Virtual character jump control method and device, equipment and storage medium
By acquiring and using target skills configuration data and user control operations, virtual character jumping skills achieve higher degrees of freedom and expressiveness in 3D games, solving the problem of single jumping skills in the existing technology, providing personalization and diversity A jumping experience.
Patent Information
- Application Number
- CN202311768096.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-20
- Publication Date
- 2025-01-10
AI Technical Summary
In existing 3D games, virtual characters have single jumping skills and low freedom, which is difficult to meet users' diverse needs for jumping actions.
By responding to the jump skill trigger operation of the virtual character, obtaining target skill configuration data, displaying jump interaction icons, obtaining landing points that meet the landing conditions according to the user control operations, and controlling the virtual character to perform jumping actions according to the stage configuration data, improving the freedom of jumping skills degree and rationality.
The personalized and diversified jumping process of virtual characters is realized, providing the user with the ability to freely select landing points. At the same time, the landing point selection is constrained based on landing conditions, which improves the expressiveness and playability of the jumping skills.
Smart Images

Figure CN119280824A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a virtual character jump control method, device, equipment and storage medium. Background Art
[0002] Jumping skills play a vital role in games. In games, jumping skills are often used to avoid attacks, cross obstacles or reach certain places. In existing 3D (3D) games, the jumping skills of game characters are usually implemented based on fixed jumping amplitude and jumping height. However, the expressiveness of such jumping skills is single and the degree of freedom is low. Therefore, a new solution needs to be proposed. Summary of the invention
[0003] Multiple aspects of the present application provide a virtual character jumping control method, device, equipment and storage medium for performing jumping actions according to a landing point selected by a user to improve the freedom of jumping skills.
[0004] An embodiment of the present application provides a virtual character jumping control method, comprising: responding to a trigger operation for a jumping skill of a virtual character, obtaining target skill configuration data corresponding to the virtual character from at least one skill configuration data according to the attributes of the virtual character; the target skill configuration data at least includes: a landing condition and stage configuration data corresponding to at least one jumping stage; displaying a jumping interaction icon in a three-dimensional scene where the virtual character is located; obtaining a landing point selected by the user and meeting the landing condition in the three-dimensional scene according to a user's control operation on the jumping interaction icon; and controlling the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character according to the stage configuration data corresponding to the at least one jumping stage.
[0005] Optionally, based on the user's control operation on the jumping interaction icon, a landing point selected by the user and meeting the landing condition is obtained in the three-dimensional scene, including: determining the target position of the jumping interaction icon in the three-dimensional scene based on the user's movement operation on the jumping interaction icon; judging whether the target position meets the landing condition in the target skill configuration data; if the target position meets the landing condition, using the target position as the landing point.
[0006] Optionally, it also includes: if the target position meets the landing condition, displaying the first attribute of the jump interaction icon to prompt that the target position can be used as a landing point.
[0007] Optionally, it also includes: if the target position does not meet the landing condition, displaying the second attribute of the jump interaction icon to prompt that the target position cannot be used as a landing point.
[0008] Optionally, determining whether the target position satisfies the landing condition in the target skill configuration data includes: determining whether the distance between the target position and the take-off point of the virtual character is within the jumping range corresponding to the jumping skill; and / or determining whether the inclination angle of the plane where the target position is located is less than a set angle threshold; if the distance between the target position and the take-off point of the virtual character is within the jumping range corresponding to the jumping skill, and / or if the inclination angle of the plane where the target position is located is less than a set angle threshold, then determining that the target position satisfies the landing condition in the target skill configuration data.
[0009] Optionally, according to the stage configuration data corresponding to the at least one jumping stage, before controlling the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character, it also includes: obtaining the jumping height corresponding to the jumping skill from the target skill configuration data; generating a jumping trajectory according to the position data of the take-off point of the virtual character, the jumping height and the position data of the landing point; performing collision detection on the jumping trajectory and virtual objects in the three-dimensional scene to determine whether there is a target virtual object in the three-dimensional scene that collides with the jumping trajectory; if the target virtual object does not exist in the three-dimensional scene, determining that the jumping trajectory does not collide with the virtual object in the three-dimensional scene, and controlling the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character.
[0010] Optionally, according to the stage configuration data corresponding to the at least one jumping stage, before controlling the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character, it also includes: obtaining the jumping height corresponding to the jumping skill from the target skill configuration data; generating a jumping trajectory according to the position data of the take-off point of the virtual character, the jumping height and the position data of the landing point; performing collision detection on the jumping trajectory and virtual objects in the three-dimensional scene to determine whether there is a target virtual object in the three-dimensional scene that collides with the jumping trajectory; if the target virtual object exists in the three-dimensional scene, obtaining a new landing point selected by the user and meeting the landing conditions in the three-dimensional scene according to the user's control operation on the jump interaction icon.
[0011] Optionally, according to the stage configuration data corresponding to the at least one jumping stage, the virtual character is controlled to perform a jumping action between the take-off point and the landing point of the virtual character, including: responding to a user's jumping instruction, sending a jumping request to the server so that the server verifies the landing point; when receiving a notification message of allowing the jump returned by the server after the verification, according to the stage configuration data corresponding to the at least one jumping stage, the virtual character is controlled to perform a jumping action between the take-off point and the landing point of the virtual character.
[0012] Optionally, according to the stage configuration data corresponding to the at least one jumping stage, the virtual character is controlled to perform a jumping action between the take-off point and the landing point of the virtual character, including: for any jumping stage in the at least one jumping stage, obtaining at least one of the action time, action type and attack range from the stage configuration data of the jumping stage; when the jumping stage is reached, performing the jumping action of the jumping stage according to at least one of the action time, action type and attack range.
[0013] Optionally, according to the attributes of the virtual character, before obtaining the target skill configuration data corresponding to the virtual character from at least one skill configuration data, it also includes: responding to the skill configuration operation of the jumping skill, obtaining the target skill configuration data and interface parameters configured by the user for the jumping skill; the interface parameters are used to call the jumping skill so that the jumping skill performs a jumping action according to the target skill configuration data.
[0014] An embodiment of the present application also provides a virtual character jumping control device, including: a data acquisition module, used to respond to a trigger operation for a jumping skill of a virtual character, and acquire target skill configuration data corresponding to the virtual character from at least one skill configuration data according to the attributes of the virtual character; the target skill configuration data at least includes: landing conditions and stage configuration data corresponding to at least one jumping stage; a display module, used to display a jumping interaction icon in a three-dimensional scene where the virtual character is located; a landing point acquisition module, used to acquire a landing point selected by the user and meeting the landing conditions in the three-dimensional scene according to the user's control operation of the jumping interaction icon; a jumping control module, used to control the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character according to the stage configuration data corresponding to the at least one jumping stage.
[0015] An embodiment of the present application also provides a terminal device, including: a memory and a processor; the memory is used to store one or more computer instructions; the processor is used to execute one or more computer instructions to: execute the steps in the method provided in the embodiment of the present application.
[0016] The embodiment of the present application also provides a computer-readable storage medium storing a computer program, which can implement the steps in the method provided in the embodiment of the present application when the computer program is executed by a processor.
[0017] In the virtual character jumping control method provided in the embodiment of the present application, when the jumping skill of the virtual character is triggered, the target skill configuration data corresponding to the virtual character can be obtained from at least one skill configuration data according to the attributes of the virtual character. Thus, differentiated jumping skills can be applied to virtual characters with different attributes to improve the freedom of jumping skills. According to the target skill configuration data and the user's control operation on the jumping interaction icon, the landing point selected by the user can be obtained in the three-dimensional scene. On the one hand, the user can be provided with the function of freely selecting the landing point, further improving the freedom of the jumping skill. On the other hand, the landing point selection process can be constrained based on the landing conditions, thereby improving the rationality of the selected landing point. After selecting a reasonable landing point, the jumping action of at least one jumping stage can be performed according to the stage configuration data in the target skill configuration data, thereby completing the personalized and diversified jumping process of the virtual character. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:
[0019] Figure 1 A flowchart of a virtual character jump control method provided by an exemplary embodiment of the present application;
[0020] Figure 2 A schematic diagram of a jump interaction icon provided for an exemplary embodiment of the present application;
[0021] Figure 3 A schematic diagram of a jump range provided for an exemplary embodiment of the present application;
[0022] Figure 4 A schematic diagram of the inclination angle of the plane where the landing point is located provided by an exemplary embodiment of the present application;
[0023] Figure 5 A schematic diagram of a center point of a jump trajectory provided by an exemplary embodiment of the present application;
[0024] Figure 6 A schematic diagram of collision detection on a jumping trajectory provided by an exemplary embodiment of the present application;
[0025] Figure 7 A schematic diagram of the structure of a virtual character jump control device provided by an exemplary embodiment of the present application;
[0026] Figure 8 A schematic diagram of the structure of a terminal device provided for an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0027] In order to make the purpose, technical solution and advantages of the present application clearer, the technical solution of the present application will be clearly and completely described below in combination with the specific embodiments of the present application and the corresponding drawings. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of the present application.
[0028] The terms used in the embodiments of the present invention are only for the purpose of describing specific embodiments, and are not intended to limit the present invention. The singular forms "a", "said" and "the" used in the embodiments of the present invention and the appended claims are also intended to include plural forms, unless the context clearly indicates other meanings, and "multiple" generally includes at least two, but does not exclude the inclusion of at least one.
[0029] It should be understood that the term "and / or" used in this article is only a description of the association relationship of associated objects, indicating that there can be three relationships. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. In addition, the character " / " in this article generally indicates that the associated objects before and after are in an "or" relationship.
[0030] It should also be noted that the terms "include", "comprises" or any other variations thereof are intended to cover non-exclusive inclusion, so that a product or system including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such a product or system. In the absence of more restrictions, the elements defined by the sentence "comprises a ..." do not exclude the existence of other identical elements in the product or system including the elements.
[0031] In view of the technical problems of the existing jumping skills having a single expressiveness and a low degree of freedom, a solution is provided in some embodiments of the present application. The technical solutions provided in each embodiment of the present application are described in detail below in conjunction with the accompanying drawings.
[0032] Figure 1 is a flow chart of a virtual character jump control method provided by an exemplary embodiment of the present application, the method may include: Figure 1 Steps shown:
[0033] Step 101, in response to a triggering operation for a jumping skill of a virtual character, obtaining target skill configuration data corresponding to the virtual character from at least one skill configuration data according to the attributes of the virtual character; the target skill configuration data at least includes: a landing condition and stage configuration data corresponding to at least one jumping stage.
[0034] Step 102: Display a jump interaction icon in the three-dimensional scene where the virtual character is located.
[0035] Step 103: According to the user's control operation on the jump interaction icon, a landing point selected by the user and satisfying the landing condition is obtained in the three-dimensional scene.
[0036] Step 104: Control the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character according to the stage configuration data corresponding to the at least one jumping stage.
[0037] This embodiment is applicable to a scene in which a character in a three-dimensional scene is controlled to jump. The three-dimensional scene may be a three-dimensional game scene, a three-dimensional virtual reality scene, a three-dimensional animation scene, etc., which is not limited in this embodiment. The execution subject of this embodiment may be a terminal device, and a client program capable of displaying a three-dimensional scene may be run on the terminal device. The client program may independently perform interactive operations with the user, or may perform interactive operations with the user with the support of a server. Among them, the terminal device may include but is not limited to a smart phone, a computer, a smart TV, and a smart game device. The terminal device may provide a display screen to display a three-dimensional scene and provide a user interaction interface.
[0038] The three-dimensional scene may include at least one virtual character that can be controlled by the user. For example, in a three-dimensional game scene, the virtual character may be a game character, such as a game character in an MMO (Massive Multiplayer Online Game); in a three-dimensional virtual reality scene, the virtual character may be a character used to play the role of the user; in a three-dimensional animation scene, the virtual character may be any animation character that can be controlled by the user.
[0039] Among them, the jumping skill of the virtual character refers to the skill that enables the virtual character to jump to the destination specified by the user. Optionally, the jumping action can be performed by the motion component in the client program, which encapsulates the control logic corresponding to the jumping skill and opens the corresponding calling interface for other components to call. In this embodiment, the terminal device can call the motion component corresponding to the jumping skill when controlling any virtual character to perform a jumping action. In response to the call request, the motion component can read the target skill configuration data corresponding to the virtual character, and perform the jumping control operation according to the target skill configuration data. Among them, the target skill configuration data of the virtual character is used to describe the skill constraints and skill effects when the jumping skill is used by the virtual character. Among them, the skill configuration data may include: the landing conditions of the jumping skill and the stage configuration data corresponding to at least one jumping stage. Among them, the landing conditions are used to constrain the process of the user freely selecting the landing point. The stage configuration data of any jumping stage is used to describe the specific jumping behavior action of the jumping stage.
[0040] In some optional embodiments, the skill configuration data of different virtual characters can be configured to define or update the jumping skill of the virtual character. Optionally, in response to the skill configuration operation of any virtual character, the skill configuration data and interface parameters configured by the user for the virtual character can be obtained. The interface parameters are used to call the jumping skill so that the jumping skill performs the jumping action according to the skill configuration data.
[0041] In this embodiment, different skill configuration data can be configured for virtual characters with different attributes, so that virtual characters with different attributes can show different jumping effects, such as different jumping amplitudes, jumping heights, jumping actions, and jumping execution times, so as to effectively improve the freedom of jumping skills. Based on this, when the terminal device responds to the triggering operation of the jumping skill for any virtual character, it can obtain the skill configuration data matching the virtual character from at least one pre-configured skill configuration data according to the attribute of the virtual character, as the target skill configuration data. Among them, the attribute of the virtual character can be a character type attribute, a level attribute, a master / copy attribute, or a resource level attribute. For example, the first skill configuration data can be configured for a virtual character of type A, and the second skill configuration data can be configured for a virtual character of type B. For example, the third skill configuration data can be configured for a virtual character of level C, and the fourth skill configuration data can be configured for a virtual character of level D. For another example, the fifth skill configuration data can be configured for a virtual character in a main task, and the sixth skill configuration data can be configured for a virtual character in a copy task, etc., which will not be listed one by one.
[0042] In some optional embodiments, the terminal device may display a control widget corresponding to the jumping skill when displaying the three-dimensional scene. When a trigger operation of the user on the control widget is detected, it can be considered that a trigger operation on the jumping skill is detected.
[0043] In other optional embodiments, the terminal device may obtain the motion data of a gyroscope installed in the terminal device or the gyroscope data of a control device (such as a game controller) connected to the terminal device, and determine whether the user initiates a trigger operation for the jump skill based on the gyroscope data. Of course, in addition to the above triggering methods, voice triggering or physical button triggering may also be included, which are not listed one by one.
[0044] In response to the triggering operation of the jumping skill, the terminal device may display a jumping interaction icon in the three-dimensional scene. The jumping interaction icon may be a cursor of a specific shape (such as a circle) or a specific pattern (such as a jumping pattern) to highlight the moving cursor for selecting a landing point. For example, Figure 2 As shown, the jump interaction icon can be a circular cursor with a radius of a specified size. The jump interaction icon can carry target skill configuration data corresponding to the virtual character, so that the terminal device can control the virtual character to perform a jump action according to the target skill configuration data.
[0045] In some optional embodiments, before the terminal device displays the jumping interaction icon in the three-dimensional scene, it can determine whether the jumping skill meets the corresponding trigger condition. In this embodiment, the terminal device can obtain the status data of the virtual character and determine whether the status data of the virtual character meets the trigger condition of the jumping skill. If the status data of the virtual character meets the trigger condition, the jumping interaction icon is displayed in the three-dimensional scene. Optionally, the status data may include the motion state data of the virtual character, and the motion state data is used to describe at least one of whether the virtual character is currently riding a mount, whether the virtual character is in a flying state, and whether the virtual character is in a jumping state. For example, when the virtual character is not currently riding a mount, is not in a flying state, and is not in a jumping state, it can be determined that the status data of the virtual character meets the trigger condition of the jumping skill, and the jumping interaction icon is displayed in the three-dimensional scene.
[0046] The terminal device can respond to the user's movement operation on the jumping interaction icon, move the jumping interaction icon in the three-dimensional scene, and obtain the landing point selected by the user in the three-dimensional scene according to the landing conditions corresponding to the jumping skill and the user's control operation on the jumping interaction icon.
[0047] Optionally, the terminal device can determine the target position of the jump interactive icon in the three-dimensional scene according to the user's movement operation on the jump interactive icon, and judge whether the target position meets the landing condition in the target skill configuration data. If the target position meets the landing condition, the target position can be used as the landing point.
[0048] In some optional embodiments, when the user moves the jump interaction icon, the terminal device can determine in real time whether the location of the jump interaction icon can be used as a landing point. Optionally, when the jump interaction icon moves to any target location, the terminal device can determine whether the target location meets the landing condition in the target skill configuration data. If the target location meets the landing condition, the terminal device displays the first attribute of the jump interaction icon. Conversely, if the target location does not meet the landing condition, the terminal device can display the second attribute of the jump interaction icon to prompt the user to move the jump interaction icon to another location.
[0049] Optionally, the first attribute and the second attribute may be color attributes, for example, the first attribute may be green or yellow to indicate that the landing condition is met, and the second attribute may be red to indicate that the landing condition is not met. Optionally, the first attribute and the second attribute may be shape attributes, for example, the first attribute may be a check mark to indicate that the landing condition is met, and the second attribute may be a cross to indicate that the landing condition is not met. The examples are not listed one by one.
[0050] Optionally, if a user's position determination operation on the target position is detected when the target position meets the landing condition, the target position can be used as the landing point in response to the user's position determination operation on the target position.
[0051] In some optional embodiments, the landing condition may include: a distance condition and / or a slope condition of the landing plane, which will be exemplified below.
[0052] Optionally, an implementation method of determining whether the target position meets the landing condition in the target skill configuration data may include: determining whether the distance between the target position and the current position of the virtual character is within the jumping range corresponding to the jumping skill. If the distance between the target position and the current position of the virtual character is within the jumping range corresponding to the jumping skill, it is determined that the target position meets the distance condition in the landing condition. Among them, the jumping range corresponding to the jumping skill is determined based on the closest jumping distance and the farthest jumping distance corresponding to the jumping skill, and the closest jumping distance and the farthest jumping distance can be configured in the target skill configuration data. Based on the closest jumping distance and the farthest jumping distance, a ring between a circle with the closest jumping distance as a radius and a circle with the farthest jumping distance as a radius can be determined as the jumping range corresponding to the jumping skill. Figure 3 shown.
[0053] Optionally, another implementation of determining whether the target position meets the landing conditions in the target skill configuration data may include: determining whether the inclination angle of the plane where the target position is located is less than a set angle threshold. If the inclination angle of the plane where the target position is located is less than the set angle threshold, it is determined that the target position meets the inclination condition of the landing plane in the landing condition. Among them, the inclination angle of the plane refers to the angle between the plane and the horizontal plane. The larger the inclination angle of the plane, the steeper the plane; the smaller the inclination angle of the plane, the flatter the plane. In this implementation, a ray can be emitted from the position of the virtual character to the landing point, and the face of the nearest object penetrated by the ray is determined as the plane where the landing point is located. The normal of the plane where the landing point is located is drawn, and the angle of the normal relative to the vertical direction can be calculated as the inclination angle of the plane, such as Figure 4 Based on this implementation, when the user can point the jump interaction icon to any target position in the three-dimensional scene, it can be determined whether the target position can be used as a landing point according to the inclination angle of the plane where the target position is located, thereby realizing the constraint on the landing point and making the landing point more reasonable.
[0054] Optionally, before determining whether the inclination angle of the plane where the target position is located is less than the set angle threshold, it may also include: determining whether the normal direction of the plane where the target position is located is upward. If the normal direction of the plane where the target position is located is downward (i.e., the vector of the normal line is directed to an angle below the horizontal), it is directly determined that the target position does not meet the landing condition; and if the normal direction of the plane where the target position is located is upward (i.e., the vector of the normal line is directed to an angle above the horizontal), then the step of continuing to determine whether the inclination angle of the plane where the target position is located is less than the set angle threshold. Optionally, another implementation method of determining whether the target position meets the landing condition in the target skill configuration data may include: determining whether the distance between the target position and the take-off point of the virtual character is within the jumping range corresponding to the jumping skill, and determining whether the inclination angle of the plane where the target position is located is less than the set angle threshold. If the distance between the target position and the take-off point of the virtual character is within the jumping range corresponding to the jumping skill, and the inclination angle of the plane where the target position is located is less than the set angle threshold, it is determined that the target position meets the landing condition.
[0055] In some optional embodiments, after obtaining the landing point selected by the user according to the user's movement operation on the jump interaction icon, before controlling the virtual character to perform the jump action, the terminal device can further determine whether the jumping trajectory formed by the virtual character's take-off point and landing point collides with the virtual object in the three-dimensional scene according to the target skill configuration data. The take-off point of the virtual character refers to the position of the virtual character in the three-dimensional scene when the jump skill is triggered.
[0056] Optionally, the jumping height corresponding to the jumping skill can be obtained from the target skill configuration data. The jumping height refers to the height of the center point of the parabola formed from the take-off point to the landing point, such as Figure 5 As shown. A jumping trajectory can be generated based on the position data of the virtual character's take-off point, the jumping height corresponding to the jumping skill, and the position data of the landing point. Among them, the position data of the virtual character's take-off point includes: the direction of the virtual character before jumping and the three-dimensional coordinates (x1, y1, z1) of the virtual character's jump starting point in the three-dimensional scene. The position data of the landing point includes: the direction of the virtual character after landing and the three-dimensional coordinates (x2, y2, z2) of the landing point in the three-dimensional scene. Among them, the direction of the virtual character after landing is consistent with the vector direction pointing from the take-off point to the landing point. According to the coordinates of the jump height, jump starting point and landing point corresponding to the jumping skill, the coordinates of the middle point of the jumping trajectory (x0, y0, z0) can be determined. After determining the above three-dimensional coordinates, the following parabola formula can be used to generate the jumping trajectory:
[0057] Ax 2 +Bxy+Cy 2 +Dx+Ey+F=z
[0058] Among them, x, y, z are coordinate variables in the three-dimensional scene, and A, B, C, D, E, F are constants.
[0059] After the jump track is generated, collision detection can be performed on the jump track and the virtual objects in the three-dimensional scene to determine whether there is a target virtual object in the three-dimensional scene that collides with the jump track. If there is a target virtual object in the three-dimensional scene that collides with the jump track, it is determined that the jump track collides with the virtual object in the three-dimensional scene. Figure 6 As shown. At this time, the user may be prompted to reselect the landing point. If there is no target virtual object in the three-dimensional scene that collides with the jumping trajectory, it can be determined that the jumping trajectory has not collided with the virtual objects in the three-dimensional scene. Based on this implementation, the rationality of the jumping trajectory can be judged according to the distribution of virtual objects in the three-dimensional scene, so that when the terrain or distribution of virtual objects in the three-dimensional scene is more complex, the risk of loophole errors in the jumping action (such as jumping through a wall) can be reduced to simulate a more realistic jumping effect.
[0060] If the jumping trajectory does not collide with the virtual object in the three-dimensional scene, the terminal device responds to the user's jumping instruction and controls the virtual character to perform a jumping action between the take-off point and the landing point according to the stage configuration data corresponding to the at least one jumping stage.
[0061] In some optional embodiments, if there is a target virtual object in the three-dimensional scene, it can be considered that the jumping trajectory has collided with the virtual object in the three-dimensional scene. In this case, the user needs to reselect the landing point to perform the jumping action. For example, the terminal device can obtain a new landing point selected by the user and meeting the landing condition in the three-dimensional scene according to the user's control operation on the jumping interaction icon. Furthermore, if the new landing point meets the landing condition, the terminal device can control the virtual character to perform a jumping action between the virtual character's take-off point and the new landing point. Optionally, when there is a target virtual object in the three-dimensional scene, the terminal device can also display a prompt message for reselecting the landing point to prompt the user to select a new landing point through the jumping interaction icon. In some optional embodiments, before executing the jumping action, the terminal device can further perform a check on the jumping action through the server to detect whether there is a plug-in. In this embodiment, the terminal device can respond to the user's jump instruction and send a jump request to the server so that the server can check the landing point. For example, the server can determine whether the distance between the landing point selected by the user and the current position of the virtual character is within the jump range corresponding to the target skill configuration data based on the map data of the three-dimensional scene. The server may also determine whether the inclination angle of the plane where the landing point is located is less than a set angle threshold based on the map data of the three-dimensional scene. For details, please refer to the records of the aforementioned embodiment. For another example, the server may determine whether the jumping trajectory formed by the landing point and the take-off point collides with the virtual object in the three-dimensional scene based on the map data of the three-dimensional scene. When the server determines that the landing point of the virtual character meets the landing conditions and the jumping trajectory has no collision, it can determine that the verification is passed and return a notification message allowing the jump to the terminal device.
[0062] When the terminal device receives the notification message of allowing jumping returned by the server, the terminal device can control the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character according to the stage configuration data corresponding to at least one jumping stage. Optionally, any stage configuration data includes: at least one of action time, action type and attack range. The at least one jumping stage is executed in sequence. When any jumping stage is reached, the terminal device can control the virtual character to perform the jumping action of the jumping stage according to at least one of the action time, action type and attack range of the jumping stage.
[0063] Optionally, the at least one jumping phase includes at least one of a take-off phase, an ascending phase, a descending phase, and a finishing phase. The action time of the take-off phase may include the preparatory action time required for the take-off action of the virtual character; the action type may include the type of the take-off preparatory action, such as a charging action or a ground-pushing action; and the attack range may include the damage range of the attack launched by the virtual character when taking off. The action time of the ascending phase may include the execution time of the ascending action of the virtual character from the take-off point to the center point of the jumping trajectory; the action type may include the type of the ascending action, such as a tumbling action or a rotating ascending action; and the attack range may include the damage range of the attack launched by the virtual character during the ascending process. The action time of the descending phase includes the execution time of the descending action of the virtual character from the center point of the jumping trajectory to the landing point; the action type may include the type of the descending action, such as a tumbling action, a flying action, or a rotating descending action; and the attack range may include the damage range of the attack launched by the virtual character during the descending phase. The action time of the finishing phase includes the execution time of the finishing action after the virtual character lands; the action type may include the type of the finishing action, such as the action of recovering the weapon sub-model; and the attack range may include the damage range of the attack launched by the virtual character after landing. A complete jump process is exemplarily described below.
[0064] During the jump, the corresponding take-off action of the virtual character can be determined first, and the take-off action can be displayed according to the preparatory action time of the take-off stage. After the virtual character performs the take-off action, the character model of the virtual character can be moved according to the jumping trajectory of the ascending stage within the execution time of the ascending action, and the ascending action of the character model when jumping can be played. Among them, the moving speed of the character model can be determined according to the distance from the jump starting point to the jump center point and the execution time of the ascending action. When the character model reaches the highest point of the jump trajectory, the character model can be simulated to perform an attack on the landing point, and the sub-model of the weapon under the character model can be thrown to the landing point. At the same time, the character model of the virtual character can be moved according to the jumping trajectory of the descending stage within the execution time of the descending action, and the descending action of the character model when jumping can be played. Among them, the moving speed of the character model can be determined according to the distance from the jump center point to the landing point and the execution time of the descending action. After the virtual character reaches the landing point, the finishing action of the character model after landing can be played within the execution time of the finishing action, and the sub-model of the thrown weapon can be recovered.
[0065] Optionally, in some embodiments, the virtual character can perform attack actions after landing to cause damage to other virtual characters or virtual objects. In this embodiment, the attack range of the finishing stage can also be obtained from the target skill configuration data. Furthermore, after the virtual character lands, the finishing action of the character model after landing can be played within the finishing action execution time, the sub-model of the thrown weapon can be recovered, and the attack action of the character model within the attack range can be played.
[0066] In this embodiment, when the jumping skill of the virtual character is triggered, the target skill configuration data corresponding to the virtual character can be obtained from at least one skill configuration data according to the attributes of the virtual character. Thus, differentiated jumping skills can be applied to virtual characters with different attributes to improve the freedom of jumping skills. According to the target skill configuration data and the user's control operation on the jumping interaction icon, the landing point selected by the user can be obtained in the three-dimensional scene. On the one hand, the user can be provided with the function of freely selecting the landing point, further improving the freedom of the jumping skill. On the other hand, the landing point selection process can be constrained based on the landing conditions, thereby improving the rationality of the selected landing point. After selecting a reasonable landing point, the jumping action of at least one jumping stage can be executed according to the stage configuration data in the target skill configuration data, thereby completing the personalized and diversified jumping process of the virtual character.
[0067] It should be noted that the execution subject of each step of the method provided in the above embodiment can be the same device, or the method can be executed by different devices. For example, the execution subject of steps 101 to 104 can be device A; for another example, the execution subject of steps 101 and 102 can be device A, and the execution subject of step 103 can be device B; and so on.
[0068] In addition, in some of the processes described in the above embodiments and the accompanying drawings, multiple operations that appear in a specific order are included, but it should be clearly understood that these operations may not be executed in the order in which they appear in this article or executed in parallel, and the sequence numbers of the operations, such as 101, 102, etc., are only used to distinguish between different operations, and the sequence numbers themselves do not represent any execution order. In addition, these processes may include more or fewer operations, and these operations may be executed in sequence or in parallel. It should be noted that the descriptions of "first", "second", etc. in this article are used to distinguish different messages, devices, modules, etc., do not represent the order of precedence, and do not limit the "first" and "second" to be different types.
[0069] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions, and provide corresponding operation entrances for users to choose to authorize or refuse.
[0070] In addition to the virtual character jump control method described in the above embodiment, the present application also provides a virtual character jump control device, such as Figure 7 As shown, the device comprises:
[0071] The data acquisition module 701 is used to respond to the triggering operation of the jumping skill of the virtual character, and obtain the target skill configuration data corresponding to the virtual character from at least one skill configuration data according to the attributes of the virtual character; the target skill configuration data at least includes: landing conditions and stage configuration data corresponding to at least one jumping stage.
[0072] The display module 702 is used to display the jumping interaction icon in the three-dimensional scene where the virtual character is located.
[0073] The landing point acquisition module 703 is used to acquire a landing point selected by the user and meeting the landing conditions in the three-dimensional scene according to the user's control operation on the jump interaction icon.
[0074] The jumping control module 704 is used to control the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character according to the stage configuration data corresponding to the at least one jumping stage.
[0075] Optionally, when the landing point acquisition module 703 obtains the landing point selected by the user and meeting the landing conditions in the three-dimensional scene according to the user's control operation on the jumping interaction icon, it is specifically used to: determine the target position of the jumping interaction icon in the three-dimensional scene according to the user's movement operation on the jumping interaction icon; determine whether the target position meets the landing conditions in the target skill configuration data; if the target position meets the landing conditions, use the target position as the landing point.
[0076] Optionally, the display module 702 is further used to: if the target position meets the landing condition, display the first attribute of the jump interaction icon to prompt that the target position can be used as a landing point.
[0077] Optionally, the display module 702 is further used to: if the target position does not meet the landing condition, then display the second attribute of the jump interaction icon to prompt that the target position cannot be used as a landing point.
[0078] Optionally, when judging whether the target position meets the landing conditions in the target skill configuration data, the landing point acquisition module 703 is specifically used to: judge whether the distance between the target position and the take-off point of the virtual character is within the jumping range corresponding to the jumping skill; and / or, judge whether the inclination angle of the plane where the target position is located is less than a set angle threshold; if the distance between the target position and the take-off point of the virtual character is within the jumping range corresponding to the jumping skill, and / or, if the inclination angle of the plane where the target position is located is less than the set angle threshold, it is determined that the target position meets the landing conditions in the target skill configuration data.
[0079] Optionally, before determining whether the inclination angle of the plane where the target position is located is less than the set angle threshold, the landing point acquisition module 703 can also be used to determine whether the normal direction of the plane where the target position is located is upward. If the normal direction of the plane where the target position is located is downward (that is, the vector of the normal line is directed to an angle below the horizontal), it is directly determined that the target position does not meet the landing conditions; and if the normal direction of the plane where the target position is located is upward (that is, the vector of the normal line is directed to an angle above the horizontal), the step of continuing to determine whether the inclination angle of the plane where the target position is located is less than the set angle threshold is performed.
[0080] Optionally, before controlling the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character according to the stage configuration data corresponding to the at least one jumping stage, the jumping control module 704 is also used to: obtain the jumping height corresponding to the jumping skill from the target skill configuration data; generate a jumping trajectory according to the position data of the take-off point of the virtual character, the jumping height and the position data of the landing point; perform collision detection on the jumping trajectory and virtual objects in the three-dimensional scene to determine whether there is a target virtual object in the three-dimensional scene that collides with the jumping trajectory; if the target virtual object does not exist in the three-dimensional scene, determine that the jumping trajectory does not collide with the virtual object in the three-dimensional scene, and control the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character.
[0081] Optionally, before controlling the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character according to the stage configuration data corresponding to the at least one jumping stage, the jumping control module 704 is also used to: obtain the jumping height corresponding to the jumping skill from the target skill configuration data; generate a jumping trajectory according to the position data of the take-off point of the virtual character, the jumping height and the position data of the landing point; perform collision detection on the jumping trajectory and virtual objects in the three-dimensional scene to determine whether there is a target virtual object in the three-dimensional scene that collides with the jumping trajectory; if the target virtual object exists in the three-dimensional scene, then according to the user's control operation on the jump interaction icon, obtain a new landing point selected by the user and meeting the landing conditions in the three-dimensional scene.
[0082] Optionally, when the jump control module 704 controls the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character according to the stage configuration data corresponding to the at least one jump stage, it is specifically used to: respond to the user's jump instruction, send a jump request to the server, so that the server verifies the landing point; when receiving the notification message of allowing the jump returned by the server after the verification, control the virtual character to perform a jumping action between the take-off point and the landing point according to the stage configuration data corresponding to the at least one jump stage.
[0083] Optionally, when the jumping control module 704 controls the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character according to the stage configuration data corresponding to the at least one jumping stage, it is specifically used to: for any jumping stage in the at least one jumping stage, obtain at least one of the action time, action type and attack range from the stage configuration data of the jumping stage; when the jumping stage is reached, perform the jumping action of the jumping stage according to at least one of the action time, action type and attack range.
[0084] Before obtaining the target skill configuration data corresponding to the virtual character from at least one skill configuration data according to the attributes of the virtual character, the data acquisition module 701 is also used to: optionally, in response to a skill configuration operation on the jumping skill, obtain the target skill configuration data and interface parameters configured by the user for the jumping skill; the interface parameters are used to call the jumping skill so that the jumping skill performs a jumping action according to the target skill configuration data.
[0085] In this embodiment, when the jumping skill of the virtual character is triggered, the target skill configuration data corresponding to the virtual character can be obtained from at least one skill configuration data according to the attributes of the virtual character. Thus, differentiated jumping skills can be applied to virtual characters with different attributes to improve the freedom of jumping skills. According to the target skill configuration data and the user's control operation on the jumping interaction icon, the landing point selected by the user can be obtained in the three-dimensional scene. On the one hand, the user can be provided with the function of freely selecting the landing point, further improving the freedom of the jumping skill. On the other hand, the landing point selection process can be constrained based on the landing conditions, thereby improving the rationality of the selected landing point. After selecting a reasonable landing point, the jumping action of at least one jumping stage can be executed according to the stage configuration data in the target skill configuration data, thereby completing the personalized and diversified jumping process of the virtual character.
[0086] Figure 8 FIG. 1 is a schematic diagram showing the structure of a terminal device provided by an exemplary embodiment of the present application, and the terminal device is applicable to the virtual character jump control method provided by the aforementioned embodiment. Figure 8 As shown, the terminal device includes: a memory 801, a processor 802 and a communication component 803.
[0087] The memory 801 is used to store computer programs and can be configured to store various other data to support operations on the terminal device. Examples of such data include instructions for any application program or method operating on the terminal device.
[0088] The processor 802 is coupled to the memory 801 and is used to execute the computer program in the memory 801, so as to: respond to a trigger operation for a jumping skill of a virtual character, and obtain target skill configuration data corresponding to the virtual character from at least one skill configuration data according to the attributes of the virtual character; the target skill configuration data at least includes: a landing condition and stage configuration data corresponding to at least one jumping stage; display a jumping interaction icon in a three-dimensional scene where the virtual character is located; obtain a landing point selected by the user and meeting the landing condition in the three-dimensional scene according to a user's control operation on the jumping interaction icon; and control the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character according to the stage configuration data corresponding to the at least one jumping stage.
[0089] Optionally, when the processor 802 obtains a landing point selected by the user and satisfying the landing condition in the three-dimensional scene based on the user's control operation on the jumping interaction icon, the processor 802 is specifically used to: determine the target position of the jumping interaction icon in the three-dimensional scene based on the user's movement operation on the jumping interaction icon; determine whether the target position satisfies the landing condition in the target skill configuration data; if the target position satisfies the landing condition, use the target position as the landing point.
[0090] Optionally, the processor 802 is further configured to: if the target position satisfies the landing condition, display the first attribute of the jump interaction icon to indicate that the target position can be used as a landing point.
[0091] Optionally, the processor 802 is further configured to: if the target position does not satisfy the landing condition, display the second attribute of the jump interaction icon to indicate that the target position cannot be used as a landing point.
[0092] Optionally, when determining whether the target position meets the landing condition in the target skill configuration data, the processor 802 is specifically used to: determine whether the distance between the target position and the take-off point of the virtual character is within the jumping range corresponding to the jumping skill; and / or determine whether the inclination angle of the plane where the target position is located is less than a set angle threshold; if the distance between the target position and the take-off point of the virtual character is within the jumping range corresponding to the jumping skill, and / or if the inclination angle of the plane where the target position is located is less than a set angle threshold, then it is determined that the target position meets the landing condition in the target skill configuration data.
[0093] Optionally, before controlling the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character according to the stage configuration data corresponding to the at least one jumping stage, the processor 802 is further used to: obtain the jumping height corresponding to the jumping skill from the target skill configuration data; generate a jumping trajectory according to the position data of the take-off point of the virtual character, the jumping height and the position data of the landing point; perform collision detection on the jumping trajectory and virtual objects in the three-dimensional scene to determine whether there is a target virtual object in the three-dimensional scene that collides with the jumping trajectory; if the target virtual object does not exist in the three-dimensional scene, determine that the jumping trajectory does not collide with the virtual object in the three-dimensional scene, and control the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character.
[0094] Optionally, before controlling the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character according to the stage configuration data corresponding to the at least one jumping stage, the processor 802 is further used to: obtain the jumping height corresponding to the jumping skill from the target skill configuration data; generate a jumping trajectory according to the position data of the take-off point of the virtual character, the jumping height and the position data of the landing point; perform collision detection on the jumping trajectory and virtual objects in the three-dimensional scene to determine whether there is a target virtual object in the three-dimensional scene that collides with the jumping trajectory; if the target virtual object exists in the three-dimensional scene, then according to the user's control operation on the jump interaction icon, obtain a new landing point selected by the user and meeting the landing conditions in the three-dimensional scene.
[0095] Optionally, when the processor 802 controls the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character according to the stage configuration data corresponding to the at least one jumping stage, it is specifically used to: respond to a user's jumping instruction, send a jumping request to the server, so that the server verifies the landing point; when receiving a notification message of allowing the jump returned by the server after the verification, control the virtual character to perform a jumping action between the take-off point and the landing point according to the stage configuration data corresponding to the at least one jumping stage.
[0096] Optionally, when the processor 802 controls the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character according to the stage configuration data corresponding to the at least one jumping stage, it is specifically used to: for any jumping stage in the at least one jumping stage, obtain at least one of the action time, action type and attack range from the stage configuration data of the jumping stage; when the jumping stage is reached, perform the jumping action of the jumping stage according to at least one of the action time, action type and attack range.
[0097] Optionally, before obtaining the target skill configuration data corresponding to the virtual character from at least one skill configuration data according to the attributes of the virtual character, the processor 802 is also used to: respond to the skill configuration operation of the jumping skill, obtain the target skill configuration data and interface parameters configured by the user for the jumping skill; the interface parameters are used to call the jumping skill so that the jumping skill performs a jumping action according to the target skill configuration data.
[0098] Further, if Figure 8 As shown, the terminal device also includes: a power supply component 804, a display component 805, an audio component 806 and other components. Figure 8Only some components are shown schematically, which does not mean that the terminal equipment only includes Figure 8 Components shown.
[0099] Among them, the memory 801 can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk or optical disk.
[0100] The communication component 803 is configured to facilitate wired or wireless communication between the device where the communication component is located and other devices. The device where the communication component is located can access a wireless network based on a communication standard, such as Wi-Fi (wireless network communication technology), 2G (such as Global System for Mobile Communications (GSM)), 3G (such as Wideband Code Division Multiple Access (WCDMA), 4G (such as Long Term Evolution (LTE)), 4G+ (such as upgraded Long Term Evolution (LTE-Advanced, LTE-A)) or 5G (Fifth Generation Mobile Communication Technology), or a combination thereof. In an exemplary embodiment, the communication component receives a broadcast signal or broadcast-related information from an external broadcast management system via a broadcast channel. In an exemplary embodiment, the communication component can be implemented based on Near Field Communication (NFC) technology, Radio Frequency Identification (RFID) technology, Infrared Data Association (IrDA) technology, Ultra Wide Band (UWB) technology, Bluetooth (BT) technology and other technologies.
[0101] The power supply component 804 is used to provide power to various components of the device where the power supply component is located. The power supply component may include a power management system, one or more power supplies, and other components associated with generating, managing and distributing power to the device where the power supply component is located.
[0102] The display component 805 includes a screen, which may include a liquid crystal display (LCD) and a touch panel (TP). If the screen includes a touch panel, the screen can be implemented as a touch screen to receive input signals from a user. The touch panel includes one or more touch sensors to sense touch, slide, and gestures on the touch panel. The touch sensor can not only sense the boundaries of a touch or slide action, but also detect the duration and pressure associated with the touch or slide operation.
[0103] The audio component 806 may be configured to output and / or input audio signals. For example, the audio component includes a microphone (MIC), and when the device where the audio component is located is in an operating mode, such as a call mode, a recording mode, and a speech recognition mode, the microphone is configured to receive an external audio signal. The received audio signal may be further stored in a memory or sent via a communication component. In some embodiments, the audio component also includes a speaker for outputting an audio signal.
[0104] In this embodiment, when the jumping skill of the virtual character is triggered, the target skill configuration data corresponding to the virtual character can be obtained from at least one skill configuration data according to the attributes of the virtual character. Thus, differentiated jumping skills can be applied to virtual characters with different attributes to improve the freedom of jumping skills. According to the target skill configuration data and the user's control operation on the jumping interaction icon, the landing point selected by the user can be obtained in the three-dimensional scene. On the one hand, the user can be provided with the function of freely selecting the landing point, further improving the freedom of the jumping skill. On the other hand, the landing point selection process can be constrained based on the landing conditions, thereby improving the rationality of the selected landing point. After selecting a reasonable landing point, the jumping action of at least one jumping stage can be executed according to the stage configuration data in the target skill configuration data, thereby completing the personalized and diversified jumping process of the virtual character.
[0105] Accordingly, an embodiment of the present application also provides a computer-readable storage medium storing a computer program, which, when executed, can implement the steps that can be executed by the terminal device in the above method embodiment.
[0106] It will be appreciated by those skilled in the art that embodiments of the present invention may be provided as methods, systems, or computer program products. Therefore, the present invention may take the form of a complete hardware embodiment, a complete software embodiment, or an embodiment combining software and hardware. Furthermore, the present invention 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 (Compact Disc Read-Only Memory, read-only optical disc read-only memory), optical storage, etc.) containing computer-usable program codes.
[0107] The present invention is described with reference to flowcharts and / or block diagrams of methods, devices (systems), and computer program products according to embodiments of the present invention. It should be understood that each process and / or block in the flowchart and / or block diagram, as well as the combination of processes and / or blocks in the flowchart and / or block diagram, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, an embedded processor, or other programmable data processing device to produce a machine, so that the instructions executed by the processor of the computer or other programmable data processing device generate instructions for implementing the processes in the flowchart and / or block diagram. Figure 1 A process or multiple processes and / or boxes Figure 1 A device that provides the functions specified in a block or multiple blocks.
[0108] These computer program instructions may also be stored in a computer-readable memory capable of directing a computer or other programmable data processing device to operate in a specific manner, so that the instructions stored in the computer-readable memory produce an article of manufacture comprising an instruction device, which implements the process Figure 1 A process or multiple processes and / or boxes Figure 1 A function specified in one or more boxes.
[0109] These computer program instructions can also be loaded onto a computer or other programmable data processing device so that a series of operating steps are executed on the computer or other programmable device to produce a computer-implemented process, thereby providing instructions for implementing the process. Figure 1 A process or multiple processes and / or boxes Figure 1 The steps for the functions specified in one or more boxes.
[0110] In a typical configuration, a computing device includes one or more processors (Central Processing Unit, CPU), input / output interface, network interface and memory.
[0111] The memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. The memory is an example of a computer-readable medium.
[0112] Computer-readable media include permanent and non-permanent, removable and non-removable media that can be used to store information by any method or technology. Information can be computer-readable instructions, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, Parallel Random Access Machine (PRAM), Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, CD-ROM, Digital Video Disc (DVD) or other optical storage, magnetic cassettes, disk storage or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined herein, computer-readable media does not include temporary computer-readable media (transitory media), such as modulated data signals and carrier waves.
[0113] It should also be noted that the terms "include", "comprises" or any other variations thereof are intended to cover non-exclusive inclusion, so that a process, method, commodity or device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, commodity or device. In the absence of more restrictions, the elements defined by the sentence "comprises a ..." do not exclude the existence of other identical elements in the process, method, commodity or device including the elements.
[0114] The above is only an embodiment of the present application and is not intended to limit the present application. For those skilled in the art, the present application may have various changes and variations. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the scope of the claims of the present application.
Claims
1. A virtual character jumping control method, characterized in that: include: In response to a triggering operation for a jumping skill of a virtual character, obtaining target skill configuration data corresponding to the virtual character from at least one skill configuration data according to the attributes of the virtual character; The target skill configuration data at least includes: landing conditions and stage configuration data corresponding to at least one jumping stage; Displaying a jumping interaction icon in the three-dimensional scene where the virtual character is located; According to the user's control operation on the jump interaction icon, obtaining a landing point selected by the user and satisfying the landing condition in the three-dimensional scene; According to the stage configuration data corresponding to the at least one jumping stage, the virtual character is controlled to perform a jumping action between the take-off point and the landing point of the virtual character.
2. The method according to claim 1, characterized in that According to the user's control operation on the jump interaction icon, obtaining a landing point selected by the user and satisfying the landing condition in the three-dimensional scene includes: Determining a target position of the jump interaction icon in the three-dimensional scene according to a user's movement operation on the jump interaction icon; Determining whether the target position satisfies the landing condition in the target skill configuration data; If the target position meets the landing condition, the target position is used as the landing point.
3. The method according to claim 2, characterized in that Also includes: If the target position meets the landing condition, the first attribute of the jump interaction icon is displayed to prompt that the target position can be used as a landing point.
4. The method according to claim 2, characterized in that Also includes: If the target position does not satisfy the landing condition, the second attribute of the jump interaction icon is displayed to prompt that the target position cannot be used as a landing point.
5. The method according to claim 2, characterized in that: Determining whether the target position satisfies the landing condition in the target skill configuration data includes: Determine whether the distance between the target position and the starting point of the virtual character is within the jumping range corresponding to the jumping skill; and / or determine whether the inclination angle of the plane where the target position is located is less than a set angle threshold; If the distance between the target position and the take-off point of the virtual character is within the jumping range corresponding to the jumping skill, and / or if the inclination angle of the plane where the target position is located is less than a set angle threshold, it is determined that the target position meets the landing condition in the target skill configuration data.
6. The method according to any one of claims 1 to 5, characterized in that: According to the stage configuration data corresponding to the at least one jumping stage, before controlling the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character, the method further includes: Acquire a jumping height corresponding to the jumping skill from the target skill configuration data; Generate a jumping trajectory according to the position data of the take-off point of the virtual character, the jumping height and the position data of the landing point; Performing collision detection on the jumping trajectory and virtual objects in the three-dimensional scene to determine whether there is a target virtual object in the three-dimensional scene that collides with the jumping trajectory; If the target virtual object does not exist in the three-dimensional scene, it is determined that the jumping trajectory does not collide with the virtual object in the three-dimensional scene, and the virtual character is controlled to perform a jumping action between the take-off point and the landing point of the virtual character.
7. The method according to any one of claims 1 to 5, characterized in that: According to the stage configuration data corresponding to the at least one jumping stage, before controlling the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character, the method further includes: Acquire a jumping height corresponding to the jumping skill from the target skill configuration data; Generate a jumping trajectory according to the position data of the take-off point of the virtual character, the jumping height and the position data of the landing point; Performing collision detection on the jumping trajectory and virtual objects in the three-dimensional scene to determine whether there is a target virtual object in the three-dimensional scene that collides with the jumping trajectory; If the target virtual object exists in the three-dimensional scene, a new landing point selected by the user and satisfying the landing condition is obtained in the three-dimensional scene according to the user's control operation on the jump interaction icon.
8. The method according to any one of claims 1 to 5, characterized in that: According to the stage configuration data corresponding to the at least one jumping stage, controlling the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character includes: In response to a jump instruction from a user, a jump request is sent to a server so that the server verifies the landing point; When receiving a notification message of allowing jumping returned by the server after verification, the virtual character is controlled to perform a jumping action between the take-off point and the landing point of the virtual character according to the stage configuration data corresponding to the at least one jumping stage.
9. The method according to any one of claims 1 to 5, characterized in that: According to the stage configuration data corresponding to the at least one jumping stage, controlling the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character includes: For any jump phase of the at least one jump phase, obtaining at least one of an action time, an action type, and an attack range from phase configuration data of the jump phase; When the jumping phase is reached, the jumping action of the jumping phase is performed according to at least one of the action time, the action type and the attack range.
10. The method according to any one of claims 1 to 5, characterized in that: Before acquiring target skill configuration data corresponding to the virtual character from at least one skill configuration data according to the attribute of the virtual character, the method further includes: In response to the skill configuration operation of the jumping skill, the target skill configuration data and interface parameters configured by the user for the jumping skill are obtained; the interface parameters are used to call the jumping skill so that the jumping skill performs a jumping action according to the target skill configuration data.
11. A virtual character jumping control device, characterized in that: include: A data acquisition module, configured to respond to a triggering operation for a jumping skill of a virtual character and acquire target skill configuration data corresponding to the virtual character from at least one skill configuration data according to the attributes of the virtual character; The target skill configuration data at least includes: landing conditions and stage configuration data corresponding to at least one jumping stage; A display module, used for displaying a jumping interaction icon in the three-dimensional scene where the virtual character is located; A landing point acquisition module, used to acquire a landing point selected by the user and meeting the landing condition in the three-dimensional scene according to the user's control operation on the jump interaction icon; The jumping control module is used to control the virtual character to perform a jumping action between the take-off point and the landing point of the virtual character according to the stage configuration data corresponding to the at least one jumping stage.
12. A terminal device, characterized in that: include: Memory and processor; The memory is used to store one or more computer instructions; The processor is configured to execute one or more computer instructions for: performing the steps in any one of the methods of claims 1-10.
13. A computer-readable storage medium storing a computer program, characterized in that: When the computer program is executed by a processor, the virtual character jumping control method according to any one of claims 1 to 10 can be implemented.