Virtual object movement control method and device, computer device, and storage medium
By dynamically displaying functional controls in the game interface based on the position of virtual objects, the problem of accidental touches caused by too many virtual vehicle controls is solved, improving interaction efficiency and user experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-04-13
- Publication Date
- 2026-05-12
AI Technical Summary
In existing technologies, the virtual vehicle controls on the game interface are too numerous, leading to accidental touches and low interaction efficiency, requiring users to interact multiple times to drive the virtual vehicle.
By dynamically displaying first and second functional controls in the graphical user interface, based on the position of the virtual object in the non-driving and driving areas, different touch operations are responded to, simplifying the interactive interface and avoiding accidental touches caused by too many controls.
Without adding any additional controls, it improves interaction efficiency, simplifies user operation processes, and enhances user experience and interaction efficiency.
Smart Images

Figure CN116459509B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, specifically to methods, devices, computer equipment, and storage media for controlling the movement of virtual objects. Background Technology
[0002] In recent years, with the development of gaming technology, game content has become increasingly diversified, gradually enriching users' daily lives. In some game scenarios, users can control virtual objects to perform various virtual actions. Especially in competitive games, users can control virtual objects to drive vehicles within the game environment.
[0003] In existing technologies, virtual vehicle controls are typically added directly to the game interface, resulting in an excessive number of interactive controls and a high risk of accidental touches. Furthermore, users must perform multiple interactive processes to drive the virtual vehicle based on these added controls. For example, users must first locate and select the desired virtual vehicle from the existing virtual vehicles in the game scene, and then touch the vehicle's control to move it, leading to low interaction efficiency. Summary of the Invention
[0004] This application provides a method, apparatus, computer device, and storage medium for controlling the movement of virtual objects, which can simplify the interactive interface and improve interaction efficiency.
[0005] This application provides a method for controlling the movement of a virtual object. A graphical user interface (GUI) is provided via a terminal. The GUI displays content that at least partially includes a game scene and a controlled virtual object located within the game scene. The method includes: obtaining the current position of the controlled virtual object; when the current position is located in a non-driving area of the game scene, in response to a touch operation applied to a movement control area, controlling the controlled virtual object to move within the game scene and displaying a first functional control, configured to respond to a trigger operation and control the controlled virtual object to move according to a first movement state corresponding to the first functional control; when the current position is located in a driving area of the game scene, in response to a touch operation applied to the movement control area, controlling the display of the first functional control and at least one second functional control, the movement state corresponding to the second functional control being different from the movement state corresponding to the first functional control, the second functional control being configured to respond to a trigger operation and control the controlled virtual object to move according to a second movement state corresponding to the second functional control, wherein the second movement state corresponds to the driving area.
[0006] This application embodiment also provides a virtual object movement control device, which provides a graphical user interface through a terminal. The content displayed by the graphical user interface at least partially includes a game scene and a controlled virtual object located in the game scene. The device includes: an acquisition unit, used to acquire the current position of the controlled virtual object; a control unit, used to control the controlled virtual object to move in the game scene in response to a touch operation applied to a movement control area when the current position is located in a non-driving area of the game scene, and to display a first functional control, the first functional control being configured to respond to a trigger operation and control the controlled virtual object to move according to a first movement state corresponding to the first functional control; the control unit is further used to control the display of the first functional control and at least one second functional control in response to a touch operation applied to the movement control area when the current position is located in a driving area of the game scene, the second functional control being configured to respond to a trigger operation and control the controlled virtual object to move according to a second movement state corresponding to the second functional control, wherein the second movement state corresponds to the driving area.
[0007] This application also provides a computer device, including a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute steps in any of the virtual object movement control methods provided in this application.
[0008] This application also provides a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute steps in any of the virtual object movement control methods provided in this application.
[0009] This application embodiment can obtain the current position of the controlled virtual object; when the current position is located in a non-driving area of the game scene, in response to a touch operation applied to the movement control area, the controlled virtual object is controlled to move in the game scene, and a first functional control is displayed. The first functional control is configured to respond to a trigger operation and control the controlled virtual object to move according to a first movement state corresponding to the first functional control; when the current position is located in a driving area of the game scene, in response to a touch operation applied to the movement control area, the first functional control and at least one second functional control are displayed. The movement state corresponding to the second functional control is different from the movement state corresponding to the first functional control. The second functional control is configured to respond to a trigger operation and control the controlled virtual object to move according to a second movement state corresponding to the second functional control, wherein the second movement state corresponds to the driving area.
[0010] In this application, new functional controls can be invoked by touching the existing movement control area of the graphical user interface without adding new operation controls. This simplifies the interface and avoids accidental touches caused by too many controls. Furthermore, when the controlled virtual object is located in different areas such as the non-driving area and the driving area, different functional controls can be invoked by touching the movement control area, allowing the user to control the virtual object to perform different movement states. When the controlled virtual object is in the driving area, a second functional control corresponding to that area can be invoked. This allows the user to trigger the second functional control and enter a second movement state in a natural and intuitive way, thereby improving interaction efficiency. Attached Figure Description
[0011] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0012] Figure 1a This is a schematic diagram of a scenario illustrating the virtual object movement control method provided in an embodiment of this application;
[0013] Figure 1b This is a flowchart illustrating the virtual object movement control method provided in an embodiment of this application;
[0014] Figure 1c This is a schematic diagram of the interface where the controlled virtual objects provided in this application are located in the driving area and the non-driving area respectively;
[0015] Figure 1d This is a schematic diagram of the functional controls and functional response areas provided in the embodiments of this application;
[0016] Figure 1e This is another schematic diagram of the interface of the virtual object movement control method provided in the embodiments of this application;
[0017] Figure 1f This is another schematic diagram of the interface of the virtual object movement control method provided in the embodiments of this application;
[0018] Figure 1g This is a schematic diagram of the touch display function control provided in the embodiments of this application;
[0019] Figure 1h This is a schematic diagram of the adjustment function control provided in an embodiment of this application;
[0020] Figure 1iThis is another schematic diagram of the adjustment function control provided in the embodiments of this application;
[0021] Figure 1j This is another schematic diagram of the adjustment function control provided in the embodiments of this application;
[0022] Figure 2 This is a flowchart illustrating the virtual object movement control method provided in an embodiment of this application;
[0023] Figure 3 This is a schematic diagram of the structure of the virtual object movement control device provided in the embodiments of this application;
[0024] Figure 4 This is a schematic diagram of the structure of the computer device provided in the embodiments of this application. Detailed Implementation
[0025] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0026] Before providing a detailed explanation of the embodiments of this application, some terms involved in the embodiments of this application will be explained.
[0027] The terms "first," "second," etc., used in this application may be used to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are used only to distinguish one concept from another. "At least one" means one or more; for example, at least one user can be one user, two users, three users, or any integer greater than or equal to one. "Multiple" means two or more; for example, multiple users can be two users, three users, or any integer greater than or equal to two users.
[0028] The game scene refers to the game environment displayed (or provided) by the application when it runs on the terminal. This game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional. This application embodiment does not limit the dimension of the game scene. For example, the game scene may include the sky, land, and ocean, and the land may include environmental elements such as deserts and cities. The user can control virtual objects to move within this game scene.
[0029] Virtual objects are objects used to simulate characters or animals in a game scene. These virtual objects can be virtual characters, virtual animals, anime characters, etc. For example, characters or animals displayed in a game scene. A virtual object can be a virtual avatar representing the user within the game scene. A game scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the game scene's space. The activities of virtual objects can include: adjusting body posture, crawling, walking, running, riding, flying, jumping, aiming with virtual sights, shooting, driving, picking up items, attacking, throwing, and releasing skills, etc.
[0030] In some embodiments, the content displayed in the graphical user interface at least partially includes a game scene, wherein the game scene contains at least one virtual object.
[0031] In some embodiments, virtual objects in the game scene include user-controlled game characters (PlayerCharacter) and system-preset controlled, non-user-controlled game characters (Non-Player Character, NPC).
[0032] Virtual vehicles: These are vehicles used to transport virtual objects in a game scene. The specific forms of virtual vehicles in a game scene can include, but are not limited to, at least one of the following: cars, bicycles, motorcycles, ships, airplanes, trains, animals, skateboards, etc.
[0033] Game interface: refers to the interface of an application provided or displayed through a graphical user interface. This interface includes a graphical user interface for user interaction and game screens, which are the scenes in the game.
[0034] In some embodiments, the game interface may include game controls (such as skill controls, movement joysticks, character control controls, and functional controls such as inventory controls, chat controls, and system settings controls), indicator signs (such as direction indicator signs, character indicator signs, etc.), and information display areas (such as kill count, match time, etc.).
[0035] This application provides a method, apparatus, computer device, and storage medium for controlling the movement of virtual objects.
[0036] Specifically, the mobile control device for the virtual object can be integrated into an electronic device, such as a terminal or server. The terminal can be a mobile phone, tablet, smart Bluetooth device, laptop, or personal computer (PC); the server can be a single server or a server cluster consisting of multiple servers.
[0037] In some embodiments, the motion control device for the virtual object can run on a terminal device or a server. The terminal device can be a local terminal device. When the motion control method for the virtual object runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0038] 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 virtual object movement 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 terminal, television, computer, or PDA; however, the terminal device for character control is the cloud gaming server in the cloud. When playing the game, the user operates the client device to send operation commands to the cloud gaming server, such as touch operation commands. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0039] In some embodiments, the server may also be implemented as a terminal.
[0040] In an optional implementation, the terminal device can be a local terminal device. 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 user through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the user in various ways, such as rendering it on the terminal's display screen or providing it to the user through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, 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. The user can operate on the interface using input devices such as a touch screen, mouse, keyboard, or gamepad.
[0041] In some embodiments, the server may also be implemented as a terminal.
[0042] For example, refer to Figure 1aThis paper presents a scenario diagram of a motion control system for virtual objects, which can implement a method for controlling the movement of virtual objects. The scenario may include a terminal and a game server. A graphical user interface (GUI) is provided through the terminal, and the GUI displays content that at least partially includes the game scene and the controlled virtual objects located within the game scene.
[0043] The terminal can be used to obtain the current position of the controlled virtual object. When the current position is in a non-driving area of the game scene, in response to a touch operation on the movement control area, the terminal controls the controlled virtual object to move in the game scene and displays a first functional control. The first functional control is configured to respond to a trigger operation and control the controlled virtual object to move according to the first movement state corresponding to the first functional control. When the current position is in a driving area of the game scene, in response to a touch operation on the movement control area, the terminal controls the display of the first functional control and at least one second functional control. The movement state corresponding to the second functional control is different from the movement state corresponding to the first functional control. The second functional control is configured to respond to a trigger operation and control the controlled virtual object to move according to the second movement state corresponding to the second functional control. The second movement state corresponds to the driving area.
[0044] Game servers can be used to obtain data on how users play games on their devices.
[0045] The following provides a detailed description of each example. It should be noted that the order of the following embodiments is not intended to limit the preferred order of the embodiments. It is understood that the specific embodiments of this application involve user-related data such as touch operations, trigger operations, swipe operations, adjustment operations, virtual vehicles, virtual backpacks, and movement parameters. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.
[0046] In this embodiment, a method for controlling the movement of virtual objects is provided. A graphical user interface (GUI) is provided via a terminal. The GUI displays content that at least partially includes the game scene and the controlled virtual objects located within the game scene, such as... Figure 1b As shown, the specific flow of the movement control method for this virtual object can be as follows:
[0047] 110. Get the current position of the controlled virtual object.
[0048] In this context, a controlled virtual object refers to a virtual object that can be controlled through operations on a terminal, such as a user character or game character controlled by a user via a terminal. In some implementations, the virtual object may be a virtual character competing in a game scene. In some implementations, the number of virtual objects participating in the interaction in the game scene may be preset or dynamically determined based on the number of terminals joining the interaction.
[0049] The current position refers to the position of the controlled virtual object in the game scene at the current moment.
[0050] For example, when a user controls the corresponding controlled virtual object to move in the game scene, the game server can monitor the position of the controlled virtual object in the game scene in real time and determine whether the position is located in the driving area or the non-driving area of the game scene.
[0051] 120. When the current location is in a non-driving area of the game scene, in response to a touch operation applied to the movement control area, control the controlled virtual object to move in the game scene and display the first function control.
[0052] The first functional control is configured to respond to a trigger operation, controlling the controlled virtual object to move according to the first movement state corresponding to the first functional control.
[0053] In this context, the driving area refers to a pre-defined area within the game scene that can be used to drive virtual vehicles. This application embodiment does not limit the specific form of the driving area; for example, it can be a regular shape such as a circle or rectangle, or an irregular shape, or a pre-defined area within the game scene such as a town or wasteland. The non-driving area refers to a pre-defined area within the game scene that cannot be used to drive virtual vehicles. For example, in a game scene, one or more open areas can be pre-defined as driving areas according to game settings; that is, the driving area is a fixed area pre-defined on the game map. The driving area can also be an area defined based on the current position or activity range of the controlled virtual object in the game (i.e., a non-fixed area). For example, the driving area can be a designated area of a specified shape within the game scene centered on the real-time position of the controlled virtual object at a specified time before the game starts, such as 10 minutes before the start. Within any driving area, the user can control the controlled virtual object to move in a second movement state. Areas outside the driving area in the game scene are non-driving areas.
[0054] The mobile control area refers to the area on the graphical user interface used to trigger the display of the first functional control and / or the second functional control.
[0055] In some implementations, the movement control area may include a response area (hereinafter referred to as the call-out area) for triggering the display of a first functional control and / or a second functional control. For example, when the movement joystick is dragged, the controlled virtual object can be controlled to move in a way such as walking, running, crawling, etc., and when the movement joystick is dragged to the call-out area, the first functional control and / or the second functional control are called out.
[0056] In some implementations, when the distance moved by dragging the joystick in a specified direction exceeds a preset threshold distance, the first function control and / or the second function control are invoked.
[0057] In some implementations, the movement control area may further include a control area (hereinafter referred to as the initial control area) for controlling the movement of the controlled virtual object in a normal state, such as the control area corresponding to a joystick. It should be noted that through an initial touch operation on the initial control area, the controlled virtual object can be controlled to move in the game scene in a normal state other than a first movement state and a second movement state. For example, the normal state can be controlling the controlled virtual object to move by walking, running, crawling, etc. Optionally, the initial touch operation can be a swipe operation. For example, a user can control the controlled virtual object to move in the game scene by walking, running, etc., until the controlled virtual object moves into the driving area through an initial swipe operation on the initial control area. The initial swipe operation can be a swipe operation in any direction or a specified direction.
[0058] In some implementations, the initial control area and the movement control area can be two separate areas.
[0059] The first functional control refers to the functional control used to control the movement of the controlled virtual object in a first movement state. The first movement state can be a preset movement state based on the application scenario or actual needs. For example, the first movement state can be to control the controlled virtual object to move by running, sprinting, or other similar methods.
[0060] For example, when the game server detects that a controlled virtual object is located in a non-driving area of the game scene (i.e., the controlled virtual object's current location is in a non-driving area of the game scene), such as... Figure 1c The diagram in Figure (1) shows the interface of the controlled virtual object located in the non-driving area. The user can touch the movement control area, and in response to the touch operation, the first function control is displayed, so as to control the controlled virtual object to move in the first movement state by triggering the first function control. In this way, by touching the movement control area, the first function control is triggered to be displayed. On the one hand, the function of controlling the virtual object to move in the first movement state can be added on the basis of the original function of the movement control area. On the other hand, the user can independently control whether to display the first function control, which can also avoid accidental touches caused by too many controls on the interface.
[0061] In some implementations, the first functional control is a sprint control, and the first movement state is a sprint state.
[0062] In this context, the sprint control refers to a control used to control the sprinting of a virtual object. For example, it can be displayed as a label in the form of text or graphics; graphics can include asterisks, dots, triangles, icons, etc.
[0063] In some implementations, the touch operation used to display the first functional control can be a first touch operation, an initial touch operation, or a different operation method for the first touch operation. For example, the initial touch operation can be a sliding operation in any direction within the initial control area, while the first touch operation can be a sliding operation in a specified direction within the movement control area.
[0064] In some implementations, the first functional control corresponds to the first functional response area.
[0065] The function response area refers to the area used to respond to trigger operations on function controls. For example, such as... Figure 1d The diagram shows the functional controls and functional response areas. The first functional response area corresponding to the first functional control can be the area above the joystick. The first functional control is displayed in the first functional response area. That is, the first functional control will only be triggered when the user drags the joystick upward to the first functional response area. If the user drags the joystick in other directions or does not drag it to the first functional response area, the first functional control will not be triggered.
[0066] 130. When the current location is in the driving area of the game scene, in response to a touch operation applied to the movement control area, control the display of a first functional control and at least one second functional control.
[0067] The movement state corresponding to the second functional control is different from that corresponding to the first functional control. The second functional control is configured to respond to the trigger operation and control the controlled virtual object to move according to the second movement state corresponding to the second functional control. The second movement state corresponds to the driving area.
[0068] The second function control refers to the function control used to control the movement of the controlled virtual object in a second movement state. The second movement state refers to the movement state corresponding to the driving area; for example, the second movement state can be the driving state.
[0069] The triggering operation can include, but is not limited to, touch, drag, swipe, long press, short press, double tap, click, end drag, swipe, etc. Users can trigger the operation through input devices such as touch screen, mouse, keyboard or gamepad. The specific operation method depends on the game operation method or the specific game settings.
[0070] For example, when a user controls a controlled virtual object to enter the driving area of the game scene (i.e., the controlled virtual object's current location is within the driving area of the game scene), such as Figure 1c The interface diagram of the controlled virtual object in the driving area shown in Figure (2) shows that when the joystick is dragged, a first function control and a second function control can be displayed above the joystick. Therefore, this embodiment of the application can call up new function controls and implement new functions by touching the original movement control area of the graphical user interface without adding operation controls, thereby simplifying the interactive interface and avoiding accidental touches caused by too many controls on the interface. Furthermore, when the controlled virtual object is located in different areas such as the non-driving area and the driving area, different function controls can be called up by touching the movement control area, allowing the user to control the controlled virtual object to perform different movement states. When the controlled virtual object is located in the driving area, the first function control and the corresponding second function control for the driving area can be called up, thereby triggering the second function control and entering the second movement state in a natural and easily understandable way for the player, thus improving interaction efficiency.
[0071] Optionally, after displaying the second function control, if the controlled virtual object does not leave the driving area or moves according to the second movement state corresponding to the second function control, the second function control remains displayed until the controlled virtual object leaves the driving area or the second function control is triggered, thus avoiding repeated operation to display the second function control within the driving area and simplifying the interaction process. Specifically, the virtual object movement control method may further include: if the controlled virtual object leaves the driving area or moves according to the second movement state corresponding to the second function control, then the driving control is hidden.
[0072] In some implementations, the graphical user interface further includes a joystick, the movement control area is the contact area of the joystick, the triggering operation of the target function control is a release operation, and the target function control includes at least one of a first function control and a second function control.
[0073] In this context, a movement joystick refers to a control used to move virtual objects, and the touch area of the movement joystick refers to the area that responds to touch operations on the joystick. For example, the touch area of the movement joystick may include, but is not limited to, the base and the joystick's wheel-like control. By dragging the joystick in the movement joystick control, or by dragging the movement joystick displayed in the graphical user interface, virtual objects can be controlled to move in different directions in the game scene by walking, running, crawling, etc. The functional response area of the target function control may be located in the associated area of the movement joystick, such as the first functional response area and / or the second functional response area being located near the movement joystick, such as above the joystick's base and the joystick's wheel-like control.
[0074] The "release" operation refers to the action of ending touch control on a function control. For example, a user can touch the first function control displayed on the touchscreen with their finger, and when the finger leaves the touchscreen, the touch on the first function control ends; this action of leaving the touchscreen is the "release" operation.
[0075] For example, after the triggering operation of the first or second functional control ends, the controlled virtual object can be controlled to move in a first movement state or a second movement state. This allows the user to perform other operations in the first or second movement state after the touch operation ends, such as driving a virtual vehicle, thereby improving the user experience.
[0076] In some implementations, the first function control and / or the second function control can be displayed in the associated area of the joystick. The associated area of the joystick can refer to the area in the graphical user interface where the corresponding joystick is set according to actual needs. For example, it can be the area near the joystick in the graphical user interface, such as the area above the joystick, or the area within the movement control area.
[0077] In some implementations, when a controlled virtual object enters the driving area, relevant prompts can be displayed on the game interface to guide the user to perform related operations within the driving area. Specifically, the method further includes:
[0078] When a controlled virtual object is detected entering the driving area, driving prompts are displayed in the graphical user interface.
[0079] The driving prompt information can refer to information used to notify a controlled virtual object that it has entered the driving area. The driving prompt information can be displayed in at least one form, such as text, graphics, or images. For example, when a controlled virtual object is detected to have entered the driving area, such as... Figure 1c The interface diagram of the controlled virtual object shown in (2) is located in the driving area. A pop-up message "Drivable vehicles are available in the current area" can be displayed in the center of the game interface (graphical user interface). This message can be displayed repeatedly at least three times.
[0080] Optionally, the display of driving prompts and secondary function controls can be restricted according to game settings. For example, it can be set that driving prompts and secondary function controls can only be displayed for the first 10 minutes of the game to increase game variety and improve user experience.
[0081] Optionally, the driving prompt information may include at least one of pop-up prompts and control prompts. The control prompts may be located near the motion control area and are related to the triggering of a second functional control. For example, ... Figure 1e and Figure 1fThe interface diagram shown can be illustrated with an upward arrow on the joystick, pointing to the second response area or the second function response area of the second function control. The first and second function controls can be triggered along the direction of the arrow.
[0082] In some embodiments, the touch operation for displaying the first functional control and at least one second functional control can be a second touch operation. The operation methods of the first touch operation and the second touch operation can be the same or different. Thus, when the mobile control area includes an initial control area, the mobile control area can respond to the initial touch operation, the first touch operation, and the second touch operation to implement different control functions. Therefore, the embodiments of this application enable the mobile control area to have multiple different functions, simplifying the game interface, avoiding too many controls on the interface and easy accidental touches, thereby improving the user experience, increasing user retention, and reducing server idle time.
[0083] Optionally, the first touch operation can be a first swipe operation, and the second touch operation can be a second swipe operation. The swipe operation can include touch, drag, and ending the touch. For example, the process of swiping a joystick can include touching the joystick displayed on the touchscreen with a finger, dragging the finger to any position while maintaining the touch state, stopping the drag, and removing the finger from the touchscreen to end the touch.
[0084] Optionally, the initial sliding operation and the first sliding operation can be continuous operations or discontinuous operations. The initial sliding operation and the second sliding operation can be continuous operations or discontinuous operations.
[0085] Optionally, to avoid accidental triggering of the display of the first and / or second functional controls, the first and / or second sliding operations can be sliding operations in a specified direction. The specified directions corresponding to the first and second sliding operations can be the same or different.
[0086] For example, when the current position of the controlled virtual object is in a non-driving area of the game scene, if a sliding operation from the movement control area to a specified direction is detected, the first function control is displayed. If the current position is in a non-driving area of the game scene, and a sliding operation from the movement control area to a specified direction is detected, the first function control and at least one second function control are displayed. Detecting a sliding operation can be detecting an upward drag of the movement joystick or detecting that the distance of the upward drag of the joystick meets a preset distance.
[0087] Optionally, the first swipe operation and / or the second swipe operation can be a swipe operation in a specified direction where the swipe distance is greater than a preset threshold distance. For example, the first function control and / or the second function control will only be triggered to be displayed when the upward swipe exceeds a certain threshold distance.
[0088] Optionally, the first and second swipe operations can be swipe operations in a first specified direction, meaning the specified directions for the first and second swipe operations are the same. For example, the first specified direction can be set according to the game operation method or specific game settings. For instance, the first specified direction can be upward. That is, when the user swipes upward in the movement control area, if the controlled virtual object is located in a non-driving area, the first function control is displayed; if the controlled virtual object is located in the driving area, the first and second function controls are displayed. If the user swipes in other directions, the first and / or second function controls will not be displayed.
[0089] Optionally, the initial sliding operation can be the same as or different from the first sliding operation and / or the second sliding operation.
[0090] For example, the initial slide operation can be the same as the first and / or second slide operations, such as a slide operation from the movement control area (joystick) in any direction. That is, when the user touches the joystick and drags it in any direction (i.e., performs a slide operation in any direction), the controlled virtual object is moved in response to this slide operation (initial slide operation). If the controlled virtual object is located in the driving area at this time, the first and second function controls are displayed in response to this slide operation (second slide operation).
[0091] For example, the initial slide operation can differ from the first and / or second slide operations. The joystick may include a wheel response area (i.e., the joystick's wheel area). The initial slide operation can be a touch on the joystick and dragging it to the wheel response area. The first and / or second slide operations can be a touch on the joystick and dragging it to the call-up area. If the user touches the wheel response area while dragging the joystick, it can be considered that the initial slide operation has been performed. This slide operation controls the movement of the controlled virtual object. If the user continues to drag the joystick from the wheel response area to the call-up area, it can be considered that the first or second slide operation has been performed, i.e., the first and second function controls are displayed. During the first or second slide operation, the movement of the controlled virtual object can continue until the touch is released.
[0092] Optionally, to avoid accidental triggering of the display of the first and / or second function controls, the call-up area may include a first call-up area and / or a second call-up area. The first swipe operation may be a swipe operation to the first call-up area, and the second swipe operation may be a swipe operation to the second call-up area. The first and second call-up areas may be the same area or different areas. For example, when it is detected that the user drags the joystick outside the boundary of the joystick (i.e., the first call-up area), the first function control is displayed.
[0093] Optionally, the first swipe operation can be a swipe operation in a specified direction to a first call-out area. The second swipe operation can be a swipe operation in a specified direction to a second call-out area. For example, the first and second call-out areas can be set according to the game operation method or specific game settings, such as... Figure 1g The diagram shown illustrates the touch display function controls. The second call-out area can be the area above the joystick. That is, the first and second function controls will only be displayed when the user drags the joystick upward to the second call-out area. If the user drags the joystick in other directions or does not drag it to the second call-out area, the first and second function controls will not be displayed.
[0094] Optionally, the first function control may be displayed when the first swipe operation is dragged in a specified direction and / or reaches the first call-out area, or when the first swipe operation ends and the touch is released.
[0095] Optionally, the first and second function controls may be displayed when the second swipe operation is dragged in a specified direction and / or reaches the second call-out area, or when the second swipe operation ends and the touch is released.
[0096] In some implementations, the second functional control includes a vehicle summoning control configured to respond to a trigger operation, display a virtual vehicle in the game scene, and control a controlled virtual object to drive the virtual vehicle.
[0097] Among them, the vehicle summoning control refers to the control used to summon and display virtual vehicles. For example, it can be displayed as a logo in the form of text, graphics, etc. Graphics can include asterisks, dots, triangles, icons, etc.
[0098] For example, when a user controls a virtual object to enter the driving area in a game scene, the virtual vehicle is not displayed in the driving area. Only after the user triggers the vehicle summoning control via touch does the virtual vehicle appear in the driving area. This provides users with a new mechanism to trigger the display of driving controls, enhancing the overall user experience. Figure 1fThe interface diagram shown illustrates that when a user touches the vehicle summoning control, a virtual vehicle can be displayed in the driving area and near the controlled virtual object.
[0099] It should be noted that virtual vehicles can include various forms of vehicles such as cars, bicycles, motorcycles, ships, airplanes, trains, animals, surfboards, and skateboards. Controlling a virtual object to drive a virtual vehicle refers to using the control method corresponding to that virtual vehicle to control the movement of the virtual object. Different types of virtual vehicles correspond to different control methods. For example, the control method for virtual vehicles such as cars, bicycles, motorcycles, ships, airplanes, and trains is driving; the corresponding control method for virtual vehicles such as animals is riding; and the corresponding control method for virtual vehicles such as surfboards and skateboards is gliding.
[0100] It is understood that the virtual vehicles in this embodiment are not existing virtual vehicles within the driving area of the game scene, but rather virtual vehicles summoned through triggering the vehicle summoning control. In practical applications, the game can automatically allocate and display virtual vehicles based on the application scene or game settings for controlled virtual objects, or it can summon and display corresponding virtual vehicles from virtual vehicles obtained through the vehicle summoning control. This method of summoning and displaying virtual vehicles through triggering the driving control can summon and display virtual vehicles that do not exist in the game scene near the controlled virtual object, eliminating the need for the user to perform a series of operations such as searching for and traveling to virtual vehicles in the game scene. This simplifies the interaction process of using virtual vehicles for controlled virtual objects and improves efficiency.
[0101] In some implementations, after triggering the vehicle summoning control, a virtual vehicle can be retrieved and displayed from the virtual backpack configured for the controlled virtual object. This establishes a connection between the displayed virtual vehicle and the controlled virtual object, allowing the user to drive the virtual vehicle more proficiently. Specifically, the virtual vehicle is retrieved and displayed from the virtual backpack corresponding to the controlled virtual object.
[0102] For example, the virtual backpack of a controlled virtual object stores medicines, virtual weapons, and virtual vehicles acquired by the controlled virtual object. When a user touches the vehicle summoning control, the virtual vehicle in the virtual item backpack can be displayed near the controlled virtual object.
[0103] Optionally, if the virtual backpack of the controlled virtual object contains multiple virtual vehicles, the virtual vehicle with the highest priority can be selected and displayed based on its priority. Priority may include, but is not limited to, the storage order of virtual vehicles in the virtual backpack, the speed parameters of virtual vehicles, and the degree of damage to virtual vehicles.
[0104] In some implementations, when the controlled virtual object is located in a non-driving area, a first function control can be displayed through touch operation of the movement control area to control the controlled virtual object to move in a first movement state. When the controlled virtual object enters the driving area, a second function control is displayed. The movement control method for the virtual object further includes:
[0105] When the current location is in a non-driving area of the game scene, in response to a touch operation applied to the movement control area, the controlled virtual object is moved in the game scene and the first functional control is displayed;
[0106] In response to a trigger operation on the first functional control, the controlled virtual object is controlled to move according to the first movement state corresponding to the first functional control;
[0107] In response to detecting that a controlled virtual object has entered the driving area from the non-driving area, the control displays a second function control.
[0108] For example, such as Figure 1c The diagram in Figure (1) shows the interface of a controlled virtual object located in a non-driving area. When the user-controlled virtual object is in a non-driving area, the user can drag the joystick to the movement control area (i.e., the user performs a touch operation on the movement control area). In response to this operation, a first function control is displayed. When the user touches the first function control, the controlled virtual object moves in the game scene in a first movement state, such as sprinting. Figure 1c The interface diagram shown in (2) shows the controlled virtual object located in the non-driving area. When the controlled virtual object is detected to enter the driving area, the second function control is displayed. At this time, the first function control and the second function control are displayed at the same time.
[0109] In some implementations, the first functional control and the second functional control may correspond to the first functional response area and the second functional response area, respectively.
[0110] The function response area refers to the area used to respond to trigger operations on function controls. The size and shape of the function response area can be set according to actual needs or game settings; for example, it can be circular, fan-shaped, or ring-shaped.
[0111] Optionally, the first function response area and the second function response area are different areas to facilitate differentiation between the two function controls and avoid accidental touches. For example, Figure 1d The diagram shows the functional controls and functional response areas. The first functional response area can be a semi-circular area away from the movement control area (movement joystick), and the second functional response area can be a semi-circular area close to the movement control area (movement joystick).
[0112] Optionally, the triggering operation on the function response area may include, but is not limited to, triggering operations on the function response area by touching, dragging, swiping, long pressing, short pressing, double-tapping, clicking, ending dragging, swiping, etc.
[0113] Optionally, the triggering operation on the first functional response area and the triggering operation on the second functional response area can be either a continuous operation or an intermittent operation.
[0114] Optionally, the touch operation on the movement control area and the trigger operation on the second function response area can be continuous or intermittent. For example, after the user performs the second swipe operation, the first function control and the second function control can be displayed. When the user releases the touch of the second swipe operation, the user can touch again and drag the movement joystick to the function response area of the second function control. When the user releases the touch, a virtual vehicle can be displayed in the driving area of the game scene.
[0115] Optionally, the touch operation on the movement control area and the trigger operation on the second function response area can be continuous operations. This allows the display and triggering of the second function control to be completed with a single swipe, improving interaction efficiency. For example, when the user touches and begins dragging the joystick (i.e., begins the second swipe operation), in response to this swipe, the first and second function controls are displayed above the joystick. If the user continues dragging the joystick to the function response area of the first function control, the controlled virtual object can be controlled to sprint; if dragged further to the function response area of the second function control, a virtual vehicle can be displayed in the driving area. Alternatively, after displaying the first and second function controls, the user can bypass the function response area of the first function control and drag to the function response area of the second function control for better control of the controlled virtual object.
[0116] In some implementations, corresponding functional controls can be triggered by triggering operations on different functional response areas. The method for controlling the movement of this virtual object further includes:
[0117] In response to a trigger operation in the first functional response area, a first functional control corresponding to the first functional response area is triggered, and the controlled virtual object is controlled to move according to the first movement state corresponding to the first functional control;
[0118] In response to the trigger operation, the touch point moves from the first function response area to the second function response area and performs the trigger operation in the second function response area, triggering the second function control and controlling the controlled virtual object to move according to the second movement state corresponding to the second function control.
[0119] For example, such as Figure 1eThe interface diagram shown illustrates that the first function control can be triggered by clicking or dragging the joystick to it (the first function response area). For example... Figure 1f The interface diagram shows that when touching the first function response area, you can drag from the first function response area to the second function response area to trigger the second function control. Alternatively, you can drag the joystick from the first function response area to the second function response area to trigger the second function control. This continuous operation from the first function response area to the second function response area triggers the second function control, avoiding accidental touches and improving triggering efficiency.
[0120] Optionally, when the touch point that triggers the operation moves to the first or second function response area, the identifier of the first or second function control can be highlighted to give the user visual feedback that the function response area of the first or second function control has been touched.
[0121] Optionally, if the end position (release position) of the triggering touch is not located within any functional response area, and / or the end position is located between the first functional control and the second functional control, the functional control closest to the end position can be triggered. For example, if the second functional control is closer to the end position of the touch than the first functional control, the first functional control is triggered.
[0122] In some implementations, the first functional response area and the second functional response area are located in the same orientation as the motion control area, and the first functional response area is between the second functional response area and the motion control area.
[0123] For example, such as Figure 1d The diagram shows the functional controls and function response areas. The first function response area is located above the joystick, and the second function response area is located above the first function response area. This optimizes the layout of controls on the interface and facilitates the continuous triggering of multiple function controls.
[0124] In some implementations, the shape, position, and layout of the function response area can be customized by adjusting the operation to provide diverse triggering methods. The virtual object movement control method also includes:
[0125] In response to a first adjustment operation on a target functional response region, the shape and / or size of the target functional response region is adjusted, the target functional response region including at least one of a first functional response region and a second functional response region;
[0126] In response to the second adjustment operation on the target function response area, the regional layout of the first function response area and the second function response area is adjusted.
[0127] The regional layout includes at least one of adjacency setting and interval setting.
[0128] The first adjustment operation refers to the operation used to adjust the shape and / or size of the target function response area. The second adjustment operation refers to the operation used to adjust the area layout of the second function response area. Adjustment operations may include, but are not limited to, touch, drag, swipe, long press, short press, double-tap, click, end drag, swipe, etc. Users can perform adjustment operations through input devices such as touch screen, mouse, keyboard, or gamepad. The specific operation method depends on the game operation method or specific game settings.
[0129] Among them, "adjacent setting" means that the first function response area and the second function response area are adjacent, and "interval setting" means that there are other areas such as the motion control area between the first function response area and the second function response area.
[0130] In some implementations, the zoning layout includes adjusting the location of functional areas.
[0131] Optionally, the second adjustment operation includes the first position adjustment operation to customize the response speed of different functional controls. Specifically, in response to the second adjustment operation on the target functional response area, the area layout of the first functional response area and the second functional response area is adjusted, including:
[0132] In response to a first position adjustment operation on the first functional response area and the second functional response area, the first functional response area is used as the functional response area corresponding to the second functional control, and the second functional response area is used as the functional response area corresponding to the first functional control.
[0133] Optionally, when the function response area of the function control is adjusted via the second adjustment operation, the control label displayed in the graphical user interface of the function response area also changes accordingly. Specifically, in response to the second adjustment operation targeting the first function response area and the second function response area, the positions of the first function control and the second function control are swapped.
[0134] For example, users can access the game system settings' custom settings page, and by clicking on the remote control controls on the page, they can access the first and second function controls, such as... Figure 1h The diagram shown illustrates the adjustment function controls. Users can touch and drag the first function control upwards to the position of the second function control to swap the vertical positions of the control icons of the first and second function controls in the game interface. At the same time as swapping positions, the corresponding function response areas of the first and second function controls are also swapped.
[0135] Optionally, the second adjustment operation includes a second position adjustment operation, which allows for customization of the distance between the sprint and driving controls in the game interface to avoid accidental touches. Specifically, adjusting the layout of the first and second function response areas includes:
[0136] In response to a second position adjustment operation on the target functional control, adjust the distance between the target control and the movement control area in the specified direction.
[0137] For example, on the game's custom settings page, you can touch and drag either the first or second function control to move the function response area of the first and / or second function control away from or closer to other areas in the game interface. This allows you to customize the response position of the first and second function controls and avoid accidental touches.
[0138] In some implementations, the response speed corresponding to the first functional response area is related to a first distance, and the response speed corresponding to the second functional response area is related to a second distance. The first distance is the distance between the first functional response area and the motion control area, and the second distance is the distance between the second functional response area and the motion control area. For example, different response coefficients can be provided based on the distance between the functional control and the motion control area. The response speed can be positively correlated with the distance and the corresponding coefficient; the larger the response coefficient, the faster the response speed.
[0139] In some implementations, the position of the target functional control can be adjusted by changing its vertical distance from the movement control area in a specified direction. Since a closer vertical distance between the first and / or second functional control and the movement control area (joystick) results in a faster trigger response, and a greater vertical distance results in a slower trigger response, the response efficiency of the functional control can be adjusted by changing the distance between the target functional control and the joystick.
[0140] Optionally, when adjusting the distance between the target function control and the movement control area in a specified direction, the corresponding function response area of the target function control is adjusted according to the adjusted distance. For example, if the initial vertical distances between the first and second function controls and the movement joystick are 368px and 560px respectively, the vertical distance between the control icons of the first and / or second function controls and the control icons of the movement joystick can be adjusted by dragging the first and / or second function controls up or down in the game's custom settings page. The adjusted vertical distance will then synchronously increase or decrease the function response area of the first and / or second function controls. Figure 1iThe diagram shows the adjustment function controls. Touch and drag the first function control upwards to adjust the vertical distance between the first function control and the joystick. Figure 1j The diagram shows the adjustment function control. Drag the vertical distance of the first function control upward to 622PX, and accordingly adjust the first function response area of the first function control from a semi-circle with an outer radius of 560PX to a semi-circle with an outer radius of 622PX.
[0141] In some implementations, when the controlled virtual object is located in the driving area, a first functional control and at least one second functional control can be invoked hierarchically to optimize the display effect of the functional controls. Specifically, when the current location is in the driving area of the game scene, in response to a touch operation applied to the movement control area, the first functional control and at least one second functional control are displayed, including:
[0142] When the current location is in the driving area of the game scene, within the movement control area, the first function control and at least one second function control are called up in stages.
[0143] Among them, hierarchical call-out refers to the hierarchical display of function controls.
[0144] For example, tiered activation can refer to activating the first and second function controls sequentially based on the displacement of the touch point during a touch operation on the motion control area. Thus, the first and second function controls are not displayed simultaneously during the touch operation; they are displayed in tiers according to the touch point position. For instance, when the touch point slides upward a certain distance, such as a preset distance A, the first function control can be activated first. Then, when it slides upward a further distance, such as a preset distance B, the second function control can be activated, where the preset distance B is greater than the preset distance A.
[0145] In some implementations, a preset number of first and second function controls can be called up according to the preset priority of the function controls, so as to prioritize the function controls with higher priority, optimize the display effect of the function controls, and the called function controls can be displayed in the mobile control area or outside the mobile control area.
[0146] In some implementations, the second movement state can be a state in which the controlled virtual object drives a virtual vehicle to move. The movement control method for the virtual object further includes:
[0147] Controlled virtual objects drive virtual vehicles.
[0148] For example, controlling a virtual object to drive a virtual vehicle can be done by having the virtual object sit in the driver's seat of the virtual vehicle. In this way, the virtual vehicle is stationary, and the user needs to perform a trigger operation on the second function control again, such as dragging the joystick upward to the second function response area of the second function control, in order to control the virtual vehicle to move forward. This method will cause pauses and breaks in the experience.
[0149] In some implementations, controlling a controlled virtual object to drive a virtual vehicle can involve controlling the controlled virtual object to drive the virtual vehicle using driving movement parameters, thereby improving the smoothness of game operation and enhancing the user experience.
[0150] In some implementations, the driving movement parameters of the virtual vehicle can be set based on the object movement parameters of the controlled virtual object, reducing the difficulty for users to drive the virtual vehicle and improving the user experience. The steps of controlling the controlled virtual object to move according to the second movement state corresponding to the second functional control include: controlling the controlled virtual object to move with driving movement parameters, wherein the driving movement parameters are associated with the object movement parameters of the controlled virtual object.
[0151] Movement parameters can refer to parameters related to the movement of virtual objects in the game. Movement parameters can include at least one of parameters such as speed and direction. Driving movement parameters can refer to at least one of parameters such as the speed and direction of virtual vehicles, while object movement parameters can refer to at least one of parameters such as the speed and direction of controlled virtual objects.
[0152] Since the movement speed of virtual vehicles should generally be higher than that of the controlled virtual objects, setting the initial movement speed (driving movement parameter) of a virtual vehicle based on its corresponding speed would cause the controlled virtual object to switch directly from a lower to a higher speed, increasing the difficulty for the user to drive the virtual vehicle. Therefore, by setting the initial movement parameter of the virtual vehicle based on the object movement parameter of the controlled virtual object, the smoothness of the movement speed switching of the controlled virtual object is increased, allowing the user to use the movement state of the virtual vehicle more quickly when starting to drive it, reducing the difficulty for the user to drive the virtual vehicle, and improving the user experience.
[0153] Optionally, the movement parameters include parameters of speed and / or direction.
[0154] For example, when the second function control is triggered, the controlled virtual object moves at a speed of X and moves in a direction of A. The controlled virtual object can be controlled to automatically sit in the driver's seat of the virtual vehicle, and the initial moving speed of the virtual vehicle can be controlled to be Y = X × 120%, with the initial moving direction being A.
[0155] In some implementations, the driving movement parameters include movement speed, and the step of controlling the controlled virtual object to move according to the second movement state corresponding to the second functional control further includes:
[0156] In response to a speed control operation applied to the speed control area, the movement speed is adjusted according to the speed control operation, and the controlled virtual object is controlled to move at the adjusted movement speed.
[0157] The speed control area refers to the response area used to control the movement speed. Furthermore, the response area used to control the movement direction is the direction control area. It should be noted that in this embodiment, the movement control area, the initial control area (the control area corresponding to the joystick, which is used to control the controlled virtual object to move in a normal state), the speed control area, and the direction control area can be the same area or different areas. For example, the speed control area can be an acceleration control in the graphical user interface other than the joystick; the direction control area can be a direction adjustment control in the graphical user interface other than the joystick.
[0158] In some implementations, the initial control region, speed control region, and direction control region may also be sub-regions of the movement control region.
[0159] Speed control operations refer to actions used to adjust the driving and movement parameters of a vehicle. For example, a speed control operation could be accelerating a virtual vehicle by touching the speed control area.
[0160] In some implementations, the method for controlling the movement of the virtual object further includes:
[0161] In response to a directional control operation applied to the directional control area, the movement direction of the controlled virtual object is adjusted according to the directional control operation, and the controlled virtual object is controlled to move in the adjusted movement direction according to the second movement state.
[0162] Directional control operations refer to operations used to adjust the movement direction of a virtual vehicle. For example, directional control operations can involve touching the directional control area to turn the virtual vehicle.
[0163] For example, when a controlled virtual object is driving a virtual vehicle (i.e., moving in a second movement state), the user can touch the movement joystick to take over the movement control of the virtual vehicle, such as by dragging the movement joystick to accelerate or turn the virtual vehicle.
[0164] Optionally, when the controlled virtual object is driving a virtual vehicle, vehicle control controls can be displayed on a graphical user interface. These controls are used to control the vehicle's speed and direction. Users can adjust the vehicle's speed and direction by touching the vehicle control controls on the graphical user interface.
[0165] Optionally, if there is an obstacle in the direction of movement of the virtual vehicle before the user adjusts the vehicle's speed and direction, the virtual vehicle can be automatically controlled to avoid the obstacle, thereby reducing the difficulty for the user to drive the virtual vehicle and improving the user experience.
[0166] The virtual object movement control scheme provided in this application can be applied to various game scenarios. For example, taking a shooting game as an example, the current position of the controlled virtual object is obtained; when the current position is in a non-driving area of the game scene, in response to a touch operation on the movement control area, the controlled virtual object is controlled to move in the game scene, and a first functional control is displayed. The first functional control is configured to respond to a trigger operation, controlling the controlled virtual object to move according to the first movement state corresponding to the first functional control; when the current position is in a driving area of the game scene, in response to a touch operation on the movement control area, the first functional control and at least one second functional control are displayed. The movement state corresponding to the second functional control is different from the movement state corresponding to the first functional control. The second functional control is configured to respond to a trigger operation, controlling the controlled virtual object to move according to the second movement state corresponding to the second functional control, wherein the second movement state corresponds to the driving area.
[0167] As can be seen from the above, the embodiments of this application are feasible. Therefore, this solution is feasible, thereby improving the ability to invoke new functional controls and implement new functions through touch operations on the existing movement control area of the graphical user interface without adding additional operation controls. This simplifies the interactive interface and avoids accidental touches caused by too many controls on the interface. Furthermore, when the controlled virtual object is located in different areas such as the non-driving area and the driving area, different functional controls can be invoked through touch operations on the movement control area, allowing the user to control the controlled virtual object to perform different movement states. When the controlled virtual object is located in the driving area, a second functional control corresponding to the driving area can be invoked. This allows the user to trigger the second functional control and enter a second movement state in a natural and easily understandable way, thereby improving interaction efficiency.
[0168] The method described in the above embodiments will be further described in detail below.
[0169] In this embodiment, an FPS (First-Person Shooter Game) mobile game will be used as an example to describe the method of this application embodiment in detail.
[0170] like Figure 2 As shown, the specific process of a virtual object movement control method is as follows:
[0171] 210. In response to an initial sliding action on the joystick, control the controlled virtual object to enter the driving area.
[0172] For example, in a mobile FPS game, a designated area within the game scene is set up as a driving zone. Initially, this area contains no virtual vehicles. Users can control a virtual object to enter this driving zone by sliding the joystick in any direction. When the game detects that a controlled virtual object has entered the driving zone, a pop-up message will appear on the game interface stating "Drivable vehicles are available in this area," and this message will be displayed three times.
[0173] 220. In response to a first sliding operation on the movement joystick, display the vehicle summon control and sprint control in the associated area of the movement joystick.
[0174] For example, the first swipe and the initial swipe can be consecutive operations. Once the controlled virtual object enters the driving area, the user can continue dragging the movement joystick in a specified direction to the call-up area above the joystick. In response to dragging to the call-up area, vehicle summoning controls and sprint controls can be displayed above the movement joystick. Figure 1c The interface diagrams shown in (1) and (2) illustrate that in FPS mobile games, the game interface can display a reload control and two shooting controls located on both sides. Users can control the controlled virtual object to perform reload and shooting actions by touching the reload and shooting controls. Users can operate the left joystick and continuously push it to the top of the screen to display two guide buttons: [Sprint Lock] (Sprint Control) and [Drive Vehicle] (Vehicle Summoning Control). The Sprint Control corresponds to the first function response area, and the Vehicle Summoning Control corresponds to the second function response area.
[0175] For example, the first and third swipe operations can be intermittent operations. After the controlled virtual object enters the driving area, the user can release the touch and move the joystick again to drag it to the call-up area above the joystick. In response to the dragging to the call-up area, vehicle summoning controls and sprint controls can be displayed above the joystick.
[0176] 230. In response to the second sliding operation, display the virtual vehicle in the driving area and control the controlled virtual object to drive the virtual vehicle.
[0177] For example, the first and second swipe operations can be consecutive. After displaying the vehicle summoning control and the sprint control, the user can continue to drag the joystick to the second function response area above the joystick. Releasing the touch in response to dragging to the second function response area allows the user to summon and display a virtual vehicle from the controlled virtual object's backpack and control the controlled virtual object to sit in the driver's seat of the virtual vehicle.
[0178] For example, the first and second swipe operations can be intermittent operations. The user can release the touch and then move the joystick again to drag it to the second function response area above the joystick. Releasing the touch in response to dragging to the second function response area allows the user to summon and display a virtual vehicle from the controlled virtual object's inventory, and control the controlled virtual object to sit in the driver's seat of the virtual vehicle.
[0179] When a controlled virtual object is seated in the driver's seat of a virtual vehicle, the virtual vehicle can move at a speed of X and in a direction of A, where Y = X × 120%, X is the speed of the controlled virtual object, and A is the direction of movement. After the controlled virtual object is seated in the driver's seat, the vehicle's speed and direction can be adjusted by using the vehicle control controls on the touch-screen graphical user interface.
[0180] It should be noted that users can freely choose the drag path for the second swipe operation. For example, the drag path can pass through the sprint control, meaning the user can quickly drag upwards to the second function response area, during which the user will touch the first function response area of the sprint control. Alternatively, the drag operation can bypass the sprint control, meaning the user can drag slowly, using an arc-shaped drag path to avoid the first function response area of the sprint control, without touching the sprint control during this process. The user can drag the movement joystick upwards a certain distance to enter the first function response area of the sprint control, release the touch to trigger the sprint function, and then drag the movement joystick upwards again a certain distance to enter the second function response area of the vehicle summoning control, releasing the touch to trigger the virtual vehicle driving function.
[0181] In practical applications, to enable users to quickly trigger corresponding functions, such as Figure 1h The diagram showing the functional response area allows you to set a vertical distance and two corresponding sector areas for response. The vertical distance allows users to customize the operation distance; the sector areas, through their size, reduce accidental touches of the two controls, ensuring the function responds from various operating angles and improving fault tolerance.
[0182] In addition, users can adjust the position and order of vehicles and sprint. Users can access this through the game's System - Settings - Customize interface, click on Remote Controls, and see two controls: Sprint Controls and Vehicle Call Controls. Figure 1h and Figure 1jThe diagram shown illustrates the adjustment controls. Users can drag the controls up and down (towards the screen distance from the joystick). Closer proximity results in faster response (too close a distance may cause accidental touches for novice users). Additionally, users can swap the up and down positions of the vehicle and sprint controls to accommodate different gameplay mechanics and user preferences, enhancing the in-game experience and providing greater freedom and personalization.
[0183] As can be seen from the above, the embodiments of this application call up the vehicle summoning control by moving the joystick, so as to use the method of summoning and displaying virtual vehicles. Virtual vehicles that do not exist in the game scene can be summoned and displayed near the controlled virtual object. Users do not need to perform a series of operations such as searching for and going to the virtual vehicle in the game scene. This can improve and simplify the interaction process of the controlled virtual object using the virtual vehicle and improve efficiency.
[0184] To better implement the above methods, this application also provides a virtual object mobility control device, which can be integrated into an electronic device, such as a terminal or server. The terminal can be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, or personal computer; the server can be a single server or a server cluster composed of multiple servers.
[0185] For example, in this embodiment, the method of this application embodiment will be described in detail by taking the integration of a virtual object's mobile control device into a terminal as an example.
[0186] For example, such as Figure 3 As shown, the movement control device for the virtual object provides a graphical user interface through a terminal. The content displayed in the graphical user interface at least partially includes the game scene and the controlled virtual object located in the game scene. The movement control device for the virtual object may include an acquisition unit 310 and a control unit 320, as follows:
[0187] (I) Acquisition Unit 310
[0188] Used to obtain the current position of the controlled virtual object.
[0189] (II) Control Unit 320
[0190] When the current location is in a non-driving area of the game scene, in response to a touch operation applied to the movement control area, the controlled virtual object is moved in the game scene, and a first functional control is displayed. The first functional control is configured to respond to a trigger operation and control the controlled virtual object to move according to the first movement state corresponding to the first functional control.
[0191] The virtual object's movement control device is also used to control the display of a first functional control and at least one second functional control in response to a touch operation applied to the movement control area when the current position is in the driving area of the game scene. The movement state corresponding to the second functional control is different from the movement state corresponding to the first functional control. The second functional control is configured to respond to a trigger operation and control the controlled virtual object to move according to the second movement state corresponding to the second functional control, wherein the second movement state corresponds to the driving area.
[0192] In some implementations, the second functional control includes a vehicle summoning control configured to respond to a trigger operation, display a virtual vehicle in the game scene, and control a controlled virtual object to drive the virtual vehicle.
[0193] In some implementations, the virtual vehicle is retrieved from and displayed from the virtual backpack corresponding to the controlled virtual object.
[0194] In some implementations, the control unit 320 may also be used for:
[0195] When the current position is located in a non-driving area of the game scene, in response to a touch operation applied to the movement control area, the controlled virtual object is controlled to move in the game scene, and a first function control is displayed;
[0196] In response to a trigger operation on the first functional control, the controlled virtual object is controlled to move according to the first movement state corresponding to the first functional control;
[0197] In response to detecting that the controlled virtual object has entered the driving area from the non-driving area, the second function control is displayed.
[0198] In some implementations, the step of controlling the controlled virtual object to move according to the second movement state corresponding to the second functional control includes controlling the controlled virtual object to move with driving movement parameters, wherein the driving movement parameters are associated with the object movement parameters of the controlled virtual object.
[0199] In some implementations, the driving movement parameters include movement speed, and the step of controlling the controlled virtual object to move according to the second movement state corresponding to the second functional control further includes:
[0200] In response to a speed control operation applied to the speed control area, the movement speed is adjusted according to the speed control operation, and the controlled virtual object is controlled to move at the adjusted movement speed.
[0201] In some implementations, the control unit 320 may also be used for:
[0202] In response to a directional control operation acting on the directional control area, the movement direction of the controlled virtual object is adjusted according to the directional control operation, and the controlled virtual object is controlled to move in the adjusted movement direction according to the second movement state.
[0203] In some implementations, the control unit 320 may also be used for:
[0204] In response to a trigger operation in the first functional response area, a first functional control corresponding to the first functional response area is triggered, and the controlled virtual object is controlled to move according to the first movement state corresponding to the first functional control;
[0205] In response to the trigger operation, the touch point moves from the first function response area to the second function response area and performs the trigger operation in the second function response area, triggering the second function control and controlling the controlled virtual object to move according to the second movement state corresponding to the second function control.
[0206] In some implementations, the first functional response area and the second functional response area are located in the same orientation as the motion control area, and the first functional response area is between the second functional response area and the motion control area.
[0207] In some implementations, the control unit 320 may also be used for:
[0208] In response to a first adjustment operation on a target functional response region, the shape and / or size of the target functional response region is adjusted, the target functional response region including at least one of a first functional response region and a second functional response region;
[0209] In response to a second adjustment operation on the target function response area, the area layout of the first function response area and the second function response area is adjusted, the area layout including at least one of adjacency setting and spacing setting.
[0210] In some implementations, the response speed corresponding to the first functional response area is related to a first distance, and the response speed corresponding to the second functional response area is related to a second distance. The first distance is the distance between the first functional response area and the motion control area, and the second distance is the distance between the second functional response area and the motion control area.
[0211] In some implementations, the graphical user interface further includes a joystick, the movement control area is the contact area of the joystick, the triggering operation of the target function control is a release operation, and the target function control includes at least one of a first function control and a second function control.
[0212] In some implementations, the control unit 320 may specifically be used for:
[0213] When the current location is in the driving area of the game scene, within the movement control area, the first function control and at least one second function control are called up in stages.
[0214] In practice, each of the above units can be implemented as an independent entity or can be arbitrarily combined to be implemented as the same or several entities. For the specific implementation of each of the above units, please refer to the previous method embodiments, which will not be repeated here.
[0215] Therefore, this embodiment of the application can, without adding any additional operation controls, call up new functional controls by touching the existing movement control area of the graphical user interface, thereby simplifying the interactive interface and avoiding accidental touches caused by too many controls on the interface. Furthermore, when the controlled virtual object is located in different areas such as the non-driving area and the driving area, different functional controls can be called up by touching the movement control area, allowing the user to control the controlled virtual object to perform different movement states. When the controlled virtual object is located in the driving area, a second functional control corresponding to the driving area can be called up, thereby triggering the second functional control and entering a second movement state in a natural and easily understandable way for the player, thus improving interaction efficiency.
[0216] Accordingly, this application also provides a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer, personal digital assistant (PDA) and other terminal devices.
[0217] like Figure 4 As shown, Figure 4 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device 400 includes a processor 410 with one or more processing cores, a memory 420 with one or more computer-readable storage media, and a computer program stored in the memory 420 and executable on the processor. The processor 410 is electrically connected to the memory 420. Those skilled in the art will understand that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0218] The processor 410 is the control center of the computer device 400. It connects various parts of the computer device 400 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 420, and calling data stored in the memory 420, it performs various functions of the computer device 400 and processes data, thereby monitoring the computer device 400 as a whole.
[0219] In this embodiment, the processor 410 in the computer device 400 loads the instructions corresponding to the processes of one or more applications into the memory 420 according to the following steps, and the processor 410 runs the applications stored in the memory 420 to achieve various functions:
[0220] Obtain the current position of the controlled virtual object; when the current position is in a non-driving area of the game scene, in response to a touch operation applied to the movement control area, control the controlled virtual object to move in the game scene and display a first functional control. The first functional control is configured to respond to a trigger operation and control the controlled virtual object to move according to the first movement state corresponding to the first functional control; when the current position is in a driving area of the game scene, in response to a touch operation applied to the movement control area, control the display of the first functional control and at least one second functional control. The movement state corresponding to the second functional control is different from the movement state corresponding to the first functional control. The second functional control is configured to respond to a trigger operation and control the controlled virtual object to move according to the second movement state corresponding to the second functional control, wherein the second movement state corresponds to the driving area.
[0221] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0222] Optional, such as Figure 4 As shown, the computer device 400 also includes: a touch screen display 430, a radio frequency circuit 440, an audio circuit 450, an input unit 460, and a power supply 470. The processor 410 is electrically connected to the touch screen display 430, the radio frequency circuit 440, the audio circuit 450, the input unit 460, and the power supply 470. Those skilled in the art will understand that... Figure 4 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0223] The touch display screen 430 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 430 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 410. It can also receive and execute commands from the processor 410. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 410 to determine the type of touch event. Subsequently, the processor 410 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and display panel can be integrated into the touch display screen 430 to achieve input and output functions. However, in some embodiments, the touch panel and display panel can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 430 can also be used as part of the input unit 460 to achieve input functions.
[0224] In this embodiment, a game application is executed by processor 410 to generate a graphical user interface (GUI) on touch display screen 430. The virtual scene on the GUI includes at least one skill control area, and the skill control area includes at least one skill control. The touch display screen 430 is used to present the GUI and receive operation commands generated by the user interacting with the GUI.
[0225] The radio frequency circuit 440 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.
[0226] Audio circuitry 450 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 450 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 450, converted back into audio data, and then processed by processor 410 before being transmitted via radio frequency circuitry 440 to, for example, another computer device, or output to memory 420 for further processing. Audio circuitry 450 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.
[0227] The input unit 460 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0228] Power supply 470 is used to supply power to various components of computer device 400. Optionally, power supply 470 can be logically connected to processor 410 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 470 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0229] although Figure 4 As not shown in the diagram, computer equipment 400 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0230] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0231] As can be seen from the above, the computer device provided in this embodiment can bring up new functional controls and realize new functions by touching the original movement control area of the graphical user interface without adding operation controls, thereby simplifying the interactive interface and avoiding accidental touches caused by too many controls on the interface. Furthermore, when the controlled virtual object is located in different areas such as the non-driving area and the driving area, different functional controls can be brought up by touching the movement control area, allowing the user to control the controlled virtual object to perform different movement states. When the controlled virtual object is located in the driving area, a second functional control corresponding to the driving area can be brought up, thereby triggering the second functional control and entering a second movement state in a natural and easily understandable way for the player, thus improving interaction efficiency.
[0232] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0233] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute steps in any of the virtual object movement control methods provided in embodiments of this application. For example, the computer program can execute the following steps:
[0234] Obtain the current position of the controlled virtual object; when the current position is in a non-driving area of the game scene, in response to a touch operation applied to the movement control area, control the controlled virtual object to move in the game scene and display a first functional control. The first functional control is configured to respond to a trigger operation and control the controlled virtual object to move according to the first movement state corresponding to the first functional control; when the current position is in a driving area of the game scene, in response to a touch operation applied to the movement control area, control the display of the first functional control and at least one second functional control. The movement state corresponding to the second functional control is different from the movement state corresponding to the first functional control. The second functional control is configured to respond to a trigger operation and control the controlled virtual object to move according to the second movement state corresponding to the second functional control, wherein the second movement state corresponds to the driving area.
[0235] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0236] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0237] Since the computer program stored in the storage medium can execute the steps in any of the virtual object movement control methods provided in the embodiments of this application, the beneficial effects that any of the virtual object movement control methods provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.
[0238] The foregoing has provided a detailed description of a method, apparatus, computer device, and storage medium for controlling the movement of a virtual object, as provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of this application. At the same time, those skilled in the art will recognize that there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.
Claims
1. A method for controlling the movement of a virtual object, characterized in that, The method includes providing a graphical user interface via a terminal, wherein the content displayed by the graphical user interface at least partially includes a game scene and controlled virtual objects located within the game scene. Obtain the current position of the controlled virtual object; When the current position is located in a non-driving area of the game scene, in response to a touch operation applied to the movement control area, the controlled virtual object is controlled to move in the game scene, and a first function control is displayed. The first function control is configured to respond to a trigger operation and control the controlled virtual object to move according to a first movement state corresponding to the first function control, wherein the first movement state is a movement state without a vehicle. When the current position is located in the driving area of the game scene, in response to a touch operation applied to the movement control area, the first functional control and at least one second functional control are displayed. The movement state corresponding to the second functional control is different from the movement state corresponding to the first functional control. The second functional control is configured to respond to a trigger operation and control the controlled virtual object to move according to the second movement state corresponding to the second functional control. The second movement state corresponds to the driving area. The second functional control includes a vehicle summoning control. The vehicle summoning control is configured to respond to a trigger operation, display a virtual vehicle in the game scene, and control the controlled virtual object to drive the virtual vehicle. Alternatively, if a virtual vehicle is displayed in the driving area, the vehicle summoning control is configured to respond to a trigger operation and control the controlled virtual object to drive the virtual vehicle.
2. The method for controlling the movement of a virtual object as described in claim 1, characterized in that, The virtual vehicle is obtained from and displayed from the virtual backpack corresponding to the controlled virtual object.
3. The method for controlling the movement of a virtual object as described in claim 1, characterized in that, The method further includes: When the current position is located in a non-driving area of the game scene, in response to a touch operation applied to the movement control area, the controlled virtual object is controlled to move in the game scene, and the first function control is displayed; In response to a trigger operation on the first functional control, the controlled virtual object is controlled to move according to the first movement state corresponding to the first functional control; In response to detecting that the controlled virtual object has entered the driving area from the non-driving area, the second function control is displayed.
4. The method for controlling the movement of a virtual object as described in claim 1, characterized in that, The step of controlling the controlled virtual object to move according to the second movement state corresponding to the second functional control includes: The controlled virtual object is controlled to move according to driving movement parameters, which are associated with the object movement parameters of the controlled virtual object.
5. The method for controlling the movement of a virtual object as described in claim 4, characterized in that, The driving movement parameters include movement speed, and the step of controlling the controlled virtual object to move according to the second movement state corresponding to the second functional control further includes: In response to a speed control operation applied to the speed control area, the movement speed is adjusted according to the speed control operation, and the controlled virtual object is controlled to move at the adjusted movement speed.
6. The method for controlling the movement of a virtual object as described in claim 4, characterized in that, The method further includes: In response to a directional control operation acting on the directional control area, the movement direction of the controlled virtual object is adjusted according to the directional control operation, and the controlled virtual object is controlled to move in the adjusted movement direction according to the second movement state.
7. The method for controlling the movement of a virtual object as described in claim 1, characterized in that, The method further includes: In response to a trigger operation in the first functional response area, the first functional control corresponding to the first functional response area is triggered, and the controlled virtual object is controlled to move according to the first movement state corresponding to the first functional control. In response to the trigger operation, the touch point moves from the first function response area to the second function response area and performs the trigger operation in the second function response area, triggering the second function control and controlling the controlled virtual object to move according to the second movement state corresponding to the second function control.
8. The method for controlling the movement of a virtual object as described in claim 7, characterized in that, The first functional response area and the second functional response area are located in the same direction as the motion control area, and the first functional response area is between the second functional response area and the motion control area.
9. The method for controlling the movement of a virtual object as described in claim 7, characterized in that, The method further includes: In response to a first adjustment operation on a target functional response region, the shape and / or size of the target functional response region is adjusted, the target functional response region including at least one of the first functional response region and the second functional response region; In response to a second adjustment operation on the target function response area, the regional layout of the first function response area and the second function response area is adjusted, the regional layout including at least one of adjacency setting and spacing setting.
10. The method for controlling the movement of a virtual object as described in claim 7, characterized in that, The response speed of the first functional response area is related to a first distance, and the response speed of the second functional response area is related to a second distance. The first distance is the distance between the first functional response area and the motion control area, and the second distance is the distance between the second functional response area and the motion control area.
11. The method for controlling the movement of a virtual object as described in claim 1, characterized in that, The graphical user interface further includes a joystick, the movement control area is the contact area of the joystick, the trigger operation of the target function control is a release operation, and the target function control includes at least one of the first function control and the second function control.
12. The method for controlling the movement of a virtual object as described in claim 1, characterized in that, When the current location is within the driving area of the game scene, in response to a touch operation applied to the movement control area, the first functional control and at least one second functional control are controlled to be displayed, including: When the current location is in the driving area of the game scene, the first function control and at least one second function control are called up in stages within the movement control area.
13. A motion control device for a virtual object, characterized in that, The device provides a graphical user interface via a terminal, the content of which at least partially includes a game scene and controlled virtual objects located within the game scene, the device comprising: The acquisition unit is used to acquire the current position of the controlled virtual object; The control unit is configured to, when the current position is located in a non-driving area of the game scene, respond to a touch operation applied to the movement control area, control the controlled virtual object to move in the game scene, and display a first function control, wherein the first function control is configured to respond to a trigger operation and control the controlled virtual object to move according to a first movement state corresponding to the first function control, wherein the first movement state is a movement state without a vehicle; The control unit is further configured to, when the current position is located in the driving area of the game scene, respond to a touch operation applied to the movement control area to control the display of the first functional control and at least one second functional control, wherein the movement state corresponding to the second functional control is different from the movement state corresponding to the first functional control, and the second functional control is configured to respond to a trigger operation to control the controlled virtual object to move according to the second movement state corresponding to the second functional control, wherein the second movement state corresponds to the driving area, and the second functional control includes a vehicle summoning control, wherein the vehicle summoning control is configured to respond to a trigger operation to display a virtual vehicle in the game scene and control the controlled virtual object to drive the virtual vehicle to move, or wherein a virtual vehicle is displayed in the driving area, and the vehicle summoning control is configured to respond to a trigger operation to control the controlled virtual object to drive the virtual vehicle to move.
14. A computer device, characterized in that, It includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps in the virtual object movement control method as described in any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the virtual object movement control method according to any one of claims 1 to 12.