Virtual role control method and device, electronic equipment and storage medium
By separating the attack controls and virtual joystick on the graphical user interface of the touch terminal, and displaying the motion control group when entering the charging state, the problem of players having difficulty controlling charging and movement at the same time is solved, realizing convenient motion control and ensuring the continuity of the charging state.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2022-02-17
- Publication Date
- 2026-04-14
AI Technical Summary
In action games, it is difficult for players to control the virtual character's movement while charging up an attack, resulting in high control difficulty and failing to meet the game's requirements.
By placing the attack controls and the virtual joystick on different sides of the graphical user interface of the touch terminal, the character moves in response to the operation of the virtual joystick, and enters a charging state in response to the operation of the attack controls. When entering the charging state, a motion control group is displayed on the virtual joystick side, allowing players to operate the motion control group with their fingers on the virtual joystick side to achieve motion control without interrupting the charging.
It enables convenient control of virtual character movement during the charging state, improves the ease of movement control during the charging state, ensures the continuity of the charging state, and avoids the problem of repeated timing.
Smart Images

Figure CN116650948B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and in particular to a method, device, electronic device, and storage medium for controlling a virtual character. Background Technology
[0002] Many action games include various game controls in their interface, such as a virtual joystick to control the virtual character's movement direction, attack controls to control the virtual character's attack methods, and motion controls to control the virtual character's movement state. Players can use these attack controls to unleash corresponding attacks on enemy characters. To differentiate attacks, some games divide attacks into normal attacks and charged attacks. For the same attack control, tapping it unleashes a powerful normal attack. Charged attacks typically require a certain amount of time. For example, long-pressing the attack control to trigger a charged attack will put the player character into a charging state. During this state, the player character will change color and / or emit a specific sound effect. If the player character releases the attack control while in the charging state, they will unleash a charged attack on the enemy character. Because charged attacks have greater attack power than normal attacks, they can inflict more damage.
[0003] When performing a charged attack, players typically use one finger to press and hold the attack control to charge, and another finger to operate the virtual joystick to control the virtual character's movement. If the finger pressing the attack control is removed during the charging process, the charging process will be interrupted, and pressing the attack control again will restart the charging timer. If players do not want to interrupt the charging process, they need to keep their finger pressed throughout. Based on this, if players want to control the virtual character's movement, they need to use a third finger to operate the movement controls (such as controls for jogging, running, jumping, dodging, or crouching), which is quite difficult to control and limits the character's movement during the charging process, failing to meet the player's gaming needs. Summary of the Invention
[0004] The purpose of this application is to provide a method, device, electronic device and storage medium for controlling a virtual character, so that players can control the motion control while controlling the attack control to charge up power, thereby realizing the control of the virtual character to move according to the corresponding actions without interrupting the power charging, and improving the convenience of motion control in the power charging state.
[0005] In a first aspect, embodiments of this application provide a method for controlling a virtual character, which provides attack controls and a virtual joystick through a graphical user interface of a touch terminal, wherein the attack controls and the virtual joystick are located on different sides of the graphical user interface; the method includes: controlling a player character to move in a game scene in response to a first touch operation on the virtual joystick; controlling the player character to enter a charging state in response to a second touch operation on the attack controls; when it is detected that the second touch operation on the attack controls causes the player character to enter the charging state, displaying a motion control group on the side of the graphical user interface where the virtual joystick is located; and controlling the player character to perform the action corresponding to the first target motion control in response to a third touch operation on a first target motion control in the motion control group.
[0006] In conjunction with the first aspect, this application provides a first possible implementation of the first aspect, wherein there exists at least one time range in which the touch point of the second touch operation, the touch point of the first touch operation, and / or the touch point of the third touch operation are simultaneously on the graphical user interface.
[0007] In conjunction with the first aspect, this application provides a second possible implementation of the first aspect, wherein the first touch operation and the third touch operation are continuous and uninterrupted touch operations; or the first touch operation and the third touch operation are intermittent and discontinuous touch operations.
[0008] In conjunction with the first aspect, this application provides a third possible implementation of the first aspect, wherein displaying a motion control group on the side where the virtual joystick is located on the graphical user interface includes: providing a limit trigger indicator on the graphical user interface; wherein the virtual joystick is located within the outer contour range of the limit trigger indicator; and displaying the motion control group in the associated area of the limit trigger indicator.
[0009] In conjunction with the first aspect, this application provides a fourth possible implementation of the first aspect, wherein, in addition to displaying a motion control group on the side of the virtual joystick on the graphical user interface when the player character enters a charging state, the display of the motion control group on the side of the virtual joystick on the graphical user interface further includes: displaying the motion control group on the side of the virtual joystick on the graphical user interface when the touch point of the first touch operation on the virtual joystick is detected to be outside the outer contour range of the limit trigger mark; or displaying the motion control group on the side of the virtual joystick on the graphical user interface when a second touch operation on the attack control is detected, and the touch point of the first touch operation on the virtual joystick is outside the outer contour range of the limit trigger mark.
[0010] In conjunction with the first aspect, this application provides a fifth possible implementation of the first aspect, wherein the method further includes: sequentially displaying a limit trigger identifier and the motion control group on the graphical user interface.
[0011] In conjunction with the first aspect, this application provides a sixth possible implementation of the first aspect, wherein the limit trigger identifier is a circumferential identifier that is the same as the center of the virtual joystick.
[0012] In conjunction with the first aspect, this application provides a seventh possible implementation of the first aspect, wherein displaying a motion control group on the side where the virtual joystick is located on the graphical user interface includes: determining a display position on the side where the virtual joystick is located on the graphical user interface according to the movement direction or end position of the touch point of the first touch operation; and displaying the motion control group at the display position.
[0013] In conjunction with the first aspect, this application provides an eighth possible implementation of the first aspect, wherein, after the step of displaying the motion control group on the side where the virtual joystick is located on the graphical user interface, the method further includes: moving the motion control group according to the change in the position of the touch point relative to the virtual joystick in response to the movement of a touch point on the virtual joystick; wherein, when the motion control group moves with the change in the position of the touch point relative to the virtual joystick, the relative distance between the motion control group and the virtual joystick or the limit trigger indicator remains fixed.
[0014] In conjunction with the first aspect, this application provides a ninth possible implementation of the first aspect, wherein the method further includes: in response to the end of the second touch operation against the attack control, hiding the motion control group on the virtual joystick side and displaying the motion control group on the attack control side; wherein, from the moment the motion control group is displayed on the virtual joystick side to the moment the motion control group is hidden on the virtual joystick side, the touch point of the second touch operation has not left the graphical user interface.
[0015] In conjunction with the first aspect, this application provides a tenth possible implementation of the first aspect, wherein the motion control group includes a close control, and after displaying the motion control group, the method further includes: in response to a fourth touch operation on the close control, hiding the motion control group on the virtual joystick side, and displaying motion controls in the motion control group other than the close control on the attack control side; wherein, from the moment the motion control group is displayed on the virtual joystick side to the moment the motion control group is hidden on the virtual joystick side, the touch point of the second touch operation has not left the graphical user interface.
[0016] In conjunction with the first aspect, this application provides an eleventh possible implementation of the first aspect, wherein the method further includes: monitoring the duration of a third touch operation on the first target motion control; and when the duration of the third touch operation on the first target motion control is detected to be not less than a preset duration threshold, controlling the player character to continuously execute the action corresponding to the first target motion control.
[0017] In conjunction with the first aspect, this application provides a twelfth possible implementation of the first aspect, wherein the first target motion control is configured with additional actions, and before controlling the player character to execute the action corresponding to the first target motion control, the method further includes: detecting whether the player character's character state and / or environment satisfies the combined motion conditions corresponding to the first target motion control; controlling the player character to execute the action corresponding to the first target motion control includes: when it is detected that the player character's character state and / or environment satisfies the combined motion conditions corresponding to the first target motion control, controlling the player character to execute the first target motion control's own action and the additional actions.
[0018] In conjunction with the first aspect, this application provides a thirteenth possible implementation of the first aspect, wherein the method further includes: displaying a combined motion switch control on the graphical user interface; checking whether the combined motion switch control is in an on state; checking whether the character state and / or environment of the virtual character meets the combined motion conditions corresponding to the first target motion control includes: when the combined motion switch control is in an on state, checking whether the character state and / or environment of the player character meets the combined motion conditions corresponding to the first target motion control.
[0019] Secondly, embodiments of this application also provide a control device for a virtual character, which provides attack controls and a virtual joystick through a graphical user interface of a touch terminal, wherein the attack controls and the virtual joystick are located on different sides of the graphical user interface; the device includes: a movement control module, used to control the player character to move in a game scene in response to a first touch operation on the virtual joystick; a power-up control module, used to control the player character to enter a power-up state in response to a second touch operation on the attack controls; a display module, used to display a motion control group on the side of the graphical user interface where the virtual joystick is located when the second touch operation on the attack controls is detected to cause the player character to enter a power-up state; and an action control module, used to control the player character to perform the action corresponding to the first target motion control in response to a third touch operation on a first target motion control in the motion control group.
[0020] Thirdly, embodiments of this application also provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned virtual character control method.
[0021] Fourthly, embodiments of this application also provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the aforementioned virtual character control method.
[0022] This application provides a method, device, electronic device, and storage medium for controlling a virtual character. It provides attack controls and a virtual joystick through a graphical user interface (GUI) of a touch terminal, with the attack controls and virtual joystick located on different sides of the GUI. The method responds to a first touch operation on the virtual joystick to control the player character's movement in the game scene, and responds to a second touch operation on the attack controls to control the player character into a charging state. When the second touch operation on the attack controls is detected, causing the player character to enter the charging state, a motion control group is displayed on the side of the GUI where the virtual joystick is located. This allows the player to use their finger on the virtual joystick side to perform a third touch operation on a first target motion control in the motion control group, thereby controlling the player character to execute the action corresponding to the first target motion control. This method of displaying the motion control group on the side of the virtual joystick when the player character enters the charging state allows for convenient operation of the motion controls in the motion control group from the virtual joystick side. It achieves motion control without interrupting the player character's charging state, ensuring that the player character's current charging state is completed in one go, and improving the convenience of motion control during the charging state. Attached Figure Description
[0023] To more clearly illustrate the technical solutions in the specific embodiments of this application or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this application. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0024] Figure 1 A schematic diagram of a graphical user interface provided in an embodiment of this application;
[0025] Figure 2 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;
[0026] Figure 3 A flowchart illustrating a virtual character control method provided in an embodiment of this application;
[0027] Figure 4 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;
[0028] Figure 5 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;
[0029] Figure 6 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;
[0030] Figure 7 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;
[0031] Figure 8 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;
[0032] Figure 9 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;
[0033] Figure 10 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;
[0034] Figure 11 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;
[0035] Figure 12 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;
[0036] Figure 13 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;
[0037] Figure 14 This is a schematic diagram of the structure of a control device for a virtual character provided in an embodiment of this application;
[0038] Figure 15 A schematic diagram of the structure of another virtual character control device provided in the embodiments of this application;
[0039] Figure 16 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0040] The technical solutions of this application will be clearly and completely described below with reference to the embodiments. Obviously, the described embodiments are only some embodiments of this application, 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.
[0041] First, let me introduce the terms used in this application:
[0042] (1) Virtual scene (game scene)
[0043] A virtual scene is a virtual environment displayed (or provided) by an application while it is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene, and the virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene containing the complete game logic of virtual objects controlled by the user. For example, in a sandbox-style 3D shooting game, a virtual scene is a 3D game world used by players to control virtual objects in battle. Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards. Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For 2D or 2.5D multiplayer online tactical competitive games, a virtual scene is a 2D or 2.5D terrain scene used by virtual objects in battle. Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0044] (2) Game Interface
[0045] A game interface refers to the interface of an application provided or displayed through a graphical user interface (GUI). This interface includes a UI for player interaction and a game screen. In optional embodiments, the UI may include game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., direction indicators, character indicators), information display areas (e.g., kill count, match time), or game setting controls (e.g., system settings, shop, coins). In optional embodiments, the game screen is the display screen corresponding to the virtual scene shown on the terminal device. The game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.
[0046] (3) Virtual objects (virtual characters)
[0047] A virtual object refers to a controllable dynamic object in a virtual scene. Optionally, the dynamic object can be a virtual character, virtual animal, anime character, etc. The virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc. provided by the application to fight against other virtual objects.
[0048] (4) Player Role
[0049] A player character is a virtual object that can be controlled by a player and move within a game environment. In some video games, it may also be called a shikigami (spirit) or hero. Player characters can be at least one of the following forms: virtual characters, virtual animals, anime characters, virtual vehicles, etc.
[0050] To facilitate understanding, a game scenario applicable to this embodiment will first be described. Taking a mobile action game as an example, the game's graphical user interface is provided via a mobile phone, see [link to example]. Figure 1 The diagram illustrates a graphical user interface (GUI) that provides attack controls, skill controls, motion controls, and a virtual joystick. The attack controls, skill controls, and motion controls are located in the lower right area of the GUI, while the virtual joystick is located in the lower left area. The skill controls include controls for powerful special moves and basic special moves. The motion controls include controls for jump, dodge, and crouch. Charged attacks typically require holding down the attack control for a short period and then releasing it.
[0051] In the aforementioned game scenario, motion controls and attack controls are generally located on the right side of the terminal's graphical user interface. For game operation on the terminal, players typically use one finger of their right hand to press and hold the attack control to charge up an attack, and one finger of their left hand to operate the virtual joystick to control the virtual character's movement direction. If the finger pressing the attack control to charge up is removed during the charging process, the charging process will be interrupted, and pressing the attack control again requires restarting the charging timer. To improve the convenience of operating the motion controls during the charging process, this invention provides a method, device, electronic device, and storage medium for controlling a virtual character. This technology can be applied to the aforementioned game scenario, or to other action game scenarios. This technology can be applied to touch-screen terminal devices that enable human-computer interaction, such as mobile phones and tablets, and is particularly suitable for mobile games or computer games.
[0052] To facilitate understanding of this embodiment, a method for controlling a virtual character disclosed in this application will first be described in detail.
[0053] This application provides a method for controlling a virtual character. This method is applied to touch-screen terminal devices (such as mobile phones and tablets). The touch-screen terminal provides a graphical user interface (GUI) for the game, and this GUI provides attack controls and a virtual joystick, wherein the attack controls and the virtual joystick are located on different sides of the GUI. See also... Figure 2 The diagram shown is a graphical user interface. Figure 2 In the diagram, the attack controls are located on the right side of the graphical user interface, while the virtual joystick is located on the left. See also... Figure 3 The diagram illustrates a method for controlling a virtual character. The method is executed by the aforementioned touch terminal and includes the following steps:
[0054] Step S302: In response to the first touch operation on the virtual joystick, control the player character to move in the game scene.
[0055] The aforementioned first touch operation may include at least a swipe operation or a drag operation, and the touch terminal can control the player character to move in the game scene according to the location of the touch point of the first touch operation.
[0056] Step S304: In response to the second touch operation on the attack control, the player character is controlled to enter a charging state; wherein the duration of the touch point of the second touch operation within the graphical user interface is greater than a set duration threshold.
[0057] As one possible implementation, the second touch operation can trigger the player character to enter a charging state. For example, the second touch operation is a long press, drag, or slide operation on the attack control. When the second touch operation ends (for example, the touch point of the second touch operation leaves the graphical user interface), the player character ends the charging state and directly executes the charging attack action corresponding to the attack control, causing charging attack damage to the enemy character.
[0058] Furthermore, the timing of the termination of the second touch operation can be either the moment the player character stops charging during the charging process or the moment the charging is completed. For example, if the player presses the attack control for a duration greater than the set first threshold (i.e., the second touch operation at this point), the touch terminal will respond to this second touch operation and control the player character to enter the charging state. If the player presses the attack control for a duration less than the set second threshold (which is greater than the first threshold), meaning the player character's charging is not yet complete, but the player still wants the current player character to perform a charged attack, the player can release their finger from the attack control to end the second touch operation. After the second touch operation ends, the touch terminal will terminate the process. The system allows the player character to enter a charging state and directly execute the charging attack action corresponding to the attack control. If the player presses the attack control for a duration that reaches the second duration threshold, meaning the player character has completed charging, the second touch operation can be terminated by either releasing the finger from the attack control or by triggering the event that the finger presses the attack control for a duration that reaches the second duration threshold. This will then trigger the touch terminal to end the player character's charging state and allow the player character to directly execute the charging attack action corresponding to the attack control.
[0059] As another possible implementation, the second touch operation can also be an operation that does not trigger the player character to enter the charging state. For example, the second touch operation is a short press or tap on the attack control. Based on this, the second touch operation will not trigger the touch terminal to control the player character to enter the charging state, but will trigger the touch terminal to directly control the player character to execute the preset attack action corresponding to the attack control. The preset attack action is usually a normal attack. The attack strength of a normal attack is less than that of the charged attack, and the damage to the enemy character is less than that of the charged attack.
[0060] Step S306: When a second touch operation on the attack control is detected, causing the player character to enter a charging state, a motion control group is displayed on the side of the virtual joystick on the graphical user interface.
[0061] In this embodiment, the attacks initiated by the player character can include normal attacks and charged attacks. For ease of description, the trigger operation for a player character to initiate a normal attack can be defined as the player pressing the attack control with their finger for a duration not exceeding a set threshold. The trigger operation for a player character to initiate a charged attack can be defined as the player pressing the attack control with their finger for a duration exceeding a set threshold. Taking the second touch operation as the trigger operation for a player character to initiate a charged attack (i.e., the second touch operation can trigger the player character to enter a charged state) as an example, when the touch terminal detects that the player's second touch operation on the attack control causes the player character to enter a charged state, it will display a motion control group on the side of the virtual joystick on the graphical user interface. The display timing of this motion control group can be the moment when the player character just enters the charged state, or it can be the moment after the player character has entered the charged state for a period of time (e.g., 1 second). The specific timing can be determined according to actual needs and is not limited thereto.
[0062] The motion controls in the aforementioned motion control group are used to control the player character to perform movement-related actions. As one possible implementation, the motion control group may include at least one of the following motion controls: jump control, dodge control, and crouch control. Players can configure the motion controls included in the motion control group through the game's settings page, for example, setting the type and number of motion controls included in the group; this embodiment does not limit this. Figure 2 Based on, Figure 4 For example, the attack control is located on the lower right side of the graphical user interface, and the virtual joystick is located on the lower left side of the graphical user interface. When the player presses and holds the attack control with one finger of their right hand for more than 1 second, the terminal device will respond to the operation by controlling the player character to enter the charging state. After the player character enters the charging state for 1 second, the jump control, dodge control, and crouch control will be displayed on the lower left side of the graphical user interface.
[0063] Step S308: In response to the third touch operation on the first target motion control in the motion control group, control the player character to perform the action corresponding to the first target motion control.
[0064] The aforementioned third touch operation is an operation that triggers the player character to perform the action corresponding to the first target motion control. For example, the aforementioned second touch operation is an operation such as long press, short press, drag, slide, or tap on the aforementioned attack control. Since the touch point of the second touch operation does not leave the graphical user interface while the player character is in the charging state, although the third touch operation performed by the player on the first target motion control will trigger the touch terminal to control the player character to perform the action corresponding to the first target motion control, it will not cause the touch point of the second touch operation to leave the graphical user interface. That is, while the player character is performing the action corresponding to the first target motion control, the player character can still be in the charging state, and the charging state will not be interrupted. For example, while controlling the current virtual character to perform the action corresponding to the first target motion control, the touch terminal will also keep the current virtual item held by the current virtual character in the charging state until the charging ends. Based on this, the third touch operation performed by the player on the first target motion control will not change the player character's charging state during the current charging process, until the duration of the charging state reaches the preset charging time, thereby avoiding the problem of repeated charging state timing due to interruption during the charging process.
[0065] exist Figure 4 Based on, Figure 5 For example, the touch terminal displays a motion control group consisting of a jump control, a dodge control, and a crouch control on the lower left side of the graphical user interface. The player uses one finger of the left hand to touch the jump control (i.e., the first target motion control at this time), and the touch terminal responds to the operation by controlling the player character to jump.
[0066] The virtual character control method provided in this application provides attack controls and a virtual joystick through the graphical user interface of a touch terminal. The attack controls and the virtual joystick are located on different sides of the graphical user interface. The method responds to a first touch operation on the virtual joystick to control the player character's movement in the game scene, and responds to a second touch operation on the attack controls to control the player character to enter a charging state. When the second touch operation on the attack controls is detected, causing the player character to enter the charging state, a motion control group is displayed on the side of the virtual joystick on the graphical user interface. This allows the player to use their finger on the virtual joystick side to perform a third touch operation on the first target motion control in the motion control group, thereby controlling the player character to execute the action corresponding to the first target motion control. This method of displaying the motion control group on the side of the virtual joystick when the player character enters the charging state allows for convenient operation of the motion controls in the motion control group from the virtual joystick side. It achieves motion control without interrupting the player character's charging state, ensuring that the player character's current charging state is completed in one go, and improving the convenience of motion control during the charging state.
[0067] Based on the aforementioned virtual character control method, to further ensure the real-time nature of the charged attack, there exists at least a time range within which the touch point of the second touch operation, the touch point of the first touch operation, and / or the touch point of the third touch operation are simultaneously on the graphical user interface. Specifically, the touch point of the second touch operation, the touch point of the first touch operation, and / or the touch point of the third touch operation can all be on the graphical user interface within the same time range; wherein, this time range can be a moment, a time interval, etc., and is not limited thereto. Correspondingly, the aforementioned "within the same time range" can specifically refer to the same moment, the same time interval, etc.
[0068] Since the touch terminal of this embodiment can respond to multiple touch points that are simultaneously on the graphical user interface, and the second touch operation of this embodiment is an operation that can trigger the player character to enter the charging state, the touch point of the second touch operation will remain on the graphical user interface for a period of time. During the time that the touch point of the second touch operation is on the graphical user interface, the touch point of the first touch operation and / or the touch point of the third touch operation can also be on the graphical user interface.
[0069] In one possible implementation, the player drags a virtual joystick (i.e., the first touch operation at this time) to trigger the touch terminal to control the player character to move continuously in the game scene. During this continuous movement, the player drags an attack control (i.e., the second touch operation at this time) to trigger the touch terminal to control the player character to enter a charging state. Thus, the touch points of the first touch operation and the second touch operation are both on the graphical user interface during the period when the player character is moving continuously. That is, the touch points of the first touch operation and the second touch operation are simultaneously on the graphical user interface.
[0070] As another possible implementation, the player triggers the touch terminal to control the player character to enter a charging state by long-pressing the attack control (i.e., the second touch operation at this time). During this long-press attack control, the player triggers the touch terminal to control the player character to execute the action corresponding to the first target motion control by long-pressing the first target motion control in the motion control group (i.e., the third touch operation at this time). Thus, the touch points of the first touch operation and the third touch operation are simultaneously on the graphical user interface for a certain duration while the player character enters the charging state and executes the action corresponding to the first target motion control. The duration for which the two touch points are simultaneously on the graphical user interface is the aforementioned time range. This time range can be represented by the start and end times corresponding to the duration, or it can also be represented by the duration of the duration.
[0071] The aforementioned arrangement, which allows the touch point of the second touch operation to be simultaneously on the graphical user interface for a certain time range as well as the touch point of the first touch operation, and / or allows the touch point of the second touch operation to be simultaneously on the graphical user interface for a certain time range as well, ensures that when the touch point of the second touch operation is on the graphical user interface, the response behavior of the touch terminal to that touch point (i.e., controlling the player character to enter the charging state) is not interrupted by the events of the touch point of the first touch operation and / or the touch point of the third touch operation being on the graphical user interface. This guarantees the continuity of the player character's charging state and avoids the problem of delayed or failed charging attacks caused by repeated charging.
[0072] Based on the aforementioned control method for virtual characters, both the first and third touch operations are operations on the virtual joystick side. Considering that the two operations control the player character in different ways, in order to further improve the flexibility of virtual character movement control, the first and third touch operations can be set as continuous or intermittent touch operations according to the game operation requirements.
[0073] As one possible implementation, the first touch operation and the third touch operation described above are continuous and uninterrupted touch operations, based on Figure 4 ,by Figure 6 For example, if a player slides a virtual joystick with one finger of their left hand (the first touch operation) and the player character is already in a charging state, and the player wants to quickly dodge an enemy's attack, they can continue sliding that finger to the area of the dodge control (the first target movement) (the third touch operation), thus triggering the touch terminal to control the player character to dodge (the action corresponding to the first target movement control). This method of setting the third touch operation as a continuous, uninterrupted touch operation with the first touch operation allows the player to continue the third touch operation without leaving the screen, thereby improving the convenience of controlling the player character's movement during the charging process.
[0074] As another possible implementation, the first touch operation and the third touch operation described above are intermittent and discontinuous touch operations, based on Figure 4 ,by Figure 7For example, a player has already moved their character in the game scene by sliding a virtual joystick with one finger of their left hand (the first touch operation), and the character is already in a charging state. If the player wants to quickly dodge an enemy's attack (the first target movement control is the dodge control), they can release the finger on the virtual joystick and then touch the dodge control with that finger (the third touch operation) to trigger the touch terminal to control the character to dodge (the action corresponding to the first target movement control). By setting the third touch operation as discontinuous with the first touch operation, the player doesn't need to consider the location of the touch point in the first touch operation to directly trigger the character's corresponding action. This method improves the flexibility of controlling the character's movement during the charging process and further avoids interference from the first touch operation to the third touch operation, thus reducing the possibility of misoperation. Therefore, this method can adapt to diverse game scenarios.
[0075] In practical applications, for ease of operation, the above step S306, displaying the motion control group on the side of the virtual joystick on the graphical user interface, may include the following operation: providing a limit trigger mark on the graphical user interface; wherein the virtual joystick is located within the outer contour range of the limit trigger mark; and displaying the motion control group in the associated area of the limit trigger mark.
[0076] In this embodiment, the virtual joystick is located within the outer contour of the limit trigger mark, which restricts the virtual joystick to move only within the outer contour of the limit trigger mark. In this way, the first touch operation on the virtual joystick within the outer contour can trigger the player character's movement control, while the touch operation outside the outer contour will not have any effect on the virtual joystick and will not trigger the player character's movement control.
[0077] The aforementioned limit trigger mark can be an arc, a circle, or other custom curve, and its shape and style can be determined according to actual needs, without limitation. As one possible implementation, the aforementioned limit trigger mark can be a circle with the same center as the virtual joystick. In this embodiment, the center of the virtual joystick is the center of the movable area of the virtual joystick (also called the joystick area), and the location of this center is the initial position of the virtual joystick. Figure 2 Based on, Figure 8 For example, the limit trigger indicator is a circumference set on the outer perimeter of the virtual joystick, with the same initial center as the virtual joystick. Figure 8(Represented by a dotted circle in the diagram), players can use one finger of their left hand to slide the virtual joystick within the area enclosed by this circle (i.e., the first touch operation) to trigger movement control of the player character. The circular design of the limit trigger indicator ensures that the limit trigger indicator and the outer contour of the movable area of the virtual joystick are concentric circles, guaranteeing that the virtual joystick is equidistant from the limit trigger indicator in all directions, facilitating player operation.
[0078] The associated area of the aforementioned limit trigger indicator is located outside the outer contour of the limit trigger indicator. To facilitate player operation of the motion controls in the motion control group, the distance between the associated area of the limit trigger indicator and the outer contour of the limit trigger indicator is less than a preset distance threshold. This preset distance threshold is usually a relatively small value, so that the associated area of the limit trigger indicator is relatively close to the outer contour of the limit trigger indicator, making the associated area of the limit trigger indicator near the outer contour of the limit trigger indicator. Figure 2 Based on, Figure 8 For example, a player presses and holds the attack control with one finger of their right hand for more than 1 second (i.e., the second touch operation at this time) to put the player character into a charging state; while the attack control is in the charging state, if the player slides the finger of the virtual joystick to the circumference, the touch terminal will respond to the operation and display the corresponding area of the circumference. Figure 8 The shaded area between the thick rectangular outline and the outer perimeter of the circle displays the jump, dodge, and crouch controls.
[0079] The aforementioned method, by providing a limit trigger indicator on the graphical user interface, positioning the virtual joystick within the outer contour of this indicator, and displaying the motion control group in the associated area of the limit trigger indicator, allows players to intuitively distinguish the movement range of the virtual joystick and the location of the motion control group. This facilitates players using their fingers on the virtual joystick side to control the virtual joystick or the motion controls within the motion control group. When it is necessary to use the virtual joystick to control the player character's movement, the player can place their finger on the outer contour of the limit trigger indicator, and the touch terminal will control the player character's movement direction based on the position of the finger's touch point. When it is necessary to control the player character to perform motion-related actions, the player can place their finger on the motion control displayed in the associated area of the limit trigger indicator, thereby controlling the player character to perform the action corresponding to that motion control.
[0080] In practical applications, for ease of operation, in addition to displaying the motion control group on the side of the virtual joystick in the graphical user interface when the player character enters the charging state, displaying the motion control group on the side of the virtual joystick in the graphical user interface can also include: Method 1: When the touch point of the first touch operation on the virtual joystick is detected to be outside the outer contour range of the limit trigger mark, the motion control group is displayed on the side of the virtual joystick in the graphical user interface; or, Method 2: When the second touch operation on the attack control is detected, and the touch point of the first touch operation on the virtual joystick is outside the outer contour range of the limit trigger mark, the motion control group is displayed on the side of the virtual joystick in the graphical user interface.
[0081] Based on the above-described method one or method two for displaying motion control groups, as a possible implementation, the virtual character control method of this embodiment may further include the following steps: (11) in response to a first touch operation on the virtual joystick, controlling the player character to move in the game scene; (12) when it is detected that the touch point of the first touch operation on the virtual joystick is outside the outer contour range of the limit trigger mark, displaying a motion control group on the side of the virtual joystick in the graphical user interface; (13) in response to a third touch operation on the first target motion control in the motion control group, controlling the player character to perform the action corresponding to the first target motion control. As another possible implementation, step (12) above can be replaced with the above-described method two, that is, when a second touch operation on the attack control is detected, and the touch point of the first touch operation on the virtual joystick is outside the outer contour range of the limit trigger mark, displaying a motion control group on the side of the virtual joystick in the graphical user interface.
[0082] In addition to methods one and two described above, the display method of the motion control group in this embodiment may also include: method three, detecting a second touch operation on the virtual joystick and displaying the motion control group on the side of the virtual joystick in the graphical user interface; or method four, detecting a first touch operation on the attack control and a second touch operation on the virtual joystick and displaying the motion control group on the side of the virtual joystick in the graphical user interface. The first and second touch operations can be flexibly set, for example, both the first and second touch operations can be drag operations, or the first touch operation can be a long press operation and the second touch operation can be a drag operation, etc., without limitation.
[0083] Using the above method, motion control groups can be displayed on the side of the virtual joystick on the graphical user interface in application scenarios other than charged attacks, expanding the display triggering time of motion control groups and adapting to more application scenarios.
[0084] Based on the above method of displaying motion control groups on the side where the virtual joystick is located on the graphical user interface, as a possible implementation, providing a limit trigger indicator on the graphical user interface may specifically include one of the following two operation methods:
[0085] (1) Provide a limit trigger indicator directly on the graphical user interface; that is, during the process of displaying the motion control group on the side where the virtual joystick is located on the graphical user interface, directly display a limit trigger indicator on the graphical user interface.
[0086] (2) When a preset condition is met, a limit trigger indicator is displayed on the graphical user interface; the preset condition may be the same as or different from the condition for displaying the motion control group. For example, the condition for displaying the motion control group may be that the player character enters a charging state, while the preset condition for displaying the limit trigger indicator may be that the touch point of the first touch operation on the virtual joystick moves to a specified position.
[0087] To further improve the display effect of the limit trigger indicator and the aforementioned motion control group, the control method for the virtual character may further include: sequentially displaying the limit trigger indicator and the motion control group on the graphical user interface. As one possible implementation, the specific order of displaying the limit trigger indicator and the motion control group is to display the limit trigger indicator first, followed by the motion control group. Through this method, the timing of the display of the limit trigger indicator and the motion control group can be reasonably controlled, thereby improving the display effect.
[0088] Furthermore, based on the aforementioned method of sequentially displaying limit trigger indicators and motion control groups, it is also possible to sequentially determine whether the current touch operation meets the conditions for displaying the limit trigger indicator or the motion control group. For example, first, it is determined whether the current touch operation meets the conditions for displaying the limit trigger indicator. If it does, the limit trigger indicator is displayed on the graphical user interface; otherwise, it is not displayed. After displaying the limit trigger indicator, it is then determined whether the current touch operation meets the conditions for displaying the motion control group. If it also meets the conditions, the motion control group is displayed on the graphical user interface; otherwise, it is not displayed. This operation method can avoid displaying the motion control group in the graphical user interface in unnecessary scenarios, thereby reducing the obstruction effect of the motion control group on the player's field of vision and improving screen utilization.
[0089] In practical applications, to facilitate player control of the player character's movement, the display of the motion control group on the side of the virtual joystick in step S306 of the above-mentioned graphical user interface can also be performed in the following way: Determine the display position on the side of the virtual joystick in the graphical user interface based on the movement direction or end position of the touch point of the first touch operation; display the motion control group at the display position. For example, the display position can be determined on the extension line of the movement direction of the touch point of the first touch operation, or the end position of the touch point of the first touch operation can be used as the display position. Specifically, continuing the previous example, using... Figure 8 For example, for ease of description, the initial position of the virtual joystick is defined as point O, and the ending position of the touch point of the first touch operation is defined as point A. After the player character enters the charging state, the player uses one finger of the left hand to slide the virtual joystick in the direction from point O to point A (i.e., the first touch operation at this time) until the touch point of the first touch operation is moved to point A. After the touch terminal responds to this operation, it determines the display positions of the jump control, dodge control, and crouch control according to the direction from point O to point A or the position of point A. The jump control is then displayed on the extension line from point A to point O, and the jump control, dodge control, and crouch control are arranged counterclockwise at equal intervals around the virtual joystick. This method of determining the display positions of the motion control group based on the movement direction or ending position of the touch point of the first touch operation allows for a smooth transition between the third touch operation on the motion control group and the first touch operation on the virtual joystick, reducing the difficulty of operating the motion control group and improving the operational effect.
[0090] In actual gameplay, especially when the aforementioned motion control group includes multiple motion controls, to facilitate third-touch operations on the first target motion control and improve the accuracy of these third-touch operations, the display method of the aforementioned motion control group can be optimized, so that multiple motion controls are distributed around the virtual joystick at preset intervals. Specifically, with Figure 8 For example, the motion control group includes a jump control, a dodge control, and a crouch control, and the jump control, dodge control, and crouch control are distributed around the virtual joystick at preset intervals.
[0091] Based on the above-mentioned virtual character control method, for ease of operation, after displaying the motion control group on the side of the virtual joystick in the graphical user interface in step S306, the above method may further include the following operation mode: responding to the movement of the touch point on the virtual joystick, moving the motion control group according to the change of the position of the touch point relative to the virtual joystick; wherein, when the motion control group moves with the change of the position of the touch point relative to the virtual joystick, the relative distance between the motion control group and the virtual joystick or the limit trigger mark remains unchanged.
[0092] In this embodiment, the movable area of the virtual joystick is referred to as the joystick area. This joystick area can be a circular area, with the center of the circular area being the initial position of the virtual joystick. The virtual joystick can move within the joystick area following the touch point. In the above method of moving the motion control group according to the change of the touch point's position, to reduce unnecessary movement of the motion control group, it can be moved only when the position of the touch point relative to the virtual joystick changes. The position of the touch point relative to the virtual joystick can be represented by a line connecting the touch point and the initial position of the virtual joystick (e.g., ...). Figure 8 (The line connecting points A and O in the diagram). If the position of the touch point relative to the virtual joystick changes between two consecutive touch operations, the touch terminal will be triggered to move the motion control group according to the change in the position of the touch point relative to the virtual joystick. This ensures that the motion control group moves in the same direction as the touch point during the display process, and the relative distance between the motion control group and the virtual joystick or limit trigger indicator remains constant. Specifically, with... Figure 8 and Figure 9 For example, in Figure 8 In the game, after the player character enters a charging state, a motion control group is displayed on the side of the virtual joystick. This motion control group includes jump, dodge, and crouch controls arranged counterclockwise around the outer perimeter of the virtual joystick. The center point of the jump control, the center point of the initial position of the virtual joystick, and the touch point of the first touch operation are always on the same straight line. The relative distance between each motion control in this motion control group and the virtual joystick remains constant. Then, the player slides the virtual joystick with one finger of the left hand (i.e., the first touch operation), changing the position of the touch point of the first touch operation. In response to this operation, the terminal device moves the motion control group according to the change in the position of the touch point of the first touch operation relative to the virtual joystick in order to keep the center point of the jump control, the center point of the initial position of the virtual joystick, and the touch point of the first touch operation on the same straight line, keep the relative distance between each motion control in this motion control group and the virtual joystick constant, and keep the arrangement order of the jump, dodge, and crouch controls.
[0093] By using the above-mentioned method of moving the motion control group, the motion control group can be located near the touch point, which makes it convenient to directly and quickly operate the motion control in the motion control group based on the operation of the virtual joystick, thus improving the efficiency of operating the motion control group.
[0094] Based on the aforementioned virtual character control method, to avoid the motion control group obscuring the interface for an extended period, the method may further include the following operation: in response to the end of the second touch operation on the attack control, the motion control group is hidden on the virtual joystick side and displayed on the attack control side; wherein, from the moment the motion control group is displayed on the virtual joystick side until the moment the motion control group is hidden on the virtual joystick side, the touch point of the second touch operation does not leave the graphical user interface. The motion control component displayed on the attack control side may also be a persistent control, which, like the attack control, is always displayed on the graphical user interface. Specifically, with Figure 4 and Figure 11 For example, in Figure 4 In the process, when a player presses and holds an attack control with one finger of their right hand for more than one second (i.e., the second touch operation), the touch terminal will control the player character to enter a charging state, and display a motion control group consisting of jump, dodge, and crouch controls on the side of the virtual joystick on the graphical user interface. When the player releases their finger from the attack control to end the second touch operation, the terminal device will respond by ending the charging state of the player character, hiding the motion control group on the virtual joystick side, and displaying the motion control group on the attack control side (i.e., the second touch operation). Figure 4 The graphical user interface shown becomes Figure 11 (The graphical user interface shown). The above method fully considers that after the charging process ends, the finger on the attack control side has been released. If motion control of the player character is required, the finger on the attack control side can operate the motion control group, while the finger on the virtual joystick side can focus on controlling the movement of the player character. This can meet various application needs for controlling the player character. Furthermore, by hiding the motion control group displayed on the virtual joystick side, the obstruction of the graphical user interface by too many controls is avoided to a certain extent, thus improving the display effect.
[0095] Based on the aforementioned virtual character control method, considering that sometimes it is not necessary for the player to control the player character's movement while manipulating the attack control to charge up, the display of motion controls on the side where the virtual joystick is located would unnecessarily obstruct the graphical user interface. Therefore, the motion control group displayed on the side of the virtual joystick can also include a close control. After displaying the motion control group on the side of the virtual joystick, the method can further include the following operation: in response to a fourth touch operation on the close control, the motion control group is hidden on the virtual joystick side, and the motion controls in the motion control group, excluding the close control, are displayed on the attack control side. Wherein, the fourth touch operation and the third touch operation are continuous or discontinuous operations, and the fourth touch operation and the first touch operation are continuous or discontinuous operations. The operation mode of the fourth touch operation is similar to that of the third touch operation, and will not be elaborated further. Specifically, continuing the previous example, with... Figure 10 and Figure 11 For example, in Figure 10 In the event that the terminal device responds to the player's action of pressing and holding the attack control with one finger of their right hand for more than one second (i.e., the second touch operation), the player character will enter a charging state, and the jump, dodge, crouch, and close controls will be displayed on the side of the virtual joystick on the graphical user interface. When the player taps the close control with one finger of their left hand (i.e., the fourth touch operation), the terminal device will hide the jump, dodge, crouch, and close controls on the side of the virtual joystick and display the jump, dodge, and crouch controls on the side of the attack control (even if the graphical user interface changes to...). Figure 11 (As shown). The above method, without affecting the player's finger operation on the attack control side, allows the player to close the controls using finger operation on the virtual joystick side. This satisfies the application scenario where the player actively closes the display of the motion control group. In this way, the finger on the virtual joystick side can focus on controlling the movement of the player character. Furthermore, by hiding the motion control group displayed on the virtual joystick side, it avoids the obstruction of the graphical user interface by too many controls to a certain extent, thus improving the display effect.
[0096] The aforementioned method of hiding motion controls on the virtual joystick side and displaying motion controls on the attack control side ensures that from the moment the motion control group is displayed on the virtual joystick side until the moment it is hidden, the touch point of the second touch operation does not leave the graphical user interface. That is, the finger on the attack control side continuously touches the attack control. During this process, motion control components are displayed on the virtual joystick side. This method allows the finger on the virtual joystick side to touch the motion control, thus utilizing the finger operating the virtual joystick side to operate the motion control components. This enables motion control of the player character while charging up, and the process no longer requires a third finger to operate the motion control components, making it easier for the player to operate.
[0097] Based on the aforementioned virtual character control method, to further simplify player operation, the method can further include the following operation mode: monitoring the duration of a third touch operation on a first target motion control; when the duration of the third touch operation on the first target motion control is not less than a preset duration threshold, controlling the player character to continuously execute the action corresponding to the first target motion control. Through this method, the player character can be controlled to continuously execute the action corresponding to the motion control when the duration of the touch operation on the motion control is not less than the preset duration threshold, achieving the effect of continuous action. For example, continuously tapping a jump control, when the duration of the tap operation is not less than the preset duration threshold, the player character will continuously perform jump actions. This method can improve the efficiency of player character motion control, and continuous operation is a single operation mode, which is simpler and easier to implement than multiple touch operations.
[0098] Based on the aforementioned virtual character control method, to further simplify player operations, the first target motion control can be configured with additional actions. Before controlling the virtual character to execute the action corresponding to the first target motion control, the method may further include the following operation: detecting whether the player character's state and / or environment satisfy the combined motion conditions corresponding to the first target motion control. Therefore, controlling the player character to execute the action corresponding to the first target motion control may include the following operation: when the player character's state and / or environment are detected to satisfy the combined motion conditions corresponding to the first target motion control, controlling the player character to execute the first target motion control's own actions and additional actions.
[0099] The above-mentioned combined motion conditions can be preset according to the actual game or the actual application scenario in the game. The combined motion conditions corresponding to different motion controls are usually different. Taking the first target motion control as a dodge control as an example, the combined motion conditions corresponding to the first target motion control can be the character state of the player character. The combined motion conditions can include one of the following: the character is currently in a sprinting state, the character is currently in a walking state, the character is currently in a crouching posture, etc.
[0100] Specifically, with Figure 3 For example, in Figure 3 The motion control group displayed on the side of the virtual joystick includes a jump control, a dodge control, and a crouch control. The jump control includes both jumping and climbing actions, the crouch control includes both crouching and sliding actions, and the dodge control includes both dodge and rolling actions. For example, if the player presses the jump control (the first target motion control at this time) on the left side of the graphical user interface with one finger of their left hand, the touch terminal will check if there is a specified obstacle (such as a tree or ladder) in front of the virtual character. If there is an obstacle, the player character will jump and move along it. The specified obstacle surface can be climbed; for example, if the player uses one finger of their left hand to press the crouch control located on the left side of the graphical user interface (i.e., the first target motion control at this time), the touch terminal will check whether the virtual character is in a moving state (such as walking, running, etc.) after the operation. If the player character is in a moving state, the touch terminal will control the player character to crouch down and slide in the direction of movement; for another example, if the player uses their left hand to press the dodge control located on the side of the virtual joystick (i.e., the first target motion control at this time), the touch terminal will check whether the virtual character is in a crouching posture after the operation. If the virtual character is in a crouching posture, the touch terminal will control the virtual character to dodge and roll in the dodge direction.
[0101] The above method controls the player character to execute the inherent and additional actions of the motion control when the player character's state and / or environment meet the combined motion conditions corresponding to the motion control. This allows for controlling the player character to perform multiple actions in a single operation, simplifying the operation. Furthermore, this method eliminates the need to display the control corresponding to each action on the graphical user interface, reducing the area occupied by controls on the graphical user interface and optimizing the control configuration within the graphical user interface.
[0102] In practical applications, to meet the operational needs of players in different scenarios, the above method may also include the following operations: displaying a combined motion switch control in the graphical user interface; checking whether the combined motion switch control is in an on state. Based on this, the above-mentioned checking whether the virtual character's character state and / or environment meets the combined motion conditions corresponding to the first target motion control may include the following operations: when the combined motion switch control is in an on state, checking whether the player character's character state and / or environment meets the combined motion conditions corresponding to the first target motion control.
[0103] Specifically, if the combined motion switch control is in the off state, there is no need to check whether the player character's state and / or the environment meet the combined motion conditions corresponding to the first target motion control; the player can directly execute the free action corresponding to the first target motion control. The aforementioned combined motion switch control can be located on the side where the virtual joystick is located, or it can be displayed as part of a motion control group at the location of the motion control group.
[0104] The following is a detailed description of the process of controlling the player character corresponding to the touch operation of the first target motion control, which includes the following steps:
[0105] (21) In response to the third touch operation on the first target motion control, check whether the combined motion switch control is in the on state. If yes, execute step (22); if no, execute step (23).
[0106] (22) Check whether the player character's character status and / or environment meet the combined motion conditions corresponding to the first target motion control. If the combined motion conditions are met, execute step (24); if the combined motion conditions are not met, execute step (23).
[0107] (23) Control the player character to perform the free actions of the first target motion control;
[0108] (24) Control the player character to perform the natural actions of the first target motion control and the additional actions of the first target motion control.
[0109] To further realize the state switching of the aforementioned combined motion switch control, the method may also include the following operation methods: in response to a fifth touch operation on the combined motion switch control, the combined motion switch control is set to the on state; in response to a sixth touch operation on the combined motion switch control, the combined motion switch control is set to the off state. The operation methods of the aforementioned fifth touch operation and the aforementioned sixth touch operation are similar to the operation method of the aforementioned fourth operation, and will not be described in detail here. Through this method, players can turn on the combined motion switch control when combined motion control is needed, and turn off the combined motion switch control when combined motion control of the player character is not needed, fully considering the different operation needs of players. Specifically, with Figure 12 and Figure 13 For example, the graphical user interface displays motion controls (consisting of jump, dodge, and crouch controls) and a combined motion switch control on the side where the virtual joystick is located. The crouch control, in addition to the crouch action, also includes a slide action. This combined motion switch control has two positions (represented by "ON" and "OFF"). Figure 12 In the game, the player slides the motion switch control to the "ON" position with one finger of their left hand (the fifth touch operation at this point). The touchscreen terminal responds to this operation by setting the motion switch control to the "ON" state. The player then presses the crouch control located on the left side of the graphical user interface (the first target motion control at this point). The touchscreen terminal responds to this operation by checking if the motion switch control is on. If it is, it checks if the player character is in a moving state (such as walking or running) to control the player character to crouch and slide in the direction of movement when the player character is detected to be moving. Figure 13 In the game, when the player slides the motion switch control to the "OFF" position (i.e., the sixth touch operation at this time), the touch terminal will set the motion switch control to the off state after responding to this operation; when the player uses their left hand to press the crouch control located on the side of the virtual joystick (i.e., the first target motion control at this time), the touch terminal will check whether the motion switch control is in the on state after responding to this operation. If it finds that the motion switch control is not in the on state, it will control the player character to crouch.
[0110] The aforementioned virtual character control method, when performing a third touch operation on the first target motion control, first checks whether the combined motion switch control is in the "on" state, and then checks whether the player character's state and / or environment meet the combined motion conditions corresponding to the first target motion control. Only if both checks are successful will the player character be controlled to execute the first target motion control's own actions and additional actions; otherwise, the player character will only execute the first target motion control's own actions. This method can meet the player's actual operational needs, give full play to the player's initiative in controlling the player character's movement, and enhance the player's gaming experience.
[0111] As one possible implementation, a motion control group can also be displayed on the side where the attack control is located. The motion controls in this group can also be configured with additional actions. In this way, the player can use their finger on the attack control side to touch the second target motion control in the motion control group. Based on this, the method can also include the following operation: in response to a seventh touch operation on the second target motion control, checking whether the player character's state and / or environment meet the combined motion conditions corresponding to the second target motion control; if so, controlling the player character to execute the second target motion control's own action and the second target motion control's additional action.
[0112] The attack control also displays a motion control group. The second target motion control within this group can also be configured with additional actions. The graphical user interface displayed also includes a combined motion switch control. The method can further include the following operation: detecting whether the player character's state and / or environment satisfy the combined motion conditions corresponding to the second target motion control. Accordingly, checking whether the player character's state and / or environment satisfy the combined motion conditions corresponding to the second target motion control can include: checking whether the combined motion switch control is enabled; and when the combined motion switch control is enabled, checking whether the player character's state and / or environment satisfy the combined motion conditions corresponding to the second target motion control. This process is similar to the content related to the first target motion control and will not be elaborated further.
[0113] Based on the above method embodiments, this application also provides a control device for virtual characters, see [link to relevant documentation]. Figure 14 As shown, the above-mentioned device includes:
[0114] The movement control module 141 is used to control the player character to move in the game scene in response to a first touch operation on the virtual joystick;
[0115] The power-charging control module 142 is used to control the player character to enter a power-charging state in response to a second touch operation on the attack control;
[0116] Display module 143 is used to display a motion control group on the side of the virtual joystick on the graphical user interface when a second touch operation on the attack control is detected, causing the player character to enter a charging state.
[0117] The motion control module 144 is used to control the player character to perform the action corresponding to the first target motion control in response to a third touch operation on the first target motion control in the motion control group.
[0118] The virtual character control device provided in this application embodiment offers attack controls and a virtual joystick through a graphical user interface (GUI) of a touch terminal. The attack controls and virtual joystick are located on different sides of the GUI. The device responds to a first touch operation on the virtual joystick to control the player character's movement within the game scene, and responds to a second touch operation on the attack controls to control the player character into a charging state. When the second touch operation on the attack controls is detected, causing the player character to enter a charging state, a motion control group is displayed on the side of the GUI where the virtual joystick is located. This allows the player to use their finger on the virtual joystick side to perform a third touch operation on the first target motion control in the motion control group, thereby controlling the player character to execute the action corresponding to the first target motion control. This method of displaying the motion control group on the side of the virtual joystick when the player character enters a charging state allows for convenient operation of the motion controls in the motion control group from the virtual joystick side. It achieves motion control without interrupting the player character's charging state, ensuring that the player character's current charging state is completed in one go, and improving the convenience of motion control during the charging state.
[0119] In the control device for the aforementioned virtual character, there is at least one time range in which the touch point of the second touch operation, the touch point of the first touch operation, and / or the touch point of the third touch operation are simultaneously on the graphical user interface.
[0120] In the control device for the aforementioned virtual character, the first touch operation and the third touch operation are continuous and uninterrupted touch operations; or the first touch operation and the third touch operation are intermittent and discontinuous touch operations.
[0121] The aforementioned display module 143 is further configured to: provide a limit trigger indicator on the graphical user interface; wherein the virtual joystick is located within the outer contour range of the limit trigger indicator; and display the motion control group in the associated area of the limit trigger indicator.
[0122] The aforementioned limit trigger mark can be a circular mark with the same center as the virtual joystick.
[0123] The aforementioned display module 143 is further configured to: when it detects that the touch point of the first touch operation on the virtual joystick is outside the outer contour range of the limit trigger mark, display a motion control group on the side of the virtual joystick in the graphical user interface; or when it detects a second touch operation on the attack control, and the touch point of the first touch operation on the virtual joystick is outside the outer contour range of the limit trigger mark, display a motion control group on the side of the virtual joystick in the graphical user interface.
[0124] The aforementioned display module 143 is also used to: sequentially display the limit trigger indicator and the motion control group on the graphical user interface.
[0125] The aforementioned display module 143 is further configured to: determine a display position on the side of the virtual joystick on the graphical user interface according to the movement direction or end position of the touch point of the first touch operation; and display a motion control group at the display position.
[0126] The aforementioned display module 143 is further configured to: in response to the end of the second touch operation against the attack control, hide the motion control group on the virtual joystick side and display the motion control group on the attack control side; wherein, from the moment the motion control group is displayed on the virtual joystick side to the moment the motion control group is hidden on the virtual joystick side, the touch point of the second touch operation has not left the graphical user interface.
[0127] The aforementioned motion control group may include a close control; based on this, the aforementioned display module 143 is further configured to: in response to a fourth touch operation on the close control, hide the motion control group on the virtual joystick side, and display motion controls in the motion control group other than the close control on the attack control side; wherein, from the moment the motion control group is displayed on the virtual joystick side to the moment the motion control group is hidden on the virtual joystick side, the touch point of the second touch operation has not left the graphical user interface.
[0128] The aforementioned motion control module 144 is further configured to: monitor the duration of the third touch operation on the first target motion control; and when the duration of the third touch operation on the first target motion control is not less than a preset duration threshold, control the player character to continuously execute the action corresponding to the first target motion control.
[0129] The aforementioned first target motion control can be configured with additional actions; based on this, the aforementioned action control module 144 is further configured to: detect whether the character state and / or environment of the player character meet the combined motion conditions corresponding to the first target motion control; when the character state and / or environment of the player character meet the combined motion conditions corresponding to the first target motion control, control the player character to execute the free actions of the first target motion control and the additional actions.
[0130] The aforementioned display module 143 is further configured to: display a combined motion switch control on the graphical user interface. Based on this, the aforementioned motion control module 144 is further configured to: check whether the combined motion switch control is in an on state; and when the combined motion switch control is in an on state, check whether the player character's character state and / or environment satisfy the combined motion conditions corresponding to the first target motion control.
[0131] Based on the aforementioned virtual character control device, this application embodiment also provides another virtual character control device, see [link to relevant documentation]. Figure 15 As shown, the device also includes:
[0132] The control movement module 145 is used to respond to the movement of a touch point on the virtual joystick and move the motion control group according to the change in the position of the touch point relative to the virtual joystick; wherein, when the motion control group moves with the change in the position of the touch point relative to the virtual joystick, the relative distance between the motion control group and the virtual joystick or the limit trigger mark remains unchanged.
[0133] The virtual character control device provided in this application embodiment has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts of the virtual character control device embodiment not mentioned in the previous embodiment can be referred to the corresponding content in the aforementioned virtual character control method embodiment.
[0134] This application also provides an electronic device, such as... Figure 16 The diagram shows the structure of the electronic device 100, which includes a processor 161 and a memory 160. The memory 160 stores computer-executable instructions that can be executed by the processor 161. The processor 161 executes the computer-executable instructions to implement the aforementioned virtual character control method.
[0135] exist Figure 16 In the illustrated embodiment, the electronic device further includes a bus 162 and a communication interface 163, wherein the processor 161, the communication interface 163, and the memory 160 are connected via the bus 162.
[0136] The memory 160 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 163 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 162 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 162 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 16 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0137] Processor 161 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the virtual character control method described above can be completed through the integrated logic circuitry in the hardware of processor 161 or through software instructions. Processor 161 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the virtual character control method disclosed in the embodiments of this application can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules can reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in the memory, and the processor 161 reads the information in the memory and, in conjunction with its hardware, completes the steps of the virtual character control method of the aforementioned embodiment.
[0138] This application also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-mentioned virtual character control method. For specific implementation, please refer to the foregoing method embodiments, which will not be repeated here.
[0139] The computer program products of the virtual character control method, apparatus and electronic device provided in the embodiments of this application include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the virtual character control method described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0140] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps described in these embodiments do not limit the scope of this application.
[0141] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0142] In the description of this application, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing this application and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on this application. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0143] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the technical scope disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.
Claims
1. A control method of a virtual character, characterized by, The method provides attack controls and a virtual joystick through a graphical user interface of a touch terminal, wherein the attack controls and the virtual joystick are located on different sides of the graphical user interface; the method includes: In response to a first touch operation on the virtual joystick, the player character is controlled to move within the game scene; In response to a second touch operation on the attack control, the player character is controlled to enter a charging state; When a second touch operation on the attack control is detected, causing the player character to enter a charging state, a motion control group is displayed on the side of the virtual joystick on the graphical user interface; wherein, the motion controls in the motion control group are used to control the player character to perform motion-related actions; In response to a third touch operation on the first target motion control in the motion control group, the player character is controlled to perform the action corresponding to the first target motion control; In response to the end of the second touch operation against the attack control, the motion control group is hidden on the virtual joystick side and displayed on the attack control side; wherein, from the moment the motion control group is displayed on the virtual joystick side to the moment the motion control group is hidden on the virtual joystick side, the touch point of the second touch operation has not left the graphical user interface.
2. The method of claim 1, wherein, There exists at least one time range in which the touch point of the second touch operation, the touch point of the first touch operation, and / or the touch point of the third touch operation are simultaneously on the graphical user interface.
3. The method of claim 1, wherein, The first touch operation and the third touch operation are continuous and uninterrupted touch operations; or The first touch operation and the third touch operation are intermittent and discontinuous touch operations.
4. The method of claim 1, wherein, A motion control group is displayed on the side of the virtual joystick in the graphical user interface, including: A limit trigger indicator is provided on the graphical user interface; wherein the virtual joystick is located within the outer contour of the limit trigger indicator; The motion control group is displayed in the associated area of the limit trigger identifier.
5. The method of claim 4, wherein, In addition to displaying a motion control group on the side of the virtual joystick on the graphical user interface when the player character enters a charging state, the display of the motion control group on the side of the virtual joystick on the graphical user interface also includes: When it is detected that the touch point of the first touch operation on the virtual joystick is outside the outer contour range of the limit trigger mark, a motion control group is displayed on the side of the virtual joystick on the graphical user interface; or When a second touch operation on the attack control is detected, and the touch point of the first touch operation on the virtual joystick is located outside the outer contour range of the limit trigger mark, a motion control group is displayed on the side of the virtual joystick on the graphical user interface.
6. The method of claim 4, wherein, The method further includes: The limit trigger icon and the motion control group are displayed sequentially on the graphical user interface.
7. The method according to claim 4, characterized in that, The limit trigger identifier is a circular identifier with the same center as the virtual joystick.
8. The method according to claim 1, characterized in that, The motion control group displayed on the side where the virtual joystick is located on the graphical user interface includes: Based on the movement direction or end position of the touch point of the first touch operation, the display position is determined on the side of the virtual joystick in the graphical user interface; The motion control group is displayed at the specified display location.
9. The method according to claim 4, characterized in that, After the step of displaying the motion control group on the side where the virtual joystick is located on the graphical user interface, the method further includes: In response to the movement of a touch point on the virtual joystick, the motion control group moves according to the change in the position of the touch point relative to the virtual joystick; wherein, when the motion control group moves with the change in the position of the touch point relative to the virtual joystick, the relative distance between the motion control group and the virtual joystick or the limit trigger indicator remains constant.
10. The method according to claim 1, characterized in that, The motion control group includes a close control, and after displaying the motion control group, the method further includes: In response to a fourth touch operation on the close control, the motion control group is hidden on the virtual joystick side, and the motion controls in the motion control group other than the close control are displayed on the attack control side; wherein, from the moment the motion control group is displayed on the virtual joystick side to the moment the motion control group is hidden on the virtual joystick side, the touch point of the second touch operation has not left the graphical user interface.
11. The method according to claim 1, characterized in that, The method further includes: Monitor the duration of the third touch operation on the first target motion control; When the duration of the third touch operation on the first target motion control is detected to be not less than a preset duration threshold, the player character is controlled to continuously execute the action corresponding to the first target motion control.
12. The method according to claim 1, characterized in that, The first target motion control is configured with additional actions. Before controlling the player character to perform the actions corresponding to the first target motion control, the method further includes: detecting whether the player character's character state and / or environment meets the combined motion conditions corresponding to the first target motion control. Controlling the player character to perform the action corresponding to the first target motion control includes: When the player character's character state and / or environment are detected to meet the combined motion conditions corresponding to the first target motion control, the player character is controlled to execute the first target motion control's own action and the additional action.
13. The method according to claim 12, characterized in that, The method further includes: The graphical user interface displays a combined motion switch control; Check whether the combined motion switch control is in the on state; Checking whether the virtual character's state and / or environment satisfy the combined motion conditions corresponding to the first target motion control includes: When the combined motion switch control is in the on state, check whether the player character's character state and / or environment meet the combined motion conditions corresponding to the first target motion control.
14. A control device for a virtual character, characterized in that, The device provides attack controls and a virtual joystick through a graphical user interface of a touch terminal, wherein the attack controls and the virtual joystick are located on different sides of the graphical user interface; the device includes: A movement control module is used to control the player character to move in the game scene in response to a first touch operation on the virtual joystick; A power-charging control module is used to control the player character to enter a power-charging state in response to a second touch operation on the attack control; The display module is used to display a motion control group on the side of the virtual joystick on the graphical user interface when a second touch operation on the attack control is detected, causing the player character to enter a charging state; wherein the motion controls in the motion control group are used to control the player character to perform motion-related actions; The motion control module is used to respond to a third touch operation on the first target motion control in the motion control group and control the player character to perform the action corresponding to the first target motion control; The display module is further configured to, in response to the end of the second touch operation against the attack control, hide the motion control group on the virtual joystick side and display the motion control group on the attack control side; wherein, from the moment the motion control group is displayed on the virtual joystick side to the moment the motion control group is hidden on the virtual joystick side, the touch point of the second touch operation has not left the graphical user interface.
15. An electronic device, characterized in that, The method includes a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to perform the method according to any one of claims 1 to 13.
Citation Information
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