A display control method and device

CN116920386BActive Publication Date: 2026-10-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210344374.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-04-02
Publication Date
2026-10-27
Estimated Expiration
2042-04-02

AI Technical Summary

Technical Problem

[0006]本申请实施例提供一种显示控制方法、装置、游戏终端以及计算机可读存储介质,以解决现有技术中操作复杂,不便捷的技术问题

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Abstract

The application discloses a display control method and device, the method comprises the following steps: displaying a first picture, the first picture contains at least one virtual character, in response to a first jump control instruction for the virtual character, controlling the virtual character to perform a jump action in a virtual environment, if there is a first target position that can be climbed or stood in a predetermined direction of the virtual character in the virtual environment, in response to a second jump control instruction for the virtual character, adjusting the visual angle direction of the virtual character to the first target position and controlling the virtual character to perform a jump action to the first target position to climb or stand on the first target position. By using the method, the current user operation is flexible, simple and convenient, and the current user experience is improved.
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Description

Technical Field

[0001] This application relates to the field of human-computer interaction technology, specifically to display control methods, devices, and computer-readable storage media. Background Technology

[0002] In today's society, people are constantly trying out new technologies. Games are used by many to relieve stress, train their minds, and enhance friendships and social interactions. During gameplay, users can switch between various actions, helping them release stress while experiencing the latest technological advancements.

[0003] Currently in the game, users can control virtual characters to complete tasks on the map, collect various resources, and compete against other users.

[0004] In existing technology, when a user controls a virtual character to jump, they typically need to first adjust the virtual character's perspective using the view button, and then use the jump button to make the virtual character jump. After the virtual character completes the jump, the user needs to use the view button again to adjust the virtual character's perspective back to normal, i.e., a level view. For example, if the user-controlled virtual character is near a building and there is an eave above the character, the character needs to climb or jump to the top of the eave to perform a task. The user must then complete at least three actions: first, operate the view button to change the virtual character's perspective to an upward angle; second, operate the jump button to make the virtual character jump; third, after the virtual character completes the jump and is on top of the eave, the user needs to operate the view button again to restore the virtual character's perspective to a level view. Clearly, this process is cumbersome, and the smoothness and continuity of the displayed image are poor.

[0005] Therefore, the problem with existing technology is that users must complete at least three actions when controlling a virtual character to jump, which is complex and inconvenient. This also leads to technical problems such as screen freezes, discontinuities, and poor visual appeal. The lack of flexible and convenient control wastes the user's time and reduces the display quality. Summary of the Invention

[0006] This application provides a display control method, device, game terminal, and computer-readable storage medium to solve the technical problems of complex and inconvenient operation in the prior art. Currently, when a user operates the jump button, only one action is needed: according to the system prompt, touch the first jump control button; instead of three actions: first, operate the view button to change the view of the virtual character's scene to an upward view; second, the user operates the jump button to make the virtual character perform a jump; third, after the virtual character completes the jump, it will be above the eaves, at which point the user needs to operate the view button again to restore the view of the virtual character's scene to a level view. After completing the climbing or jumping action in one action, the user can move to the target location. The entire process avoids the cumbersome operations of the past, and the smoothness and continuity of the displayed screen are guaranteed.

[0007] This application provides a display control method, the method comprising:

[0008] The first screen is displayed, and the first screen contains at least one virtual character;

[0009] In response to a first jump control command for the virtual character, control the virtual character to perform a jump action in the virtual environment;

[0010] If there is a first target location in the virtual environment in the predetermined direction of the virtual character, the virtual character's viewpoint is adjusted to face the first target location in response to a second jump control command for the virtual character, and the virtual character is controlled to perform a jump action to climb or stand at the first target location.

[0011] Optionally, if there is a first target location in the virtual environment that can be climbed or stood on in the predetermined direction of the virtual character, a second screen is displayed, in which a second jump control prompt area is added to the first screen.

[0012] In response to the current user's operation in the second jump control prompt area, the virtual character's perspective is switched from a level view to a downward view.

[0013] A third screen is displayed, in which the virtual character climbs or stands on the first target position, and the second jump control prompt area is not displayed;

[0014] The fourth screen is displayed, showing the virtual character from a head-up perspective.

[0015] The device further includes a first target location that is a virtual object in a virtual environment, which is the object that the virtual character jumps to. The first target location can be a house, bridge, tree, slope, wall, or other virtual object that can provide the virtual character with the ability to jump.

[0016] The distance of the first target location from the ground can be one of the following two cases:

[0017] Optionally, the distance between the first target position in the first screen and the ground is not less than the height of the virtual character, which can further determine whether the second jump control prompt area is triggered in the first screen.

[0018] Optionally, if the distance between the first target position in the first screen and the ground is less than the height of the virtual character, it is not necessary to determine whether the second jump control prompt area is triggered in the first screen.

[0019] Optionally, determining whether the first screen triggers the second jump control prompt area specifically involves:

[0020] If there is a first target location in the virtual environment that the virtual character can climb or stand on in a predetermined direction, and if the distance between the virtual character and the first target location is less than a first preset distance, then the second jump control prompt area is triggered.

[0021] If there is a first target location in the virtual environment that can be climbed or stood on in the predetermined direction of the virtual character, and if the distance between the virtual character and the first target location is not less than a first preset distance, then the second jump control prompt area will not be triggered.

[0022] Optionally, the first preset distance can be determined in the following way:

[0023] If the height of the virtual character is used as a benchmark, the first preset distance is not less than zero and not greater than the height of the virtual character.

[0024] If the height of the first target position is taken as the benchmark, the first preset distance is not less than zero and not greater than the height of the virtual character.

[0025] Optionally, the first screen may also include:

[0026] The second target position is higher than the first target position.

[0027] The second target location can be a virtual object in the virtual environment, such as eaves, bridges, trees, slopes, or walls, that allows the virtual character to jump.

[0028] Optionally, the device further includes:

[0029] If there is a second target location in the virtual environment that the virtual character can climb or stand on in the predetermined direction, in response to the third jump control command for the virtual character, the virtual character's viewing direction is adjusted to face the second target location, and the virtual character is controlled to perform a jump action to climb or stand on the second target location.

[0030] Optionally, if there is a second target location in the virtual environment that the virtual character can climb or stand on in a predetermined direction, then a fifth screen is displayed.

[0031] Optionally, the fifth screen is a third jump control prompt area added to the fourth screen.

[0032] Optionally, in response to the user's action in the third jump control prompt area, the virtual character transitions from a level view to a downward view.

[0033] Optionally, a sixth screen is displayed, in which the virtual character climbs or stands on the second target position, and the third jump control prompt area is not displayed.

[0034] Optionally, a seventh screen is displayed, which shows the virtual character from a head-up perspective.

[0035] Optionally, the operation in the second jump control prompt area, which transitions the virtual character's perspective from a level view to a downward view, specifically involves:

[0036] Based on one, two, or three of the three parameters of the current user's touch force, speed, or distance in the second jump control prompt area, determine the speed at which the virtual character's perspective transitions from a level view to an upward view.

[0037] Optionally, the second jump control prompt area is highlighted.

[0038] Optionally, the third jump control area is located below and adjacent to the second jump control prompt area.

[0039] The display control method provided in this application embodiment includes a game display first screen containing at least one virtual character. A first target position is positioned at a distance from the ground not less than the height of the virtual character, and the first screen displays the virtual character from a level-on perspective. In response to a first jump control command for the virtual character, the current user controls the virtual character to move or perform a jump action in the virtual environment. If there is a first target position in the virtual environment in a predetermined direction where the virtual character can climb or stand, and if the distance between the virtual character and the first target position is less than a first preset distance (the height of the virtual character), a second jump control prompt area is triggered. In response to the second jump control command for the virtual character, the virtual character's viewing direction is adjusted to face the first target position, and the virtual character is controlled to perform a jump action towards the first target position to climb or stand there. This operation saves time for the current user, simplifies the virtual character's jumping operation, and improves the current user's operating experience. Attached Figure Description

[0040] Figure 1 A schematic diagram of the structure of a game system provided in an embodiment of this application;

[0041] Figure 2 This is a schematic diagram of another game system provided in an embodiment of this application;

[0042] Figure 3 A flowchart of a display control method is provided for the first embodiment of this application;

[0043] Figure 4 A schematic diagram of the first screen provided for an embodiment of this application;

[0044] Figure 5 A schematic diagram showing the addition of a second jump control prompt area to the first screen provided in the embodiments of this application;

[0045] Figure 6 A schematic diagram of the upward view and the second jump control prompt area provided for an embodiment of this application;

[0046] Figure 7 Another schematic diagram of the upward view and the second jump control prompt area provided in the embodiments of this application;

[0047] Figure 7-1 Another schematic diagram of the upward view and the second jump control prompt area provided in the embodiments of this application;

[0048] Figure 8 This is a schematic diagram of a fourth screen in an embodiment of this application where the second jump control prompt area is not displayed;

[0049] Figure 8-1Another schematic diagram of the fourth screen showing the virtual character completing a climb, as provided in the embodiments of this application;

[0050] Figure 9 This is a schematic diagram illustrating that the distance between the first target location and the ground is less than the height of the virtual character, as provided in the embodiments of this application.

[0051] Figure 10 A schematic diagram showing the second target position being higher than the first target position, provided in an embodiment of this application;

[0052] Figure 11 This is a schematic diagram of the fifth screen provided in an embodiment of this application;

[0053] Figure 12 A schematic diagram of the seventh screen provided in the embodiments of this application;

[0054] Figure 13 This is a unit block diagram of a display control device provided in an embodiment of this application;

[0055] Figure 14 This is a schematic diagram of the logical structure of the game client provided in the embodiments of this application. Detailed Implementation

[0056] To enable those skilled in the art to better understand the purpose, technical solutions, and advantages of the embodiments of this application, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments.

[0057] It should be further clarified that the terms "first," "second," etc., used in the specification, claims, and accompanying drawings of this application are used to define technical features and are not necessarily used to describe a specific order or sequence. They can be interchanged where appropriate so that the embodiments of this application described herein can be implemented within the scope of protection of this application in ways other than those illustrated or described herein. Furthermore, the terms "comprising," "having," and other similar expressions are expressions of non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, systems, products, or devices.

[0058] The following is an explanation of some of the terms or nouns that appear in the description of the embodiments of this application.

[0059] A virtual environment is created by using applications on a terminal, such as a computer or smartphone, to display the execution results of application commands (or provided commands) in real time, through continuous images or screens, providing a visual effect similar to a real environment. This virtual environment can be a simulation based on the real world, a simulated and imagined virtual world, or a purely virtual or fictional world. Virtual environments can be displayed in two-dimensional or three-dimensional forms, among others.

[0060] A virtual character is an interactive object created through an application on a terminal within a virtual environment. It typically executes user commands and performs various actions or tasks within the virtual environment. Accordingly, a virtual character can be a virtual person, a virtual animal, or other similar interactive object. Common forms include: people, animals, plants, monsters, machines, weapons, and vehicles.

[0061] A virtual environment typically consists of at least one map. During gameplay, the virtual character's activities within the virtual environment unfold in a series of continuous frames. The game can simulate real-world scenarios, allowing users to control their virtual characters to perform actions such as walking, running, jumping, climbing, and fighting within the virtual environment according to preset modes, offering a high degree of interactivity.

[0062] A frame is the smallest unit of visual animation, a single image, equivalent to a single shot on film. A frame is a still image; consecutive frames create animation, such as television images and animated films. A film is composed of a series of consecutive images.

[0063] The first to seventh frames refer to a series of still or continuous images displayed on a display device. Here, the first to seventh frames are illustrative examples and do not limit the scope of protection of the claims.

[0064] Rock Climbing: During the game, the current user controls the virtual character to climb along terrains of varying heights, such as walls, pillars, and cliffs.

[0065] Jumping: During the game, the current user controls the virtual character to move within a small area such as rooftops and bridges.

[0066] First-person perspective: A first-person perspective simulates the viewpoint of the human eye (user) in the scene, providing a strong sense of immersion. It is highly subjective; the user can only observe the scene through the eyes of the character with the perspective, i.e., the virtual character.

[0067] Third-person perspective: This refers to viewing the scene from the user's point of view. In a third-person perspective, all elements in the scene can be observed without causing dizziness. Users can also perform actions based on what they see in front of them, i.e., the elements presented in the screen.

[0068] The eye-level and upward-looking perspectives mentioned in this application refer to third-person perspectives, that is, the viewpoint of the user or current player. Similarly, the visual effects are the same or similar when viewed from a similar perspective to the user or current player.

[0069] The present application will be described below with reference to embodiments:

[0070] Figure 1 This application provides a schematic diagram of the structure of a game system, including a server connected to a user terminal via a network, providing services to the user terminal, and a database set up on the server or independently of the server. The user terminal is a terminal configured with an application and may include, but is not limited to, at least one of the following: smartphones, tablets, laptops, desktop computers, PDAs, smart TVs, etc.; the server may be a single server, a server cluster consisting of multiple servers, or a cloud server; the database provides data storage services to the server; the network may include, but is not limited to, at least one of the following: local area network (LAN), metropolitan area network (MAN), wide area network (WAN), wireless network, Bluetooth, Wi-Fi, etc. The terminals presented in the various screens of this application embodiment are similar to smartphones and tablets with touchscreen functionality. On such terminals, since specialized hardware such as mice and joysticks are not used, higher demands are placed on user control. This application precisely reduces the control difficulty for such users, improving the smoothness, playability, and viewing experience of the game. The number of user terminals is not limited, but at least one is allowed.

[0071] Figure 2 This is a schematic diagram of the connection between various terminals provided in the embodiments of this application. This type of game system includes multiple game terminals, which can interact with each other through a server and a communication network.

[0072] In some games, users are scattered across different areas. Each user controls a selected virtual character through the game client's graphical user interface to engage in combat. The user can perform actions such as climbing, jumping, moving, and basic attacks. In current operation, the user's control buttons are locked onto the virtual character. When the virtual character encounters a target location while climbing and needs to jump, the user must adjust the character's viewpoint to a suitable position before pressing the jump button to initiate the jump. After the jump, the viewpoint must be adjusted back to eye level.

[0073] This process places excessive demands on the current user's control. To simplify the process of controlling the virtual character's jumping action, thereby saving the user's time and improving the user experience, this application provides a display control method, a corresponding display control device, a game terminal implementing the display control method, and a computer-readable storage medium. The following embodiments provide a detailed description of the above method, device, game terminal, and computer-readable storage medium.

[0074] The embodiments of this application are illustrated using virtual characters in a game scene as an example. The above-mentioned display control method in the game is applied to the computer device used by the game operator (current user). The user controls the virtual characters in the game scene to perform various actions through the touch display device on the computer device, such as a smartphone touch screen, an iPad touch screen, and other touch interactive displays.

[0075] As in this exemplary embodiment, there are various ways to control the virtual character. For example, one of the following actions can be performed by touching the touch interface with a finger: touching, clicking, double-clicking, panning, pressing, or sliding. Two or more of these actions can also be combined, such as pressing and sliding the finger at the same time.

[0076] The same operation can have different response actions. For example, a single click can zoom in or out of the display, while a double click can also zoom in or out. The above are just examples and do not constitute any limitation on the operation method.

[0077] A single click is typically used to indicate a quick key selection, such as choosing an option, controlling a virtual character in a game to perform an action, or quickly placing an item.

[0078] Double-clicking is typically used to confirm a selection, open or close the current window, equip items, or guide the movement of a game character.

[0079] Long press is usually used to confirm the selection of a certain item or action.

[0080] Drag and drop is a common operation method used to help users move a "game element" in the game, such as a game item or an object in the scene, from one place to another.

[0081] Figure 3 A flowchart of a display control method is provided for the first embodiment of this application, which is described below in conjunction with... Figure 3 The display control method provided in this embodiment will be described in detail. The embodiments described below are used to explain the methods and principles related to this application and are not limited to actual use.

[0082] like Figure 3 As shown in the figure, this embodiment provides a display control method under user control, which specifically includes the following steps:

[0083] S301, Display a first screen, the first screen containing at least one virtual character.

[0084] The user controls a virtual character to perform a task in the game scene. Based on the relative position of the virtual character and the first target location, a first screen is displayed, which shows the virtual character controlled by the user from a head-up perspective.

[0085] Optionally, the first screen can display all or part of the virtual character. For example, it can display all parts of the virtual character model, or only display parts of the virtual character model (such as the hands).

[0086] The first target location is displayed in the virtual environment, where it is the object the virtual character jumps to. The first target location is a virtual object in the virtual environment, and the distance from the first target location to the game scene ground or the distance the virtual character jumps from the object is no less than the virtual character's height. In this embodiment, the first target location can be any virtual object that the virtual character can jump from, such as eaves, bridges, trees, slopes, or walls; there is no limitation on this. For example, in a game scene, when the current user controls the virtual character to climb a wall pillar with eaves, the eaves can serve as the first target location. Of course, the virtual character can also use pillars or trees as a foothold for jumping to climb or stand on another target location, such as another wall or tree branch. Figure 4 As shown, the current user is controlling a virtual character to climb walls, etc., and the screen is currently showing one frame from the first screen.

[0087] S302, in response to the first jump control command for the virtual character, control the virtual character to perform a jump action in the virtual environment. For example... Figure 5As shown, the gray icon with an arrow in the lower right corner serves as the first jump control prompt area. Operations within this area determine the first jump control command. Specifically, when the user controls the virtual character to move within the first screen, if the virtual character encounters a jumpable object, the user responds to the first jump control command for that virtual character, controlling the character to perform a jump action in the virtual environment. For example, the virtual character can use a pillar or tree as a foothold to climb or stand on a first target position, such as a higher branch or a higher rooftop. Here, the distance between the virtual character and the first target position becomes a crucial condition for determining whether the second jump control prompt area is triggered. Optionally, the first jump control command does not adjust the virtual character's viewing direction (the direction of the virtual camera).

[0088] The area where the second jump control prompt is triggered on the first screen can be:

[0089] The distance between the virtual character and the first target location is less than a first preset distance.

[0090] S303, if there is a first target location in the virtual environment that can be climbed or stood on in the predetermined direction of the virtual character, in response to the second jump control command for the virtual character, the virtual character's viewing direction is adjusted to face the first target location, and the virtual character is controlled to perform a jump action towards the first target location to climb or stand on the first target location. If there is a first target location in the virtual environment that can be climbed or stood on in the predetermined direction of the virtual character, a second screen is displayed, which is based on the first screen and adds a second jump control prompt area.

[0091] The term "climbable" in this application includes both "climbable" and "attached." A virtual character can climb or attach to a first target location. "Climbable" refers to climbing to the first target location using parts of the virtual character's model. "Attachable" refers to attaching to the first target location using parts of the virtual character's model, such as by hanging upside down, standing, lying down, kneeling, etc.

[0092] Optionally, the first jump control instruction can be an instruction generated in response to a first operation on the jump control. The second jump control instruction can be an instruction generated in response to a second operation on the jump control. Further, the first operation can be a click operation, and the second operation can be a swipe operation. The swipe direction of the second operation can be a specific direction (e.g., swiping upwards) or an unspecified direction; furthermore, the jump direction and / or view direction of the virtual character can be controlled based on the swipe direction of the second operation. The view direction of the virtual character refers to the direction of the virtual camera bound to the virtual character in the game.

[0093] Optionally, the predetermined direction can be above the virtual character in the height direction, or diagonally above the virtual character (upper left, upper right, 30 degrees to the left of the top, 40 degrees to the right of the top of the top, etc.), or to the left or right of the virtual character.

[0094] like Figure 5 As shown, there is a gray area in the lower right corner of the image with an upward-pointing arrow, which is a jump prompt to encourage the user to perform a jump action. The action can be a single click, double click, or swiping upwards.

[0095] If it is determined that the virtual character can use the pillar or tree it is on as a foothold for jumping to climb or stand on the first target position, such as a higher branch or a higher eave, then the first screen will trigger the second jump control prompt area, that is, a second jump control prompt area will be added on the basis of the first screen, and the second screen will be displayed accordingly.

[0096] This invention also provides a method for controlling a virtual character to jump continuously and displaying it to the user. For example... Figure 6 As shown, in this game scene, there is an eave above the wall pillar. The current user controls a virtual character to climb up the pillar. At this point, the eave above the wall pillar is the first target position. When the distance between the eave and the virtual character is less than a first preset distance, a second jump control prompt area will be triggered. One prompt method is as follows... Figure 6 As shown, a highlighted area is generated in the lower right corner as a second jump control prompt area. This second jump control prompt area is used to inform the user that a jump operation is currently possible. The operation can be performed by clicking, double-clicking, or swiping up, etc.

[0097] The current user's observation range before the jump operation is as follows: Figure 6 As shown, before jumping, the current user or virtual character may not see the first target location, or may only see a portion of the first target location. Of course, the second jump control prompt area can be in other areas of the screen, and the operation method is not limited to single-click, double-click, or swiping up, etc., which does not exceed the scope of the embodiments disclosed in this invention.

[0098] In response to the current user's action in the second jump control prompt area, the viewpoint of the virtual character will be transitioned from a level view to a downward view.

[0099] like Figure 7 and Figure 7-1 As shown, in response to the current user's actions such as swiping or clicking on the touchscreen, the virtual character is controlled to jump to the first target location in a jumpable, climbable, or standing area, such as the eaves here. Figure 7 and Figure 7-1The difference lies in the way the virtual character moves and the current user's viewing angle, which are all within the core ideas of the embodiments of this invention.

[0100] like Figure 7 and Figure 8 The image shows the upward-looking perspective after the second jump control prompt area is triggered. This mimics the current user's perspective when observing the virtual character they control from below. After the second jump control prompt area is triggered, the character performs a jump to climb or stand on the edge of a roof. The current user's view of the virtual character transitions from a level view to an upward-looking view. This transition can be described as follows: If the virtual character uses a pillar or tree as a foothold to perform a jump to climb or stand on the first target position, such as a higher branch or a higher roof, the current user's perspective transitions from a level view (first seeing the virtual character's back, bottom, or side) to an upward-looking view. Figure 7 and Figure 8 The simulation depicts a person looking up at a pillar or the lower part of a roof. Correspondingly, the virtual character in the scene can also look up, gradually revealing a higher branch or a higher roof to climb, providing convenience for the current user and an immersive experience. At this point, the current user or other observers on the screen will experience and discover this through the following two simple steps:

[0101] (1) In the screen, prompt the current user to enter the second jump control prompt area;

[0102] (2) After the current user receives the second jump control prompt area, he or she can perform simple swipe or click operations on the touch screen, and the virtual character will complete the jump action accordingly.

[0103] Furthermore, to provide users with a better visual experience, the jumping process is displayed by transitioning the viewpoint of the virtual character from eye level to an upward angle. This allows users to predict and observe the next action or scenario, while also receiving the most detailed presentation of the action's details and process. The overall control process is very simple and efficient, and the display effect is natural and smooth.

[0104] This greatly simplifies the player's controls and increases the game's playability, without sacrificing its realism.

[0105] After the above steps, the current user responds to the second jump control command for the virtual character, adjusts the virtual character's viewing direction to face the first target position, that is, transitions the virtual character's viewing angle from a level view to a downward view, and displays the first target position to be climbed or stood on, or the parts of the first target position that can be climbed or stood on.

[0106] A third screen is displayed, in which the virtual character climbs or stands on the first target position, and the second jump control prompt area is not displayed.

[0107] That is, the virtual character performs a jump to climb or stand at the first target location. After the current user controls the virtual character to climb or stand at the first target location and completes the jump, the second jump control prompt area will automatically disappear, so the virtual character displayed in the third screen is located at the first target location.

[0108] The third screen can be like Figure 8 As shown, after the virtual character controlled by the current user jumps, it climbs or stands on the first target position. At this time, when the virtual character only grabs a part of the target position, it does not stand completely on the first target position. However, since the user's operation has been completed, the second jump control prompt area is no longer displayed on the screen.

[0109] The fourth screen is displayed, showing the virtual character from a head-up perspective.

[0110] Displayed to the current user Figure 8 After the jumping and climbing actions, the third screen is displayed. The fourth screen needs to be shown to the user. Figure 8-1 The image shown is a frame from the fourth scene illustrating the completion of the climbing action. At this point, the user-controlled virtual character is already on the rooftop, above the first target location. Similarly, no second jump control prompt area is displayed, as climbing or jumping is no longer required.

[0111] In the fourth scene, similar to Figure 8-1 Once the current user responds to the second jump control prompt area and manipulates the virtual character to perform a jump to climb or stand at the first target location, the second jump control prompt area disappears. Correspondingly, in the fourth screen, the virtual character controlled by the current user is displayed from a level perspective. The screen's viewpoint automatically returns from the upward-looking perspective of the third screen to a level perspective. In the level perspective, the virtual character can be facing away from the current user, or facing the current user from the left or right. Of course, if the virtual character is standing on a tree branch, and the tree diameter is not very thick, only part of the virtual character's body can be displayed to the current user.

[0112] In another embodiment of this application, when the current user controls the virtual character to move in the first screen, the distance of the first target object from the ground has the following two possibilities:

[0113] Scenario 1: For example Figure 4 or Figure 5As shown, the current user controls the virtual character to move or jump in the first screen. The first screen contains the location of the first target, and the distance between the first target and the ground is not less than the height of the virtual character. It is necessary to determine whether the first screen triggers the second jump control prompt area.

[0114] Scenario 2: For example Figure 9 As shown, if the current user controls the virtual character to move or jump in the first screen, and the distance from the ground to the first target position in the first screen is less than the virtual character's height, there is no need to determine whether the second jump control prompt area is triggered in the first screen. Because the height of the first target position is less than the virtual character's height, there is no need to change the virtual character's perspective; the current user can directly control the virtual character to jump to the first target position. For example, the current user can directly control the virtual character to jump to a low wall or jump over a low fence.

[0115] Based on the above explanation, the determination of whether the second jump control prompt area is triggered in the first screen can be: the distance between the virtual character and the first target position is less than the first preset distance.

[0116] The first preset distance can be determined in the following way:

[0117] If the height of the virtual character is used as the benchmark, the first preset distance shall not be less than zero and not greater than the height of the virtual character;

[0118] If the height of the first target position is taken as the benchmark, the first preset distance is not less than zero and not greater than the height of the virtual character.

[0119] In other cases, the aforementioned first preset distance can also be changed according to actual needs and the principles of the present invention.

[0120] It should be noted that when the user controls the virtual character to move or jump in the first screen, in determining whether the second jump control prompt area should be triggered in the first screen, besides the above-mentioned determination result triggering the second jump control prompt area, there is another possibility: if the distance between the virtual character and the first target position is not less than the first preset distance, then the second jump control prompt area will not be triggered. Figure 5 As shown, the current user-controlled virtual character is climbing on a wall pillar below the eaves. At this time, the distance between the virtual character and the eaves (the first target location) is not less than the first preset distance; that is, if the distance is too far and jumping is difficult, the second jump control prompt area will not be triggered. Conversely, the following situation is displayed: Figure 6 Please refer to the aforementioned explanation; it will not be repeated here.

[0121] like Figure 10As shown, in another embodiment of this application, the current user can control the virtual character to climb or jump to the next target, i.e., the second target position, after completing the climbing or jumping of one target. The second target position is higher than the first target position. In this embodiment, the second target position can be a virtual object such as an eaves, bridge, tree, slope, or wall that allows the virtual character to jump.

[0122] If the current user controls the virtual character to move or jump, and the current user responds to the operation in the second jump control prompt area, after the virtual character completes a jump, the third jump control prompt area is triggered. The current user responds to the third jump control command, similar to the first jump, and completes the jump again.

[0123] Taking the fourth screen as an example, if the virtual character currently controlled by the user is already above the first target position, the viewpoint is eye-level. If, at this time, the fourth screen triggers the third jump control prompt area, such as... Figure 11 As shown in the bottom right corner, the fifth screen is now displayed to the user.

[0124] Similar to the operation of the second jump control prompt area mentioned above, such as Figure 11 and Figure 12 As shown, in response to the user's swiping, tapping, or other actions on the touchscreen, the virtual character is controlled to jump to a jumpable, climbable, or standing area at the second target location, such as climbing over an eave to or jumping onto a rooftop. Before the jump or climb is completed, the screen is viewed from a low angle. The screen displayed at this time is part of the sixth screen.

[0125] exist Figure 12 Once the jump or climb is completed, the virtual character has climbed or stood on the second target location, such as on the rooftop. Accordingly, the viewpoint observing the virtual character in the screen changes from an upward view to a level view. At this point, the displayed screen belongs to a frame in the seventh frame, which shows the virtual character at the second target location from a level view. Since there is no target location to trigger another jump, the possible jump control prompt area is no longer displayed.

[0126] In practical applications, the current user's response to the second jump control prompt area, transitioning the virtual character's perspective from a level view to a downward view, can also be achieved through the following specific methods:

[0127] Based on one, two, or three of the following parameters—the current user's touch intensity, speed, or movement distance—in the second jump control prompt area, determine the speed at which the virtual character's perspective transitions from a level view to an upward view.

[0128] It should be noted that the second jump control prompt area is displayed as a highlighted area. This second jump control prompt area can be displayed at any position on the second screen. In this embodiment, on the one hand, in order to remind the current user, and on the other hand, to conform to the operating habits of most users, the second jump control prompt area is preferably displayed in the lower right corner of the first jump prompt area.

[0129] In this embodiment, the display shape of the second jump control prompt area can be set to a highlighted circular shape with an arrow, or other shapes, preferably a circular shape with an arrow. The arrow can remind the current user of the real-time dynamics of controlling the virtual character's jump, and also intuitively and visually prompt the current user of the button's function, making it easy for players to learn and use quickly.

[0130] The second embodiment of this application provides a display control device. The display control device in the game can be applied to the user client in a software or hardware manner. The game includes at least one virtual character located in the game scene. Since the device embodiment is basically similar to the method embodiment, the description of the display control device is relatively simple. For details of the relevant technical features, please refer to the corresponding description of the display control method embodiment provided above. The following description of the device embodiment is only illustrative.

[0131] like Figure 13 The diagram illustrates a display control device provided in this embodiment. This display control device 130 includes a touchscreen display 1301 and a memory 1303. The touchscreen display is used to execute instructions to display at least one screen. It also includes:

[0132] The touch display is used to display a first screen, which contains at least one virtual character.

[0133] A first control unit is configured to respond to a first jump control command for the virtual character and control the virtual character to perform a jump action in the virtual environment.

[0134] The first judgment unit is used to determine whether there is a first target position in the virtual environment that can be climbed or stood on in the predetermined direction of the virtual character.

[0135] The second control unit is configured to respond to a second jump control command for the virtual character, adjust the virtual character's viewpoint direction to face the first target position, and control the virtual character to perform a jump action towards the first target position to climb or stand on the first target position.

[0136] The touch display is used to display a second screen. If there is a first target position in the virtual environment that the virtual character can climb or stand on in a predetermined direction, the second screen is displayed. The second screen is the first screen with a second jump control prompt area added.

[0137] The touch display accepts the current user's operation in the second jump control prompt area and, in response to the current user's operation in the second jump control prompt area, transitions the virtual character's perspective from a level view to a downward view.

[0138] The touch display is used to show a third screen, in which the virtual character climbs or stands at the first target position, and the second jump control prompt area is not displayed.

[0139] The touch display is used to display a fourth screen, which shows the virtual character from a head-up perspective.

[0140] The device further includes a first target location that is a virtual object in a virtual environment, which is the object that the virtual character jumps to. The first target location can be a house, bridge, tree, slope, wall, or other virtual object that can provide the virtual character with the ability to jump.

[0141] The distance of the first target location from the ground can be one of the following two cases:

[0142] Optionally, the distance between the first target position in the first screen and the ground is not less than the height of the virtual character, which can further determine whether the second jump control prompt area is triggered in the first screen.

[0143] Optionally, if the distance between the first target position in the first screen and the ground is less than the height of the virtual character, it is not necessary to determine whether the second jump control prompt area is triggered in the first screen.

[0144] Optionally, determining whether the first screen triggers the second jump control prompt area specifically involves:

[0145] If there is a first target location in the virtual environment that the virtual character can climb or stand on in a predetermined direction, and if the distance between the virtual character and the first target location is less than a first preset distance, then the second jump control prompt area is triggered.

[0146] If there is a first target location in the virtual environment that can be climbed or stood on in the predetermined direction of the virtual character, and if the distance between the virtual character and the first target location is not less than a first preset distance, then the second jump control prompt area will not be triggered.

[0147] Optionally, the first preset distance can be determined in the following way:

[0148] If the height of the virtual character is used as the benchmark, the first preset distance shall not be less than zero and not greater than the height of the virtual character;

[0149] If the height of the first target position is taken as the benchmark, the first preset distance is not less than zero and not greater than the height of the virtual character.

[0150] Optionally, the first screen may also include:

[0151] The second target position is higher than the first target position.

[0152] The second target location can be a virtual object in the virtual environment, such as eaves, bridges, trees, slopes, or walls, that allows the virtual character to jump.

[0153] Optionally, the device further includes:

[0154] If there is a second target location in the virtual environment that the virtual character can climb or stand on in the predetermined direction, in response to the third jump control command for the virtual character, the virtual character's viewing direction is adjusted to face the second target location, and the virtual character is controlled to perform a jump action to climb or stand on the second target location.

[0155] Optionally, if there is a second target location in the virtual environment that the virtual character can climb or stand on in a predetermined direction, then a fifth screen is displayed.

[0156] Optionally, the fifth screen is a third jump control prompt area added to the fourth screen.

[0157] Optionally, in response to the user's action in the third jump control prompt area, the virtual character transitions from a level view to a downward view.

[0158] Optionally, a sixth screen is displayed, in which the virtual character climbs or stands on the second target position, and the third jump control prompt area is not displayed.

[0159] Optionally, a seventh screen is displayed, which shows the virtual character from a head-up perspective.

[0160] Optionally, the virtual character's perspective adapts to the jump control command in real time as it performs a jumping action to climb or stand on the first or second target position.

[0161] Optionally, the second jump control prompt area is highlighted.

[0162] Optionally, the third jump control area is located below and adjacent to the second jump control prompt area.

[0163] Optionally, the display shape of the second jump control prompt area is set to a highlighted circular shape with an arrow.

[0164] The display control device provided in this application embodiment includes a game display first screen containing at least one virtual character. The distance of a first target position from the ground is not less than the height of the virtual character, and the first screen displays the virtual character from a level-on perspective. In response to a first jump control command for the virtual character, the current user controls the virtual character to move or perform a jump action in the virtual environment. If there is a first target position in the virtual environment in a predetermined direction for the virtual character to climb or stand on, and if the distance between the virtual character and the first target position is less than a first preset distance (the height of the virtual character), a second jump control prompt area is triggered. In response to the second jump control command for the virtual character, the viewing direction of the virtual character is adjusted to face the first target position, and the virtual character is controlled to perform a jump action towards the first target position to climb or stand on it. This operation saves time for the current user and simplifies the virtual character's jumping operation, improving the user's experience.

[0165] The third embodiment of this application provides a corresponding game user terminal, which can implement the display control method provided in the first embodiment, or the game user terminal is equipped with the display control device provided in the second embodiment in a software or hardware manner. Since the game user terminal embodiment is basically similar to the method embodiment, the description is relatively simple. For details of the relevant technical features, please refer to the corresponding description of the display control method embodiment provided above. The following description of the game terminal embodiment is merely illustrative. The game user terminal embodiment is as follows:

[0166] like Figure 14 As shown, the game user terminal provided in this embodiment includes: a display 1401, a processor 1403, and a memory 1405;

[0167] The memory stores the computer instructions that execute the control methods in the game. These computer instructions are read and executed by the processor, and the specific execution actions are as follows:

[0168] The first screen is displayed, and the first screen contains at least one virtual character.

[0169] In response to a first jump control command for the virtual character, control the virtual character to perform a jump action in the virtual environment;

[0170] If there is a first target location in the virtual environment in the predetermined direction of the virtual character, the virtual character's viewpoint is adjusted to face the first target location in response to a second jump control command for the virtual character, and the virtual character is controlled to perform a jump action to climb or stand at the first target location.

[0171] Optionally, if there is a first target location in the virtual environment in a predetermined direction where the virtual character can climb or stand, a second screen is displayed, which adds a second jump control prompt area to the first screen.

[0172] In response to the current user's operation in the second jump control prompt area, the virtual character's perspective is switched from a level view to a downward view.

[0173] A third screen is displayed, in which the virtual character climbs or stands on the first target position, and the second jump control prompt area is not displayed.

[0174] The fourth screen is displayed, showing the virtual character from a head-up perspective.

[0175] The device further includes a first target location that is a virtual object in a virtual environment, which is the object that the virtual character jumps to. The first target location can be a house, bridge, tree, slope, wall, or other virtual object that can provide the virtual character with the ability to jump.

[0176] The distance of the first target location from the ground can be one of the following two cases:

[0177] Optionally, the distance between the first target position in the first screen and the ground is not less than the height of the virtual character, which can further determine whether the second jump control prompt area is triggered in the first screen.

[0178] Optionally, if the distance between the first target position in the first screen and the ground is less than the height of the virtual character, it is not necessary to determine whether the second jump control prompt area is triggered in the first screen.

[0179] Optionally, determining whether the first screen triggers the second jump control prompt area specifically involves:

[0180] If there is a first target location in the virtual environment that the virtual character can climb or stand on in a predetermined direction, and if the distance between the virtual character and the first target location is less than a first preset distance, then the second jump control prompt area is triggered.

[0181] If there is a first target location in the virtual environment that can be climbed or stood on in the predetermined direction of the virtual character, and if the distance between the virtual character and the first target location is not less than a first preset distance, then the second jump control prompt area will not be triggered.

[0182] Optionally, the first preset distance can be determined in the following way:

[0183] If the height of the virtual character is used as a benchmark, the first preset distance is not less than zero and not greater than the height of the virtual character.

[0184] If the height of the first target position is taken as the benchmark, the first preset distance is not less than zero and not greater than the height of the virtual character.

[0185] Optionally, the first screen may also include:

[0186] The second target position is higher than the first target position.

[0187] The second target location can be a virtual object in the virtual environment, such as eaves, bridges, trees, slopes, or walls, that allows the virtual character to jump.

[0188] Optionally, the device further includes:

[0189] If there is a second target location in the virtual environment that the virtual character can climb or stand on in the predetermined direction, in response to the third jump control command for the virtual character, the virtual character's viewing direction is adjusted to face the second target location, and the virtual character is controlled to perform a jump action to climb or stand on the second target location.

[0190] Optionally, if there is a second target location in the virtual environment that the virtual character can climb or stand on in a predetermined direction, then a fifth screen is displayed.

[0191] Optionally, the fifth screen adds a third jump control prompt area to the fourth screen.

[0192] Optionally, in response to the user's action in the third jump control prompt area, the virtual character transitions from a level view to a downward view.

[0193] Optionally, a sixth screen is displayed, in which the virtual character climbs or stands on the second target position, and the third jump control prompt area is not displayed.

[0194] Optionally, a seventh screen is displayed, which shows the virtual character from a head-up perspective.

[0195] Optionally, the virtual character's perspective adapts to the jump control command in real time as it performs a jumping action to climb or stand on the first or second target position.

[0196] Optionally, the second jump control prompt area is highlighted.

[0197] Optionally, the third jump control area is located below and adjacent to the second jump control prompt area.

[0198] Optionally, the display shape of the second jump control prompt area is set to a highlighted circular shape with an arrow.

[0199] The game user terminal provided in this application embodiment saves time for the current user, simplifies the operation of virtual character jumping, and enhances the current user's experience.

[0200] The fourth embodiment of this application also provides a display control method for implementing the above-described computer-readable storage medium. The embodiments of the computer-readable storage medium provided in this application are described in a relatively simple manner; relevant parts can be found in the corresponding descriptions of the above-described method embodiments. The embodiments described below are merely illustrative.

[0201] The computer-readable storage medium provided in this embodiment stores computer instructions, which, when executed by a processor, perform the following steps:

[0202] The first screen is displayed, and the first screen contains at least one virtual character.

[0203] In response to a first jump control command for the virtual character, control the virtual character to perform a jump action in the virtual environment;

[0204] If there is a first target location in the virtual environment in the predetermined direction of the virtual character, the virtual character's viewpoint is adjusted to face the first target location in response to a second jump control command for the virtual character, and the virtual character is controlled to perform a jump action to climb or stand at the first target location.

[0205] Optionally, if there is a first target location in the virtual environment that can be climbed or stood on in the predetermined direction of the virtual character, a second screen is displayed, which is a second jump control prompt area added to the first screen.

[0206] In response to the current user's operation in the second jump control prompt area, the virtual character's perspective is switched from a level view to a downward view.

[0207] A third screen is displayed, in which the virtual character climbs or stands on the first target position, and the second jump control prompt area is not displayed.

[0208] The fourth screen is displayed, showing the virtual character from a head-up perspective.

[0209] The device further includes a first target location that is a virtual object in a virtual environment, which is the object that the virtual character jumps to. The first target location can be a house, bridge, tree, slope, wall, or other virtual object that can provide the virtual character with the ability to jump.

[0210] The distance of the first target location from the ground can be one of the following two cases:

[0211] Optionally, the distance between the first target position in the first screen and the ground is not less than the height of the virtual character, which can further determine whether the second jump control prompt area is triggered in the first screen.

[0212] Optionally, if the distance between the first target position in the first screen and the ground is less than the height of the virtual character, it is not necessary to determine whether the second jump control prompt area is triggered in the first screen.

[0213] Optionally, determining whether the first screen triggers the second jump control prompt area specifically involves:

[0214] If there is a first target location in the virtual environment that the virtual character can climb or stand on in a predetermined direction, and if the distance between the virtual character and the first target location is less than a first preset distance, then the second jump control prompt area is triggered.

[0215] If there is a first target location in the virtual environment that can be climbed or stood on in the predetermined direction of the virtual character, and if the distance between the virtual character and the first target location is not less than a first preset distance, then the second jump control prompt area will not be triggered.

[0216] Optionally, the first preset distance can be determined in the following way:

[0217] If the height of the virtual character is used as a benchmark, the first preset distance is not less than zero and not greater than the height of the virtual character.

[0218] If the height of the first target position is taken as the benchmark, the first preset distance is not less than zero and not greater than the height of the virtual character.

[0219] Optionally, the first screen may also include:

[0220] The second target position is higher than the first target position.

[0221] The second target location can be a virtual object in the virtual environment, such as eaves, bridges, trees, slopes, or walls, that allows the virtual character to jump.

[0222] Optionally, the device further includes:

[0223] If there is a second target location in the virtual environment that the virtual character can climb or stand on in the predetermined direction, in response to the third jump control command for the virtual character, the virtual character's viewing direction is adjusted to face the second target location, and the virtual character is controlled to perform a jump action to climb or stand on the second target location.

[0224] Optionally, if there is a second target location in the virtual environment that the virtual character can climb or stand on in a predetermined direction, then a fifth screen is displayed.

[0225] Optionally, the fifth screen is a third jump control prompt area added to the fourth screen.

[0226] Optionally, in response to the user's action in the third jump control prompt area, the virtual character transitions from a level view to a downward view.

[0227] Optionally, a sixth screen is displayed, in which the virtual character climbs or stands on the second target position, and the third jump control prompt area is not displayed.

[0228] Optionally, a seventh screen is displayed, which shows the virtual character from a head-up perspective.

[0229] Optionally, the virtual character's perspective adapts to the jump control command in real time as it performs a jumping action to climb or stand on the first or second target position.

[0230] Optionally, the second jump control prompt area is highlighted.

[0231] Optionally, the third jump control area is located below and adjacent to the second jump control prompt area.

[0232] Optionally, the display shape of the second jump prompt area is set to a highlighted circular shape with an arrow.

[0233] By using the computer instructions stored on the computer-readable storage medium provided in the embodiments of this application, time is saved for the current user, the operation of the virtual character jumping is simplified, and the current user's experience is improved.

[0234] In a typical configuration, a computer device includes at least one processor (CPU), input / output interface, network interface, and memory.

[0235] Memory includes non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, like read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media. Computer-readable media can exist independently (not assembled into an electronic device) or can be contained within an electronic device.

[0236] Embodiments of this application may be provided as methods, systems, or computer program products. Therefore, this application may take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware. Furthermore, this application may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, USB flash drive, portable hard drive, optical storage, etc.) containing computer-usable program code.

[0237] The above description is merely a preferred embodiment disclosed in this application, but the scope of protection of this application is not limited thereto. Any possible changes and modifications can be made by those skilled in the art without departing from the spirit and scope of this application, and all such changes and modifications are within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of protection defined in the claims of this application.

Claims

1. A display control method, characterized in that, include: The first screen is displayed, and the first screen contains at least one virtual character; In response to a first jump control command for the virtual character, control the virtual character to perform a jump action in the virtual environment; The first jump control command does not adjust the virtual character's viewpoint direction; If there is a first target location in the virtual environment that can be climbed or stood on in the predetermined direction of the virtual character, a second screen is displayed, and the second screen adds a second jump control prompt area to the first screen; In response to the current user's operation in the second jump control prompt area, the virtual character's perspective is switched from a level view to a downward view. If there is a first target location in the virtual environment that the virtual character can climb or stand on in a predetermined direction, in response to a second jump control command for the virtual character, the virtual character's viewpoint is adjusted to face the first target location and the virtual character is controlled to perform a jump action to climb or stand on the first target location. A third screen is displayed, in which the virtual character climbs or stands on the first target position, and the second jump control prompt area is not displayed.

2. The display control method as described in claim 1, characterized in that, Also includes: The fourth screen is displayed, showing the virtual character from a head-up perspective.

3. The display control method as described in claim 1, characterized in that, If there is a first target location in the virtual environment in the predetermined direction of the virtual character that can be climbed or stood on, specifically: If the distance between the virtual character and the first target location is less than the first preset distance, the second jump control prompt area is triggered.

4. The display control method as described in claim 1, characterized in that, If there is a first target location in the virtual environment in the predetermined direction of the virtual character that can be climbed or stood on, specifically: If the distance between the virtual character and the first target location is not less than the first preset distance, the second jump control prompt area will not be triggered.

5. The display control method as described in claim 3, characterized in that, The first screen also includes: The second target position is higher than the first target position.

6. The display control method as described in claim 5, characterized in that, Also includes: If there is a second target location in the virtual environment that the virtual character can climb or stand on in a predetermined direction, in response to a third jump control command for the virtual character, the virtual character's viewpoint is adjusted to face the second target location, and the virtual character is controlled to perform a jump action to climb or stand on the second target location.

7. The display control method as described in claim 6, characterized in that, Also includes: If there is a second target location in the virtual environment that the virtual character can climb or stand on in the predetermined direction, then a fifth screen is displayed, which adds a third jump control prompt area to the fourth screen; In response to the current user's action in the third jump control prompt area, the virtual character transitions from a level view to a downward view. The sixth screen is displayed, in which the virtual character climbs or stands on the second target position, and the third jump control prompt area is not displayed; The seventh screen is displayed, showing the virtual character from a head-up perspective.

8. The display control method as described in claim 1, characterized in that, The operation in the second jump control prompt area, which transitions the virtual character's perspective from a level view to a downward view, specifically involves: Based on one, two, or three of the three parameters of the current user's touch force, speed, or distance in the second jump control prompt area, determine the speed at which the virtual character's perspective transitions from a level view to an upward view.

9. The display control method as described in claim 1, characterized in that, The second jump control prompt area is highlighted.

10. The display control method as described in claim 9, characterized in that, Also includes: The third jump control area is located below and adjacent to the second jump control prompt area.

11. The display control method as described in claim 1, characterized in that, The distance from the first target location to the ground is not less than the height of the virtual character.

12. The display control method as described in claim 3, characterized in that, The first preset distance is not greater than the height of the virtual character.

13. A display control device, characterized in that, Includes a touch display and a memory, wherein the touch display is used to execute instructions to display at least one screen; The touch display is used to display a first screen, which includes at least one virtual character; A first control unit is configured to respond to a first jump control command for the virtual character and control the virtual character to perform a jump action in the virtual environment. The first judgment unit is used to determine whether there is a first target position in the virtual environment that can be climbed or stood on in the predetermined direction of the virtual character; The touch display is also used to display a second screen when there is a first target position in the virtual environment in the predetermined direction of the virtual character that can be climbed or stood on, and the second screen adds a second jump control prompt area to the first screen; The touch display is also used to accept the current user's operation in the second jump control prompt area, and in response to the current user's operation in the second jump control prompt area, to switch the virtual character's perspective from a level view to a downward view. The second control unit is configured to respond to a second jump control command for the virtual character, adjust the virtual character's viewing direction toward the first target position, and control the virtual character to perform a jump action toward the first target position to climb or stand at the first target position. The touch display is also used to display a third screen in which the virtual character climbs or stands at the first target position, and the second jump control prompt area is not displayed.

14. An electronic device, characterized in that, Includes processor and memory; among which, The memory is used to store one or more computer instructions, wherein the one or more computer instructions are executed by the processor to implement the method as described in any one of claims 1-12.

15. A computer-readable storage medium storing one or more computer instructions thereon, characterized in that, The instruction is executed by the processor to implement the method as described in any one of claims 1-12.

Citation Information

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