter, damage value, and penetration parameter.
[0137] The virtual character control device 1200 provided in this embodiment can execute the technical solution of the virtual character control method in any of the above embodiments. Its implementation principle and beneficial effects are similar to those of the virtual character control method. Please refer to the implementation principle and beneficial effects of the virtual character control method. It will not be repeated here.
[0138] In exemplary embodiments of this disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible embodiments, various aspects of the present invention may also be implemented as a program product comprising program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of the present invention described in the "Exemplary Methods" section above.
[0139] According to embodiments of the present invention, a program product for implementing the above-described method may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In this document, a readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0140] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0141] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.
[0142] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.
[0143] Program code for performing the operations of this invention can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java and C++, and conventional procedural programming languages such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0144] In an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided.
[0145] Those skilled in the art will understand that various aspects of the present invention can be implemented as systems, methods, or program products. Therefore, various aspects of the present invention can be specifically implemented in the following forms: entirely in hardware, entirely in software (including firmware, microcode, etc.), or in a combination of hardware and software, collectively referred to herein as “circuit,” “module,” or “system.”
[0146] The following reference Figure 13 To describe an electronic device 1300 according to this embodiment of the present invention. Figure 13 The electronic device 1300 shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present invention.
[0147] like Figure 13 As shown, the electronic device 1300 is manifested in the form of a general-purpose computing device. The components of the electronic device 1300 may include, but are not limited to: at least one processing unit 1310, at least one storage unit 1320, a bus 1330 connecting different system components (including storage unit 1320 and processing unit 1310), and a display unit 1340.
[0148] The storage unit stores program code, which can be executed by the processing unit 1310 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of the present invention. For example, the processing unit 1310 can perform, as follows: Figure 3 Steps S301 to S303 are shown in the diagram.
[0149] Storage unit 1320 may include readable media in the form of volatile storage units, such as random access memory (RAM) 13201 and / or cache memory 13202, and may further include read-only memory (ROM) 13203.
[0150] Storage unit 1320 may also include a program / utility 13204 having a set (at least one) of program modules 13205, such program modules 13205 including but not limited to: an operating system, one or more application programs, other program modules and program data, each or some combination of these examples may include an implementation of a network environment.
[0151] Bus 1330 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.
[0152] Electronic device 1300 can also communicate with one or more external devices 1400 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with electronic device 1300, and / or any device that enables electronic device 1300 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 1350. Furthermore, electronic device 1300 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 1360. As shown, network adapter 1360 communicates with other modules of electronic device 1300 via bus 1330. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 1300, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0153] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.
[0154] Furthermore, the above figures are merely illustrative of the processes included in the method according to exemplary embodiments of the present invention, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.
[0155] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0156] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
[0157] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.
Claims
1. A control method of a virtual character, characterized by, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI includes at least a portion of a game scene, and the game scene includes at least virtual characters and shooting props. If the shooting parameters of the shooting prop meet the preset shooting parameters, in response to the movement operation of the view control towards the target direction, a first boundary component is displayed in the first associated area of the view control and a second boundary component is displayed in the second associated area of the view control; wherein, the second associated area includes the first associated area, and the target direction is downward. In response to the movement operation within the first boundary component, the game view and the muzzle direction of the shooting prop are controlled to move towards the target direction until the movement operation moves from the first boundary component to the second boundary component; In response to the movement operation detaching from the second boundary component, a first prompt message is displayed, and the virtual character is controlled to enter a first airborne state based on the first prompt message; In response to the virtual character entering the first airborne state, a second prompt message is displayed on the graphical user interface to prompt the virtual character to enter the second airborne state by controlling the shooting prop to perform a shooting action. The airborne height of the second airborne state is greater than that of the first airborne state.
2. The method for controlling a virtual character according to claim 1, characterized in that, The graphical user interface also includes a shooting control, and after displaying a first prompt message in response to the movement operation detaching from the second boundary component, the method further includes: In response to a first touch operation based on the first prompt information, the virtual character is controlled to enter the first airborne state.
3. The method for controlling a virtual character according to claim 2, characterized in that, The response, based on a first touch operation of the first prompt information, controls the virtual character to enter the first airborne state, including: Stop the movement operation of the view control towards the target direction, and control the virtual character to enter the first airborne state.
4. The method for controlling a virtual character according to claim 2, characterized in that, The second prompt message displayed on the graphical user interface to prompt the virtual character to enter the second airborne state includes: Obtain the duration of time the virtual character enters the first airborne state; A countdown is generated based on the stated time length; A countdown effect is displayed on the graphical user interface to prompt the virtual character to enter the second airborne state.
5. The method for controlling a virtual character according to claim 2, characterized in that, After the virtual character enters the first airborne state in response to a first touch operation based on the first prompt information, the method further includes: The shooting control is displayed in the area adjacent to the first touch operation.
6. The method for controlling a virtual character according to claim 5, characterized in that, The method further includes: In response to a second touch operation on the shooting control during the first airborne state, the virtual character is controlled to switch from the first airborne state to the second airborne state.
7. The method for controlling a virtual character according to claim 1, characterized in that, The step of controlling the game view to move towards the target direction in response to the movement operation within the first boundary component, until the movement operation moves from the first boundary component to the second boundary component, includes: In response to the movement operation being within the first boundary component, the movement distance corresponding to the movement operation is determined; If the movement distance is less than the first distance threshold, then control the game view to move towards the target direction until the movement distance is greater than or equal to the first distance threshold and less than the second distance threshold.
8. The method for controlling a virtual character according to claim 7, characterized in that, In response to the movement operation detaching from the second boundary component, the display of a first prompt message indicating that the virtual character has entered a first airborne state includes: In response to the movement distance being greater than or equal to the second distance threshold, the view control is switched to a jump control, so as to represent the first prompt information of the virtual character entering the first air state based on the jump control.
9. The method for controlling a virtual character according to claim 1, characterized in that, The method further includes: If the shooting parameters of the shooting prop do not meet the preset shooting parameters, then the shooting prop with the optimal shooting parameters is determined from the shooting prop list of the virtual character as the target shooting prop; wherein, the shooting parameters of each shooting prop in the shooting prop list meet the preset shooting parameters; Switch the shooting tool currently held by the virtual character to the target shooting tool.
10. The method for controlling a virtual character according to claim 9, characterized in that, The shooting parameters of the shooting tool include one or more of the following: recoil parameter, damage value, and penetration parameter.
11. A control device for a virtual character, characterized in that, A graphical user interface is provided via a terminal device, wherein the graphical user interface includes at least a portion of a game scene, and the game scene includes at least virtual characters and shooting props; the device includes: The component display module is used to respond to a movement operation of the view control toward the target direction if the shooting parameters of the shooting prop meet the preset shooting parameters, and to display a first boundary component in the first associated area of the view control and a second boundary component in the second associated area of the view control; wherein, the second associated area includes the first associated area, and the target direction is a downward direction; A movement control module is used to control the game view and the muzzle direction of the shooting prop to move towards the target direction in response to the movement operation within the first boundary component, until the movement operation moves from the first boundary component to the second boundary component; The information display module is used to respond to the movement operation and detach from the second boundary component, and display a first prompt message to control the virtual character to enter a first airborne state based on the first prompt message; The information display module is further configured to, in response to the virtual character entering the first airborne state, display a second prompt message on the graphical user interface, prompting the virtual character to enter the second airborne state by controlling the shooting prop to perform shooting behavior based on the second prompt message, wherein the airborne height of the second airborne state is greater than that of the first airborne state.
12. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the virtual character control method according to any one of claims 1 to 10.
13. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the virtual character control method according to any one of claims 1 to 10 by executing the executable instructions.
Citation Information
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