A control method and device of a virtual vehicle
By dynamically displaying the inertial motion progress of virtual vehicles on the game interface, the game solves the problem of lack of feedback on inertial motion in Star Wars games and improves players' ability to predict subsequent actions.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2024-01-29
- Publication Date
- 2026-07-31
AI Technical Summary
In Star Wars-style games, virtual vehicles continue to move due to inertia after steering control is stopped, lacking clear dynamic feedback, which makes it difficult for players to accurately predict subsequent actions.
The terminal device provides a graphical user interface to dynamically prompt the progress of the virtual vehicle's inertial motion, including displaying progress indicators in the graphical user interface, vibration feedback, and voice prompts, to help players understand the progress of the inertial motion.
It provides clear dynamic feedback, enabling players to accurately predict the inertial motion of virtual vehicles, thus improving the realism of the game and the accuracy of operation.
Smart Images

Figure CN117883774B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and in particular to a method and apparatus for controlling a virtual vehicle. Background Technology
[0002] In games, for touch-screen devices, players can control virtual vehicles carrying virtual objects by manipulating movement controls on the game interface. For example, when a player controls a virtual vehicle to turn within the game scene, they can use the movement controls to steer, accelerate, and perform other maneuvers.
[0003] Currently, in Star Wars-themed games, to enhance realism, virtual vehicles (e.g., ships) often simulate real-world inertial motion. For instance, even after ceasing steering control, the virtual vehicle continues to move for a distance until the inertial motion ends. However, this control method lacks clear dynamic feedback in the game, making it difficult for players to accurately predict subsequent actions. Summary of the Invention
[0004] In view of this, the purpose of this application is to provide a control method and device for virtual vehicles, which can provide players with clear dynamic feedback of virtual vehicles under inertial motion in a timely manner, so that players can accurately predict subsequent operations.
[0005] In a first aspect, embodiments of this application provide a method for controlling a virtual vehicle, which provides a graphical user interface through a terminal device, wherein at least a portion of the game scene presented by the graphical user interface includes a virtual vehicle; the control method includes:
[0006] In response to a steering control operation on the virtual vehicle, the virtual vehicle is controlled to turn in the game scene;
[0007] In response to the cessation of the steering control operation, the virtual vehicle is controlled to perform inertial motion;
[0008] During the inertial motion of the virtual vehicle, the progress of the inertial motion is dynamically displayed.
[0009] Secondly, embodiments of this application also provide a control device for a virtual vehicle, which provides a graphical user interface through a terminal device, wherein at least a portion of the game scene presented by the graphical user interface includes a virtual vehicle; the feedback device includes:
[0010] The first control module, in response to a steering control operation on the virtual vehicle, controls the virtual vehicle to turn in the game scene;
[0011] The second control module, in response to the stopping of the steering control operation, controls the virtual vehicle to perform inertial motion;
[0012] The prompting module dynamically prompts the progress of the virtual vehicle's inertial motion during the inertial motion process.
[0013] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, the steps of the virtual vehicle control method described above are performed.
[0014] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the virtual vehicle control method described above.
[0015] The virtual vehicle control method and apparatus provided in this application embodiment can be applied to the aforementioned combat game scenarios. After stopping the steering control operation of the virtual vehicle carrying the virtual object, it can promptly prompt the inertial motion of the virtual vehicle and provide players with clear dynamic feedback so that players can accurately predict subsequent operations.
[0016] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0017] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0018] Figure 1 A schematic diagram of the implementation environment provided in the embodiments of this application is shown;
[0019] Figure 2 A flowchart of a virtual vehicle control method provided in an embodiment of this application is shown;
[0020] Figure 3 This illustration shows a graphical user interface diagram provided in an embodiment of this application;
[0021] Figure 4This illustration shows another graphical user interface diagram provided by an embodiment of this application;
[0022] Figure 5 This illustration shows another graphical user interface diagram provided by an embodiment of this application;
[0023] Figure 6 This illustration shows another graphical user interface diagram provided by an embodiment of this application;
[0024] Figure 7 This illustration shows another graphical user interface diagram provided by an embodiment of this application;
[0025] Figure 8 This illustration shows another graphical user interface diagram provided by an embodiment of this application;
[0026] Figure 9 This illustration shows a schematic diagram of the structure of a control device for a virtual vehicle provided in an embodiment of this application;
[0027] Figure 10 A schematic diagram of the structure of an electronic device provided in an embodiment of this application is shown. Detailed Implementation
[0028] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.
[0029] First, let me introduce the terms used in this disclosure:
[0030] (1) Virtual scene (game scene)
[0031] 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 shooting games, 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 2D or 2.5D card games, 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 galaxies, wormholes, and stargates in a virtual universe sandbox world.
[0032] (2) Game Interface
[0033] 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.
[0034] (3) Virtual objects
[0035] 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 disclosure 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.
[0036] (4) Player character (or player virtual object, player object)
[0037] 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.
[0038] To facilitate understanding, a game scenario applicable to this embodiment is first described. In a battle game, multiple virtual objects participate, with each user corresponding to one virtual object; in any area of the game, a player's first-type virtual object can attack other player's second-type virtual objects.
[0039] In the aforementioned game combat scenarios, especially those where shooting is the primary attack skill, when the player character is carried by a virtual vehicle (e.g., a ship), the attack skill requires constant and rapid movement based on the aiming position while targeting the enemy. However, when the operation to control the virtual vehicle's movement stops, the virtual vehicle will continue to move for a distance due to inertia until the inertial motion ends. The player cannot judge the changes in the virtual vehicle's movement due to inertia, resulting in a lack of clear dynamic feedback from the virtual vehicle in the game, and consequently, the player cannot accurately predict subsequent actions.
[0040] Based on this, the present disclosure provides a method and apparatus for controlling virtual vehicles. This technology can be applied to the aforementioned combat game scenarios so that after stopping the steering control operation of the virtual vehicle carrying the virtual object, it can promptly provide prompts on the inertial motion of the virtual vehicle and provide players with clear dynamic feedback in a timely manner, so that players can accurately predict subsequent operations.
[0041] In one embodiment of this disclosure, a virtual vehicle control method is provided. This control method can run on a terminal device or a server. The terminal device can be a local terminal device. When the control method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0042] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the control methods for the inertial motion state of virtual objects in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, execution, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, PDA, or mobile phone; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0043] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0044] In one possible implementation, this disclosure provides a method for controlling the progress of inertial motion, which provides a graphical user interface (GUI) through a terminal device. The terminal device can be either a local terminal device as mentioned above, or a client device in a cloud interaction system as mentioned above. The GUI presents at least a portion of a game scene. This game scene may include a virtual vehicle carrying a virtual object selected by the player.
[0045] This disclosure provides embodiments that Figure 1 The diagram illustrates the implementation environment. This environment may include a first terminal device, a game server, and a second terminal device. The first and second terminal devices communicate with the server to achieve data communication. In this embodiment, the first and second terminal devices are each equipped with a client that executes the virtual vehicle control method provided by this disclosure, and the game server is the server-side component that executes the virtual vehicle control method provided by this disclosure. Through the client, the first and second terminal devices can communicate with the game server.
[0046] Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running a client. In an optional implementation, the server establishes a game battle based on the client's game request. The parameters of the game battle can be determined based on the parameters in the received game request; for example, game parameters may include the allocation of participating characters and the configuration of items for participating characters. When the first terminal device receives a response from the server, it displays the virtual scene corresponding to the game through its graphical user interface. In an optional implementation, the server determines a target game battle for the client from among multiple established games based on the client's game request. When the first terminal device receives a response from the server, it displays the virtual scene corresponding to the game through its graphical user interface. The first terminal device is a device controlled by a first user. The virtual object displayed in the graphical user interface of the first terminal device is the player virtual object controlled by the first user, i.e., the player character. The first user inputs operation commands through peripherals such as the keyboard, mouse, or gamepad of the first terminal device. If the first terminal device is a touch device, the first user can input operation commands through its graphical user interface to control the player character to perform corresponding operations in the virtual scene.
[0047] The process of running the client on the second terminal device is similar to that of the first terminal device. The second terminal device establishes communication with the game server by running the client, and then the second user starts the game through the second terminal device. The second user controls the player character to perform corresponding operations in the virtual scene through the second terminal device.
[0048] The server receives game data reported by the first terminal device and the second terminal device, performs data calculations, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the rendering of the corresponding virtual scene and / or virtual object in the graphical user interface according to the synchronization data sent by the server.
[0049] In this embodiment, the virtual objects controlled by the first terminal device and the virtual objects controlled by the second terminal device are virtual objects in the same game. The virtual objects controlled by the first terminal device and the virtual objects controlled by the second terminal device can have different character identities.
[0050] It should be noted that the virtual objects in the current game can include two or more virtual objects, and different virtual objects can correspond to different terminal devices. In other words, in the current game, there are two or more terminal devices that send and synchronize game data with the game server.
[0051] See Figure 2 The flowchart illustrates a method for controlling a virtual vehicle. This method can run on a user-side terminal device, which provides a graphical user interface. At least a portion of the game scene presented by the graphical user interface includes a virtual vehicle. The control method includes the following steps:
[0052] Step S201: In response to a steering control operation for the virtual vehicle, control the virtual vehicle to turn in the game scene.
[0053] If the terminal device is a non-touch device, the steering control operation can be performed by the player (i.e., the user of the virtual object) pressing a designated key on the terminal device's keyboard, such as pressing the A key (or A key position); the steering control operation can also be performed by the player clicking a desired direction with a mouse, such as double-clicking point B relative to the position of the virtual vehicle carrying the virtual object in the graphical user interface; the steering control operation can also be performed by the player manipulating the joystick of a game controller to control the movement of the virtual vehicle, such as moving the joystick to the left. If the terminal device is a touch device, the steering control operation can be performed by touching a designated virtual control on the graphical user interface. For example, in addition to the virtual vehicle, the game scene presented in the graphical user interface may also include a movement control for controlling the movement of the virtual vehicle, and the steering control operation can be performed by the player pressing the area of the movement control that controls the steering of the virtual vehicle. Accordingly, upon receiving a steering control operation from the player for the virtual vehicle, the virtual vehicle can be controlled to turn in the game scene in response to the steering control operation.
[0054] Figure 3 This illustration shows a graphical user interface diagram provided in an embodiment of this application; as shown Figure 3 As shown, assuming the terminal device in this example is a touch device, the graphical user interface of the terminal device displays a game scene screen showing a virtual vehicle 301 carrying virtual objects, a virtual object character identifier 302, a movement control 303 for controlling the movement of the virtual vehicle 301, multiple virtual items 304 usable by the virtual vehicle 301 during combat, and a skill release control 305 for the virtual vehicle 301. In this example, the player can adjust the posture of the virtual vehicle 301 by operating the movement control 303. For example, by operating the arrow of the movement control 303, the player can change the direction of the virtual vehicle 301. For example, from the perspective of the virtual object, the player can control the virtual vehicle 303 to change its direction by operating the arrow of the movement control 303. For example, when the virtual vehicle 301 is moving forward, when the player operates the arrow of the movement control 303 to change its direction, the virtual vehicle 301 can travel at the speed indicated by the player's movement operation and with the changed direction.
[0055] In step S202, in response to the stopping of the steering control operation, the virtual vehicle is controlled to perform inertial motion.
[0056] To enhance the realism of the game, the virtual vehicles carrying virtual objects in the game involved in this application embodiment can simulate the inherent inertial properties of real objects after the steering control operation stops, and perform inertial motion in the game scene to give players a realistic motion effect, thereby helping to improve the realism of the game.
[0057] According to the properties of inertia, under the action of external force, the greater the mass of an object with the same acceleration, the greater its inertia. Similarly, during the game's development, the game will simulate real inertial motion according to the preset properties of inertia. Therefore, the inertial motion parameters are related to the attribute parameters of the virtual vehicle (e.g., the virtual vehicle's set mass, volume, etc.) and motion parameters (e.g., turning, speed, acceleration, force conditions, etc.).
[0058] Therefore, regarding step S202, in an optional example, in specific implementation, firstly, in response to the stop of the steering control operation, the attribute parameters and motion parameters of the virtual vehicle can be obtained; then, based on the attribute parameters and motion parameters of the virtual vehicle, the inertial motion parameters for the virtual vehicle to perform inertial motion are determined; finally, based on the inertial motion parameters of the virtual vehicle, the virtual vehicle is controlled to perform inertial motion according to the inertial motion parameters. Here, the inertial motion parameters may include the direction of movement, speed of movement, acceleration of movement, etc. at different times.
[0059] Figure 4 This illustration shows another graphical user interface diagram provided by an embodiment of this application; as shown Figure 4 As shown above, following the above Figure 3 In this example, the terminal device is a touch device. The graphical user interface of the terminal device displays a game scene showing a virtual vehicle 301 carrying virtual objects, a character identifier 302 for the virtual objects, a movement control 303 for controlling the movement of the virtual vehicle 301, multiple virtual items 304 that can be used by the virtual vehicle 301 during combat, and a skill release control 305 for the virtual vehicle 301. In this example, when the player changes the direction of the arrow on the movement control 303, the virtual vehicle 301 can move at the speed indicated by the player's movement operation and in the changed direction. At this time, when the turning control operation on the movement control 303 stops, the virtual vehicle 301, based on the game's preset settings, does not immediately stop moving, but continues its inertial motion.
[0060] Step S203: During the inertial motion of the virtual vehicle, the progress of the inertial motion of the virtual vehicle is dynamically displayed.
[0061] As one possible implementation, regarding step 203, in a specific implementation, during the inertial motion of the virtual vehicle, a progress indicator corresponding to the inertial motion progress of the virtual vehicle can be displayed in at least a portion of the game scene presented by the graphical user interface.
[0062] For example, a progress indicator corresponding to the inertial motion progress of the virtual vehicle can be displayed in an area separate from the motion control in the graphical user interface.
[0063] For example, a progress indicator corresponding to the inertial motion progress of the virtual vehicle can also be displayed in a specific area of the movement control.
[0064] The aforementioned progress indicator can appear in any pre-set form. For example, it can be any shape or form, such as a bar, a circle, or a fan. In this example, a specific form of progress indicator can be used to represent the inertial motion progress. For instance, when the progress indicator is a bar, the length of the highlighted section can be changed in real time to represent the magnitude of the inertial motion progress. For example, the longer the highlighted section, the earlier the inertial motion begins (i.e., the greater the inertial motion capability); conversely, the shorter the highlighted section, the later the inertial motion begins (i.e., the smaller the inertial motion capability). Here, the inertial motion capability can be determined based on the aforementioned inertial motion parameters. If the progress indicator only represents the magnitude of the inertial motion capability, it is a dynamic display bar for the inertial motion progress.
[0065] Furthermore, it should be understood that the relationship between the change in the aforementioned progress indicator and the magnitude of the inertial capability is preset. In addition to using a long highlighted value to indicate a large inertial capability and a short highlighted value to indicate a small inertial capability, any other reasonable method can be used. For example, in another example, the length of the highlighted value can be used to indicate the ability to gradually approach the disappearance of inertial motion.
[0066] Figure 5 This illustration shows another graphical user interface diagram provided by an embodiment of this application; as shown Figure 5 As shown above, following the above Figure 4In this example, the terminal device is a touch device. The graphical user interface of the terminal device displays a game scene screen showing a virtual vehicle 301 carrying virtual objects, a character icon 302 for the virtual objects, a movement control 303 for controlling the movement of the virtual vehicle 301, multiple virtual items 304 that can be used by the virtual vehicle 301 during combat, and a skill release control 305 for the virtual vehicle 301. In this example, when the player changes the direction of the arrow on the movement control 303, the virtual vehicle 301 can move at the speed indicated by the player's movement operation and in the changed direction. At this time, when the turning control operation on the movement control 303 stops, the virtual vehicle 301, based on the game's preset settings, does not immediately stop moving, but continues to move inertially. During the inertial movement, a progress indicator 306 is displayed in an area separated from the movement control 303. In this example, the progress indicator 306 is a bar-shaped indicator, which is fully highlighted in the initial stage of the inertial movement, indicating the greater the inertial movement capability. In this embodiment, the progress indicator can be as follows: Figure 5 The area shown can be located adjacent to the mobile space, or it can be located in other locations within the graphical user interface.
[0067] As inertial motion progresses, the virtual vehicle gradually changes its motion parameters according to inertial motion. Over time, the inertial motion capability of the virtual vehicle 301 gradually decreases, such as... Figure 6 As shown, at this time, the highlighted area of the progress indicator decreases as the inertial motion capability of the virtual vehicle 301 decreases.
[0068] As time continues, the inertial motion capability of the virtual vehicle 301 gradually decreases, such as Figure 7 As shown, at this time, the highlighted area of the progress indicator becomes smaller as the inertial motion capability of the virtual vehicle 301 decreases.
[0069] When the inertial motion capability disappears, the highlighted area of the progress indicator disappears, as shown below. Figure 8 As shown, progress indicators without highlighting can be displayed.
[0070] In this way, by displaying progress indicators representing the progress of inertial motion, players can clearly understand the degree of inertial motion and receive timely and clear dynamic feedback, enabling them to accurately predict subsequent actions.
[0071] On the other hand, in addition to displaying the progress of inertial motion, it can also display a countdown to the end of inertial motion, text descriptions of the inertial motion progress, etc., so that players can understand the progress of inertial motion more directly. For example, by displaying the inertial motion progress in a dynamic display bar and simultaneously displaying the inertial motion progress in text, players can understand the progress of the virtual vehicle's inertial motion from different perspectives.
[0072] As another possible implementation, when the terminal device includes a portable terminal device (e.g., a handheld device), regarding step 203, vibration can also be used to alert the player to the inertial movement progress of the virtual vehicle. In specific implementation, firstly, during the inertial movement of the virtual vehicle, vibration parameters of the terminal device can be determined based on the motion parameters; here, the vibration parameters may include: vibration intensity and / or vibration frequency; then, the terminal device is controlled to provide vibration feedback based on the vibration parameters to indicate the inertial movement progress of the virtual vehicle.
[0073] For example, in the initial stage of inertial motion, the vibration intensity and / or vibration frequency are relatively high, indicating a greater capacity to represent inertial motion. As time goes on, the inertial motion capacity of the virtual vehicle gradually decreases, and the vibration intensity and / or vibration frequency decreases compared to the initial stage of inertial motion. When the inertial motion is about to end, by providing corresponding vibration feedback to the player's handheld device based on the inertial motion capacity, the player can not only understand the inertial motion situation, but also feel the motion characteristics of the virtual vehicle more deeply, enhancing the immersion of the game.
[0074] As another possible implementation, regarding step 203, in specific implementation, the player can also be informed of the inertial motion progress through the sound feedback of the terminal device.
[0075] For example, in practical implementation, firstly, during the inertial motion of the virtual vehicle, the voice prompt information of the terminal device can be determined based on the motion parameters; then, the terminal device is controlled to broadcast the voice prompt information in real time to indicate the progress of the virtual vehicle's inertial motion. Here, the correspondence between the progress of inertial motion and the prompt tone can be preset, so that the corresponding inertial motion progress of the virtual vehicle can be broadcast when appropriate.
[0076] For example, the system can be pre-programmed to broadcast prompts about the progress of the virtual vehicle's inertial motion at predetermined intervals, such as "5 seconds until the virtual vehicle stops its inertial motion", "2 seconds until the virtual vehicle stops its inertial motion", and "the virtual vehicle has stopped its inertial motion".
[0077] In addition, in the embodiments of this application, vibration and / or voice prompts may be provided simultaneously when displaying the progress indicator, so as to enable players to have a deeper understanding of the current motion characteristics of the virtual vehicle.
[0078] Additionally, the control method may further include the step of hiding the progress indicator, specifically, hiding the progress indicator in response to the virtual vehicle's inertial motion ending. Correspondingly, the progress indicator is displayed when the virtual vehicle resumes inertial motion.
[0079] Compared with existing inertial motion progress control methods, this application can provide players with clear dynamic feedback of virtual vehicles under inertial motion in a timely manner, so that players can accurately predict subsequent operations.
[0080] Based on the above method embodiments, this disclosure also provides a control device for virtual vehicles, which provides a graphical user interface through a terminal device, wherein at least a portion of the game scene presented by the graphical user interface includes virtual vehicles; see also Figure 9 As shown, the control method apparatus includes:
[0081] The first control module 910, in response to a steering control operation on the virtual vehicle, controls the virtual vehicle to turn in the game scene;
[0082] The second control module 920, in response to the stop of the steering control operation, controls the virtual vehicle to perform inertial motion;
[0083] The prompting module 930 dynamically prompts the progress of the inertial motion of the virtual vehicle during the inertial motion process.
[0084] Furthermore, the second control module 920 is also used for:
[0085] In response to the stopping of the steering control operation, the attribute parameters and motion parameters of the virtual vehicle are acquired;
[0086] Based on the attribute parameters and motion parameters of the virtual vehicle, the inertial motion parameters for the virtual vehicle to perform inertial motion are determined;
[0087] Based on the inertial motion parameters of the virtual vehicle, the virtual vehicle is controlled to perform inertial motion according to the inertial motion parameters.
[0088] Furthermore, the second control module 920 is also used for:
[0089] During the inertial motion of the virtual vehicle, a progress indicator corresponding to the inertial motion progress of the virtual vehicle is displayed in at least a portion of the game scene presented by the graphical user interface.
[0090] Furthermore, when the terminal device is a touch device, the game scene also includes movement controls for controlling the movement of virtual vehicles; the second control module 920 is also used for:
[0091] In the graphical user interface, a progress indicator corresponding to the inertial motion progress of the virtual vehicle is displayed in an area separate from the movement control; or, a progress indicator corresponding to the inertial motion progress of the virtual vehicle is displayed in a specific area of the movement control.
[0092] Furthermore, the progress indicator includes at least one of the following: a dynamic display bar for the progress of inertial motion, a countdown timer for the stop of inertial motion, and a text description of the progress of inertial motion.
[0093] Furthermore, when the terminal device includes a portable terminal device, the second control module 920 is also used for:
[0094] During the inertial motion of the virtual vehicle, the vibration parameters of the terminal device are determined based on the motion parameters;
[0095] The terminal device is controlled to provide vibration feedback based on the vibration parameters to indicate the progress of the inertial motion of the virtual vehicle.
[0096] Furthermore, the second control module 920 is also used for:
[0097] During the inertial motion of the virtual vehicle, the voice prompt information of the terminal device is determined based on the motion parameters;
[0098] The terminal device is controlled to broadcast the voice prompts in real time to indicate the inertial motion progress of the virtual vehicle.
[0099] Furthermore, the feedback device also includes: a hidden module ( Figure 9 (Not shown in the image), the hiding module is used to hide the progress indicator in response to the end of the inertial motion of the virtual vehicle.
[0100] Please see Figure 10 , Figure 10 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 10As shown, the electronic device 500 includes a processor 510, a memory 520, and a bus 530. The memory 520 stores machine-readable instructions executable by the processor 510. When the electronic device runs a virtual vehicle control method as described in the embodiment, the processor 510 communicates with the memory 520 via the bus 530. The processor 510 executes the machine-readable instructions. The preamble of the method item of the processor 510 performs the following steps:
[0101] In response to a steering control operation on the virtual vehicle, the virtual vehicle is controlled to turn in the game scene;
[0102] In response to the cessation of the steering control operation, the virtual vehicle is controlled to perform inertial motion;
[0103] During the inertial motion of the virtual vehicle, the progress of the inertial motion is dynamically displayed.
[0104] In one feasible implementation, the processor 510 also performs:
[0105] In response to the stopping of the steering control operation, the attribute parameters and motion parameters of the virtual vehicle are acquired;
[0106] Based on the attribute parameters and motion parameters of the virtual vehicle, the inertial motion parameters for the virtual vehicle to perform inertial motion are determined;
[0107] Based on the inertial motion parameters of the virtual vehicle, the virtual vehicle is controlled to perform inertial motion according to the inertial motion parameters.
[0108] In one feasible implementation, the processor 510 also performs:
[0109] During the inertial motion of the virtual vehicle, a progress indicator corresponding to the inertial motion progress of the virtual vehicle is displayed in at least a portion of the game scene presented by the graphical user interface.
[0110] In one feasible implementation, when the terminal device is a touch device, the game scene further includes movement controls for controlling the movement of virtual vehicles; the processor 510 also executes:
[0111] In the graphical user interface, a progress indicator corresponding to the inertial motion progress of the virtual vehicle is displayed in an area separate from the movement control.
[0112] or,
[0113] A progress indicator corresponding to the inertial motion progress of the virtual vehicle is displayed in a specific area of the movement control.
[0114] In one feasible implementation, the processor 510 further executes: the progress indication identifier includes at least one of the following: a dynamic display bar for the progress of inertial motion, a countdown timer for the stop of inertial motion, and a text description of the progress of inertial motion.
[0115] In a feasible implementation, when the terminal device includes a portable terminal device, the processor 510 further performs:
[0116] During the inertial motion of the virtual vehicle, the vibration parameters of the terminal device are determined based on the motion parameters;
[0117] The terminal device is controlled to provide vibration feedback based on the vibration parameters to indicate the progress of the inertial motion of the virtual vehicle.
[0118] In one feasible implementation, the processor 510 also performs:
[0119] During the inertial motion of the virtual vehicle, the voice prompt information of the terminal device is determined based on the motion parameters;
[0120] The terminal device is controlled to broadcast the voice prompts in real time to indicate the inertial motion progress of the virtual vehicle.
[0121] In one feasible implementation, the processor 510 also performs:
[0122] In response to the virtual vehicle completing its inertial motion, the progress indicator is hidden.
[0123] By using the above method, after stopping the steering control operation of the virtual vehicle carrying the virtual object, the inertial motion of the virtual vehicle can be promptly indicated, providing players with clear dynamic feedback so that players can accurately predict subsequent actions.
[0124] This application embodiment also provides a computer-readable storage medium storing a computer program, which is executed by a processor, wherein the processor performs the following steps:
[0125] In response to a steering control operation on the virtual vehicle, the virtual vehicle is controlled to turn in the game scene;
[0126] In response to the cessation of the steering control operation, the virtual vehicle is controlled to perform inertial motion;
[0127] During the inertial motion of the virtual vehicle, the progress of the inertial motion is dynamically displayed.
[0128] In one feasible implementation, the processor also performs:
[0129] In response to the stopping of the steering control operation, the attribute parameters and motion parameters of the virtual vehicle are acquired;
[0130] Based on the attribute parameters and motion parameters of the virtual vehicle, the inertial motion parameters for the virtual vehicle to perform inertial motion are determined;
[0131] Based on the inertial motion parameters of the virtual vehicle, the virtual vehicle is controlled to perform inertial motion according to the inertial motion parameters.
[0132] In one feasible implementation, the processor also performs:
[0133] During the inertial motion of the virtual vehicle, a progress indicator corresponding to the inertial motion progress of the virtual vehicle is displayed in at least a portion of the game scene presented by the graphical user interface.
[0134] In one feasible implementation, when the terminal device is a touch device, the game scene further includes movement controls for controlling the movement of virtual vehicles; the processor also executes:
[0135] In the graphical user interface, a progress indicator corresponding to the inertial motion progress of the virtual vehicle is displayed in an area separate from the movement control.
[0136] or,
[0137] A progress indicator corresponding to the inertial motion progress of the virtual vehicle is displayed in a specific area of the movement control.
[0138] In one feasible implementation, the processor further executes: the progress indicator includes at least one of the following: a dynamic display bar for the progress of inertial motion, a countdown timer for the stop of inertial motion, and a text description of the progress of inertial motion.
[0139] In one feasible implementation, when the terminal device includes a portable terminal device, the processor also performs:
[0140] During the inertial motion of the virtual vehicle, the vibration parameters of the terminal device are determined based on the motion parameters;
[0141] The terminal device is controlled to provide vibration feedback based on the vibration parameters to indicate the progress of the inertial motion of the virtual vehicle.
[0142] In one feasible implementation, the processor also performs:
[0143] During the inertial motion of the virtual vehicle, the voice prompt information of the terminal device is determined based on the motion parameters;
[0144] The terminal device is controlled to broadcast the voice prompts in real time to indicate the inertial motion progress of the virtual vehicle.
[0145] In one feasible implementation, the processor also performs:
[0146] In response to the virtual vehicle completing its inertial motion, the progress indicator is hidden.
[0147] By using the above method, after stopping the steering control operation of the virtual vehicle carrying the virtual object, the inertial motion of the virtual vehicle can be promptly indicated, providing players with clear dynamic feedback so that players can accurately predict subsequent actions.
[0148] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0149] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0150] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0151] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0152] 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.
[0153] 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 scope of protection 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 scope of the technology 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 scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A control method of a virtual vehicle, characterized by, A graphical user interface is provided through a terminal device, wherein at least a portion of the game scene presented by the graphical user interface includes virtual vehicles; the control method includes: In response to a steering control operation on the virtual vehicle, the virtual vehicle is controlled to turn in the game scene; In response to the cessation of the steering control operation, the virtual vehicle is controlled to perform inertial motion; During the inertial motion of the virtual vehicle, the progress of the inertial motion is dynamically displayed.
2. The control method according to claim 1, characterized by, The step of controlling the virtual vehicle to perform inertial motion in response to the cessation of the steering control operation includes: In response to the stopping of the steering control operation, the attribute parameters and motion parameters of the virtual vehicle are acquired; Based on the attribute parameters and motion parameters of the virtual vehicle, the inertial motion parameters for the virtual vehicle to perform inertial motion are determined; Based on the inertial motion parameters of the virtual vehicle, the virtual vehicle is controlled to perform inertial motion according to the inertial motion parameters.
3. The control method according to claim 1, characterized by, The step of dynamically indicating the progress of the inertial motion of the virtual vehicle during its inertial motion includes: During the inertial motion of the virtual vehicle, a progress indicator corresponding to the inertial motion progress of the virtual vehicle is displayed in at least a portion of the game scene presented by the graphical user interface.
4. The control method according to claim 3, characterized by When the terminal device is a touch device, the game scene also includes movement controls for controlling the movement of virtual vehicles; the progress indicator displaying the inertial motion progress of the virtual vehicle includes: In the graphical user interface, a progress indicator corresponding to the inertial motion progress of the virtual vehicle is displayed in an area separate from the movement control. or, A progress indicator corresponding to the inertial motion progress of the virtual vehicle is displayed in a specific area of the movement control.
5. The control method according to claim 3, characterized by, The progress indicator includes at least one of the following: a dynamic display bar for the progress of inertial motion, a countdown timer for the stop of inertial motion, and a text description of the progress of inertial motion.
6. The control method according to claim 2, characterized by, When the terminal device includes a portable terminal device, the step of dynamically prompting the progress of the inertial motion of the virtual vehicle during the inertial motion of the virtual vehicle includes: During the inertial motion of the virtual vehicle, the vibration parameters of the terminal device are determined based on the motion parameters; The terminal device is controlled to provide vibration feedback based on the vibration parameters to indicate the progress of the inertial motion of the virtual vehicle.
7. The control method according to claim 2, characterized by, The step of dynamically indicating the progress of the inertial motion of the virtual vehicle during its inertial motion includes: During the inertial motion of the virtual vehicle, the voice prompt information of the terminal device is determined based on the motion parameters; The terminal device is controlled to broadcast the voice prompts in real time to indicate the inertial motion progress of the virtual vehicle.
8. The control method according to claim 3, characterized by, The control method further includes: In response to the virtual vehicle completing its inertial motion, the progress indicator is hidden.
9. A control device of a virtual vehicle, characterized by, A graphical user interface is provided via a terminal device, wherein at least a portion of the game scene presented by the graphical user interface includes virtual vehicles; the control device includes: The first control module, in response to a steering control operation on the virtual vehicle, controls the virtual vehicle to turn in the game scene; The second control module, in response to the stopping of the steering control operation, controls the virtual vehicle to perform inertial motion; The prompting module dynamically prompts the progress of the virtual vehicle's inertial motion during the inertial motion process.
10. An electronic device, comprising: include: The device includes a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. The machine-readable instructions are executed by the processor to perform the steps of the virtual vehicle control method as described in any one of claims 1 to 8.
11. A computer readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the control method for the virtual vehicle as described in any one of claims 1 to 8.