Carrier processing method and device for virtual scene, electronic equipment, computer readable storage medium and computer program product

By integrating the steering and deceleration functions of virtual vehicles in virtual scenes, players can only operate one control to achieve steering and deceleration, solving the problems of high operation difficulty and low efficiency in the existing technology and improving the gaming experience.

CN119499646APending Publication Date: 2025-02-25TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202411965180.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-26
Publication Date
2025-02-25

AI Technical Summary

Technical Problem

In a virtual scene, when a player operates a virtual vehicle, he needs to operate multiple controls at the same time to achieve steering and emergency stop brakes, resulting in high operation difficulty and low efficiency, reducing the gaming experience.

Method used

By integrating the steering and deceleration functions of the virtual vehicle, players can only operate a control to achieve steering and deceleration. Specifically, by displaying a multi-directional emergency stop button in the virtual scene, in response to the player's movement of the button, control the steering and deceleration of the virtual vehicle.

Benefits of technology

It improves the operation efficiency of virtual vehicles in virtual scenes, simplifies player operation process, and improves the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a carrier processing method and device for a virtual scene, electronic equipment, a computer readable storage medium and a computer program product. The method comprises the steps that a virtual scene is displayed, and the virtual scene comprises a virtual carrier and a first brake control; and under the condition that the virtual carrier is in the running state, responding to a moving operation for the first brake control, controlling the virtual carrier to steer towards the direction indicated by the moving operation, and controlling the virtual carrier to decelerate. By means of the method and device, the operation efficiency of the virtual carrier in the virtual scene can be improved, and then the game experience of players is improved.
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Description

Technical Field

[0001] The present application relates to the field of Internet technology, and in particular to a method, device, electronic device, computer-readable storage medium and computer program product for processing a vehicle in a virtual scene. Background Art

[0002] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially the display technology of virtual scenes. It can realize diversified interactions between virtual objects controlled by players or artificial intelligence (AI) according to actual application needs, and has various typical application scenarios. For example, in virtual scenes such as games, it can simulate the real battle process between virtual objects.

[0003] Taking shooting games as an example, players can drive various virtual vehicles in the game. In the related technology, in order to complete the steering and emergency braking operations of the vehicle (for example, turning left and emergency braking at the same time), the player's multiple fingers are required to cooperate with each other at the exact timing to complete the operation. For example, the player's left and right hands are required to press the "emergency brake" button and the "direction" button respectively, which makes the operation difficult and inefficient, thereby reducing the player's gaming experience. Summary of the invention

[0004] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for processing a vehicle in a virtual scene, which can improve the operating efficiency of virtual vehicles in a virtual scene, thereby enhancing the player's gaming experience.

[0005] The technical solution of the embodiment of the present application is implemented as follows:

[0006] The embodiment of the present application provides a method for processing a vehicle in a virtual scene, including:

[0007] Displaying a virtual scene, wherein the virtual scene includes a virtual vehicle and a first brake control;

[0008] When the virtual vehicle is in a running state, in response to a movement operation on the first brake control, the virtual vehicle is controlled to turn in a direction indicated by the movement operation, and the virtual vehicle is controlled to decelerate.

[0009] The embodiment of the present application provides a vehicle processing device for a virtual scene, comprising:

[0010] A display module, configured to display a virtual scene, wherein the virtual scene includes a virtual vehicle and a first brake control;

[0011] The control module is used for controlling the virtual vehicle to turn in the direction indicated by the movement operation and to decelerate the virtual vehicle in response to the movement operation of the first brake control when the virtual vehicle is in a running state.

[0012] An embodiment of the present application provides an electronic device, including:

[0013] A memory for storing computer executable instructions;

[0014] The processor is used to implement the vehicle processing method for the virtual scene provided in the embodiment of the present application when executing the computer executable instructions stored in the memory.

[0015] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing a vehicle processing method for a virtual scene provided in an embodiment of the present application when executed by a processor.

[0016] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions, which are used to implement the vehicle processing method for the virtual scene provided in the embodiment of the present application when executed by a processor.

[0017] The embodiments of the present application have the following beneficial effects:

[0018] By integrating the steering and deceleration functions of the virtual vehicle, players only need to operate one control to simultaneously control the virtual vehicle to turn and decelerate. This improves the operating efficiency of the virtual vehicle in the virtual scene, and thus improves the player's gaming experience, compared to related technologies in which players need to operate multiple controls at the same time to achieve the steering and deceleration of the virtual vehicle. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] Figure 1 is a schematic diagram of the architecture of a vehicle processing system 100 for a virtual scene provided in an embodiment of the present application;

[0020] Figure 2 is a schematic diagram of the structure of an electronic device 500 provided in an embodiment of the present application;

[0021] Figure 3 It is a first flow chart of the vehicle processing method of the virtual scene provided in an embodiment of the present application;

[0022] Figure 4 is a second flow chart of the vehicle processing method for a virtual scene provided in an embodiment of the present application;

[0023] Figure 5 is a third flow chart of the vehicle processing method for a virtual scene provided in an embodiment of the present application;

[0024] Fig. 6A It is a schematic diagram of a first application scenario of the vehicle processing method of a virtual scene provided in an embodiment of the present application;

[0025] Figure 6B It is a schematic diagram of a second application scenario of the vehicle processing method of a virtual scene provided in an embodiment of the present application;

[0026] Figure 6C It is a schematic diagram of a third application scenario of the vehicle processing method of a virtual scene provided in an embodiment of the present application;

[0027] Fig.6D It is a schematic diagram of a fourth application scenario of the vehicle processing method of a virtual scene provided in an embodiment of the present application;

[0028] Fig. 6E It is a schematic diagram of a fifth application scenario of the vehicle processing method of a virtual scene provided in an embodiment of the present application;

[0029] Fig. 6F It is a schematic diagram of a sixth application scenario of the vehicle processing method of a virtual scene provided in an embodiment of the present application;

[0030] Figure 7 It is a fourth flow chart of the vehicle processing method for a virtual scene provided in an embodiment of the present application. DETAILED DESCRIPTION

[0031] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.

[0032] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it can be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0033] It is understandable that in the embodiments of the present application, related data such as user information is involved. When the embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards.

[0034] In the following description, the terms "first\second\..." are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\..." can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0035] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.

[0036] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.

[0037] 1) In response to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed may be executed.

[0038] 2) Human-computer interaction interface: refers to an interface used to provide human-computer interaction functions or to display virtual scene information. For example, a human-computer interaction interface may be a graphical user interface (GUI), an augmented reality (AR) interface, a virtual reality (VR) interface, a voice user interface (VUI), an interactive projection interface (i.e., using projection technology to display information on a plane), an eye movement detection interface (i.e., an interface controlled by detecting the user's line of sight), a holographic interface (i.e., a three-dimensional hologram formed by projecting an image through holographic projection technology, and a stereoscopic image can be seen without wearing special glasses), a multimodal interface (i.e., an interface that combines multiple interaction methods, such as an interaction interface that combines touch, vision, hearing, etc.), a brain-machine interface (BMI) interface, etc.

[0039] 3) Virtual scene: It is the scene displayed (or provided) when the application is running on the terminal device. The scene can be a simulation environment of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc. The land may include environmental elements such as deserts and cities, and users can control virtual objects to move in the virtual scene.

[0040] 4) Virtual objects: images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as characters and animals displayed in a virtual scene. For example, a virtual object can be a virtual image in a virtual scene that represents a user. A virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.

[0041] 5) Virtual Vehicle: refers to a vehicle in a virtual scene that can assist virtual objects in moving quickly in the virtual scene. For example, it can be a virtual car, virtual spaceship, virtual airplane, or any other tool used to move or perform specific tasks in a virtual scene. Virtual vehicles usually simulate the physical characteristics and control methods of vehicles in the real world, allowing players to experience driving or operating feelings similar to reality in the game world.

[0042] 6) Cloud gaming: Also known as gaming on demand, it means deploying a game program on a server and running an instance of the game program (referred to as a game instance). The game instance sends the game data output during the running process to the browser page of the user terminal. The page calls the media component of the browser to decode the game data and renders the real-time game screen during the game according to the decoding result. When the page detects the operation performed by the user on the game screen, it will report it to the game instance running on the server. When the game data generated by the game instance in response to the operation is received, the decoding and rendering process will be repeated, so that the game screen changes according to the user's operation are presented on the page.

[0043] In other words, cloud gaming is an online gaming technology based on cloud computing technology. Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud gaming scenario, the game is not played on the user terminal (such as the player's game terminal), but on the cloud server, which renders the game scene into an audio and video stream and transmits it to the user terminal over the network. In this way, the user terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input commands and send them to the cloud server.

[0044] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for processing a vehicle in a virtual scene, which can improve the operating efficiency of the virtual vehicle in the virtual scene, thereby enhancing the player's gaming experience. The electronic device provided by the embodiment of the present application is described below. The electronic device provided by the embodiment of the present application can be implemented as a terminal device (corresponding to a stand-alone game application), or implemented in collaboration with a terminal device and a server (corresponding to a networked game application). The following is an example of a vehicle processing method for a virtual scene provided by an embodiment of the present application being implemented in collaboration with a server and a terminal device.

[0045] Before introducing the architecture of the vehicle processing system of the virtual scene provided by the embodiment of the present application, the game mode involved in the embodiment of the present application is first introduced. The scheme for the collaborative implementation of the terminal device and the server mainly involves two game modes, namely the local game mode and the cloud game mode, wherein the local game mode refers to the terminal device and the server jointly running the game processing logic, the operation instructions entered by the player in the terminal device, part of which is processed by the terminal device running the game logic, and the other part is processed by the server running the game logic, and the game logic processing run by the server is often more complicated and requires more computing power; the cloud game mode refers to the game logic processing run entirely by the server (such as a cloud server), and the cloud server renders the game scene data into an audio and video stream, which is then transmitted to the terminal device for display via the network. In other words, the terminal device only needs to have basic streaming media playback capabilities and the ability to obtain the player's operation instructions and send them to the server.

[0046] The architecture of the vehicle processing system for the virtual scene provided in an embodiment of the present application is described below.

[0047] For example, see Figure 1 , Figure 1 is a schematic diagram of the architecture of a vehicle processing system 100 for a virtual scene provided in an embodiment of the present application, such as Figure 1As shown, the vehicle processing system 100 of the virtual scene includes: a server 200 (such as a game background server), a network 300 and a terminal device 400, wherein the network 300 can be a local area network or a wide area network, or a combination of the two, and the terminal device 400 is a terminal device associated with a player, and a client 410 runs on the terminal device 400. The client 410 can be various types of game clients, such as role-playing game clients, shooting game clients, battle royale game clients, and browsers.

[0048] In some embodiments, taking the client 410 as a shooting game client as an example, a virtual scene can be displayed in the human-computer interaction interface of the client 410, and a virtual vehicle (such as a virtual vehicle, a virtual ship, etc.) in a running state (such as a moving state) and a first brake control (such as a "multi-directional emergency stop" button) can be displayed in the virtual scene. When receiving a movement operation of the player for the first brake control, the client 410 can control the virtual vehicle to turn in the direction indicated by the movement operation, and control the virtual vehicle to decelerate. For example, when it is detected that the player drags the "multi-directional emergency stop" button to the left, the virtual vehicle can be controlled to turn left while decelerating; when it is detected that the player drags the "multi-directional emergency stop" button to the right, the virtual vehicle can be controlled to turn right while decelerating; when it is detected that the player drags the "multi-directional emergency stop" button downward, the virtual vehicle can be controlled to decelerate while keeping the moving direction of the virtual vehicle unchanged. In this way, the player only needs to operate one control to simultaneously control the virtual vehicle to turn and decelerate, thereby improving the operation efficiency and thus enhancing the player's gaming experience.

[0049] It should be noted that the virtual scene in the vehicle processing method of the virtual scene provided in the embodiment of the present application can be completely based on the output of the terminal device, or based on the coordinated output of the terminal device and the server, for example, it can be completely based on Figure 1The graphics processing hardware computing capability of the terminal device 400 shown in the figure completes the relevant data calculation and output of the virtual scene, wherein the types of graphics processing hardware include a central processing unit (CPU) and a graphics processing unit (GPU). For example, when forming a visual perception of a virtual scene, the terminal device 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and the graphics output hardware outputs a video frame that can form a visual perception of the virtual scene, for example, presenting a two-dimensional video frame on the display screen of a smartphone, or projecting a video frame that realizes a three-dimensional display effect on the lenses of augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

[0050] Of course, it is also possible to rely on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene on the terminal device 400. For example, taking the formation of visual perception of the virtual scene as an example, the server 200 calculates the virtual scene-related display data (such as scene data) and sends it to the terminal device 400 through the network 300. The terminal device 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the display data, and relies on the graphics output hardware to output the virtual scene to form a visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame with a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal device 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0051] In addition, it should be noted that Figure 1 The server 200 in the example may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDNs), and big data and artificial intelligence platforms. The terminal device 400 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a car terminal, etc., but is not limited thereto. The terminal device 400 and the server 200 may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.

[0052] In other embodiments, the terminal device can also implement the vehicle processing method of the virtual scene provided in the embodiment of the present application by running various computer executable instructions or computer programs. For example, computer executable instructions can be microprogram-level commands, machine instructions or software instructions. The computer program can be a native program or software module in the operating system; it can be a native application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a shooting game APP; it can also be a small program that can be embedded in any APP, that is, a program that can be run only by downloading it to a browser environment. In short, the above-mentioned computer executable instructions can be instructions in any form, and the above-mentioned computer program can be an application, module or plug-in in any form.

[0053] The structure of the electronic device provided in the embodiment of the present application is further described below. Taking the electronic device as a terminal device as an example, see Figure 2 , Figure 2 is a schematic diagram of the structure of an electronic device 500 provided in an embodiment of the present application, Figure 2 The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 540 is not described in detail. Figure 2 Various buses are labeled as bus system 540 .

[0054] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0055] The user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0056] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices that are physically remote from the processor 510.

[0057] The memory 550 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.

[0058] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.

[0059] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0060] A network communication module 552, for reaching other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB);

[0061] a presentation module 553 for enabling presentation of information via one or more output devices 531 (e.g., display screen, speaker, etc.) associated with the user interface 530 (e.g., a user interface for operating peripherals and displaying content and information);

[0062] The input processing module 554 is used to detect one or more user inputs or interactions from one of the one or more input devices 532 and translate the detected inputs or interactions.

[0063] In some embodiments, the device provided in the embodiments of the present application can be implemented in software. Figure 2The vehicle processing device 555 of the virtual scene stored in the memory 550 is shown, which can be software in the form of programs and plug-ins, including the following software modules: display module 5551, control module 5552, acquisition module 5553, query module 5554 and determination module 5555. These modules are logical, so they can be arbitrarily combined or further divided according to the functions implemented. It should be pointed out that in Figure 2 For the sake of convenience, all the above modules are shown at once, but it should not be considered that the vehicle processing device 555 in the virtual scene excludes the implementation that can only include the display module 5551 and the control module 5552. The functions of each module will be explained below.

[0064] The vehicle processing method for the virtual scene provided in the embodiment of the present application will be specifically described below in combination with the exemplary application and implementation of the terminal device provided in the embodiment of the present application.

[0065] For example, see Figure 3 , Figure 3 is a first flow chart of a method for processing a vehicle in a virtual scene provided in an embodiment of the present application, which will be combined with Figure 3 The steps shown are explained.

[0066] It should be noted that Figure 3 The method shown can be executed by various forms of computer programs running on the terminal device, and is not limited to the client. For example, it can also be the operating system, software module, script, and applet mentioned above. Therefore, the example of the client in the following should not be regarded as a limitation on the embodiments of the present application. In addition, for the convenience of expression, the terminal device and the client running on the terminal device are not specifically distinguished in the following.

[0067] In step 101, a virtual scene is displayed.

[0068] Here, the virtual scene may include a virtual vehicle (e.g., a virtual car, a virtual ship, and a virtual airplane, etc.) and a first brake control (e.g., a "multi-directional emergency stop" button), wherein the first brake control is in a movable state, that is, the player can control the virtual vehicle to turn and decelerate by moving (e.g., dragging) the first brake control. That is, in the embodiment of the present application, the first brake control may integrate the function of controlling the virtual vehicle to turn and decelerate, so that the player only needs to operate one button to simultaneously control the vehicle to turn and decelerate.

[0069] In some embodiments, at least one direction mark may be displayed around the first brake control, wherein the direction mark may be used to indicate the movable direction of the first brake control. For example, taking the first brake control as a "multi-directional emergency stop" button, a left direction mark may be displayed on the left side of the "multi-directional emergency stop" button, a right direction mark may be displayed on the right side of the "multi-directional emergency stop" button, and a downward direction mark may be displayed below the "multi-directional emergency stop" button, wherein the left direction mark is used to indicate that the player can drag the "multi-directional emergency stop" button to the left, the right direction mark is used to indicate that the player can drag the "multi-directional emergency stop" button to the right, and the downward direction mark is used to indicate that the player can drag the "multi-directional emergency stop" button downward. In other words, the player can move the first brake control in the corresponding direction (i.e., the direction indicated by the direction mark) according to the direction mark displayed around the first brake control.

[0070] It should be noted that the above-mentioned virtual vehicle may carry virtual objects or may not carry virtual objects. For example, for tank battle games, the object controlled by the player is the virtual vehicle (such as a virtual tank) itself, and for shooting games, the player can control the virtual object to drive the virtual vehicle. For example, after the player controls the virtual object to approach the virtual vehicle, the virtual vehicle entry control (such as a "get on the vehicle" button) can be displayed around the virtual vehicle. When the player's click operation for entering the virtual vehicle control is received, the virtual object can be controlled to enter the virtual vehicle. The embodiments of the present application do not make specific limitations on this.

[0071] In step 102, when the virtual vehicle is in a running state, in response to a movement operation on a first brake control, the virtual vehicle is controlled to turn in a direction indicated by the movement operation, and the virtual vehicle is controlled to decelerate.

[0072] Here, the running state may include a moving state, that is, when the virtual vehicle is in a moving state, the player can simultaneously control the virtual vehicle to turn and slow down by moving the first brake control (such as a "multi-directional emergency stop" button).

[0073] In some embodiments, the virtual vehicle may carry at least one virtual object. When the moving operation triggered by the player on the first brake control meets a first condition (for example, the moving distance of the moving operation is less than a distance threshold, the operation duration of the moving operation is less than a duration threshold, the overlapping area between the first brake control after movement and the first vehicle leaving control is less than an area threshold, the first brake control after movement does not completely pass through the first vehicle leaving control, etc.), the virtual object will not be triggered to leave the virtual vehicle (for example, the function of the player character getting off the vehicle will not be triggered); when the moving operation triggered by the player on the first brake control meets a second condition (for example, the moving distance of the moving operation is greater than or equal to the distance threshold, the operation duration of the moving operation is greater than or equal to the duration threshold, the overlapping area between the first brake control after movement and the first vehicle leaving control is greater than or equal to the area threshold, the first brake control after movement completely passes through the first vehicle leaving control, etc.), the virtual object can be triggered to leave the virtual vehicle (for example, the player character can be triggered to get off the vehicle automatically).

[0074] In some embodiments, see Figure 4 , Figure 4 is a second flow chart of the vehicle processing method of the virtual scene provided in the embodiment of the present application, such as Figure 4 As shown, Figure 3 Step 102 shown may be performed by Figure 4 Steps 1021A to 1022A shown in the figure are implemented by combining Figure 4 The steps shown are explained.

[0075] In step 1021A, when the virtual vehicle is in a running state, in response to a movement operation on a first brake control, a first vehicle exit control is displayed in the virtual scene.

[0076] Here, the first vehicle leaving control (e.g., a "get off" button) may be located in the first direction of the first brake control and at a set distance from the first brake control, wherein the first direction is the direction indicated by the moving operation. For example, taking the first vehicle leaving control as the "get off" button as an example, when it is detected that the player drags the first brake control (e.g., a "multi-directional emergency stop" button) to the left, the "get off" button may be displayed at the left side of the "multi-directional emergency stop" button and at a set distance (e.g., 5 cm) from the "multi-directional emergency stop" button; when it is detected that the player drags the "multi-directional emergency stop" button to the right, the "get off" button may be displayed at the right side of the "multi-directional emergency stop" button and at a distance of 5 cm from the "multi-directional emergency stop" button; when it is detected that the player drags the "multi-directional emergency stop" button downward, the "get off" button may be displayed below the "multi-directional emergency stop" button and at a distance of 5 cm from the "multi-directional emergency stop" button.

[0077] It should be noted that when it is detected that the player moves the first brake control, the first brake control can also be highlighted (for example, displayed in a highlighted manner or in a flashing manner). For example, taking the first brake control as a "multi-directional emergency stop" button, when it is detected that the player is dragging the "multi-directional emergency stop" button, the "multi-directional emergency stop" button can be highlighted to remind the player that the button is currently being operated.

[0078] In step 1022A, in response to the overlapping area between the first braking control and the first vehicle leaving control after movement being less than an area threshold, the virtual vehicle is controlled to turn in the direction indicated by the moving operation, and the virtual vehicle is controlled to decelerate.

[0079] It should be noted that "deceleration" in the embodiments of the present application does not necessarily refer to a process, and may include, for example, "slow deceleration process" and "instantly reaching a deceleration stop state". In other words, the moving speed of the virtual vehicle may be slowly reduced to 0, or it may be immediately reduced to 0 (for example, while controlling the virtual vehicle to turn in the direction indicated by the moving operation, the virtual vehicle is controlled to stop moving immediately). The embodiments of the present application do not make specific limitations on this.

[0080] In some embodiments, taking the first brake control as a "multi-directional emergency stop" button and the first vehicle leaving control as a "get off" button as an example, when the player does not touch the "get off" button while dragging the "multi-directional emergency stop" button, the virtual vehicle can be controlled to turn in the dragging direction of the dragging operation and control the virtual vehicle to decelerate. In other words, if the player does not touch the "get off" button while dragging the "multi-directional emergency stop" button (i.e., the "multi-directional emergency stop" button does not touch the get off identification hot zone where the "get off" button is located), the function of the virtual object leaving the virtual vehicle will not be triggered.

[0081] It should be noted that, in actual applications, whether to trigger the virtual object to leave the virtual vehicle can also be determined based on whether the first braking control after movement completely passes through the first vehicle leaving control. For example, when it is detected that the first braking control after movement does not completely pass through the first vehicle leaving control, the virtual object will not be triggered to leave the virtual vehicle. In other words, the virtual vehicle can only be controlled to turn in the direction indicated by the moving operation, and the virtual vehicle can be controlled to decelerate.

[0082] For example, taking the virtual vehicle as an example, when it is detected that the player is dragging the "multi-directional emergency stop" button to the left, the "multi-directional emergency stop" button can be highlighted, and the "get off" button can be displayed on the left side of the "multi-directional emergency stop" button and 5 cm away. If the player does not contact the get off identification hot zone where the "get off" button is located while dragging the "multi-directional emergency stop" button to the left (or the contact area is less than the pre-set area threshold), the virtual vehicle can only be controlled to turn left and slow down. In other words, if the player does not contact the get off identification hot zone where the "get off" button is located while dragging the "multi-directional emergency stop" button to the left, it will only trigger the virtual vehicle to turn left and slow down, and will not trigger the function of the virtual object getting off.

[0083] It should be noted that when controlling the virtual vehicle to turn in the direction indicated by the moving operation, the turning speed of the virtual vehicle can be fixed. For example, the virtual vehicle can be controlled to turn in the direction indicated by the moving operation at a fixed turning speed. Of course, the turning speed of the virtual vehicle can also be variable during the turning process. For example, the turning speed of the virtual vehicle can continue to increase as the length of time the player moves the first brake control increases. That is, when the virtual vehicle starts to turn, there can be an initial turning speed, and the virtual vehicle turns according to the initial turning speed. As the turning process continues, the turning speed of the virtual vehicle can become larger and larger to simulate the turning process of a vehicle in the real world.

[0084] In other embodiments, following the above, after executing step 1022A, the following processing can also be performed: in response to the movement operation being released, the first vehicle exit control is canceled from being displayed in the virtual scene, and the first brake control is controlled to return to the position before the movement operation was performed (i.e., after the player lets go, the first brake control will automatically return to its position), and the virtual vehicle is controlled to stop turning and decelerating.

[0085] For example, when it is detected that the movement operation is released (that is, when the player lets go), the virtual vehicle can be controlled to immediately stop turning and decelerating (that is, the steering and braking functions will immediately fail after the player lets go); or, after a set period of time (for example, it can be the time required for the first brake control to return to its original position), the virtual vehicle is controlled to stop turning and decelerating (that is, after the player lets go, there will be a buffer period, after which the steering and braking functions will fail), that is to say, before the first brake control returns to its original position, the virtual vehicle will still turn in the direction indicated by the movement operation and decelerate.

[0086] For example, taking the virtual vehicle as a virtual car, assuming that the player has previously dragged the "multi-directional emergency stop" button to the left, the virtual vehicle can be controlled to slow down while turning left. If it is detected that the player subsequently lets go (that is, the dragging operation is released), the "multi-directional emergency stop" button can be controlled to return to its original position, and the "get off" button to the left of the "multi-directional emergency stop" button can be hidden in the virtual scene, and the virtual vehicle can be controlled to immediately stop turning left and slowing down, or, after 2 seconds (for example, the time required for the "multi-directional emergency stop" button to return to its original position), the virtual vehicle can be controlled to stop turning left and slowing down.

[0087] In some embodiments, following the above example, a second braking control (for example, a "brake" button on the left side of the virtual scene) and a second vehicle leaving control (for example, a "get off" button on the right side of the virtual scene) may also be displayed in the virtual scene, and the virtual vehicle may also carry at least one virtual object. After controlling the virtual vehicle to stop turning and decelerating, the following processing may also be performed: in response to a trigger operation on the second braking control, the virtual vehicle is controlled to decelerate; in response to the moving speed of the virtual vehicle being less than a first speed threshold and receiving a trigger operation on the second vehicle leaving control, at least one virtual object (for example, a virtual object driving the virtual vehicle, or all virtual objects carried by the virtual vehicle, or the virtual object driving the virtual vehicle and other virtual objects following the virtual object, etc.) is controlled to leave the virtual vehicle.

[0088] For example, taking the virtual vehicle as an example, a "brake" button can be displayed on the left side of the virtual scene, and a "get off" button can be displayed in the upper right corner of the virtual scene. When the player clicks the "brake" button, the virtual vehicle can be controlled to decelerate while moving in the original direction of movement, that is, the "brake" button only has the function of controlling the deceleration of the virtual vehicle, and will not change the moving direction of the virtual vehicle. Subsequently, when the speed of the virtual vehicle drops to 0, the player can control the virtual object driving the virtual vehicle to leave the virtual vehicle by clicking the "get off" button. For example, when the player clicks the "get off" button, the virtual object driving the virtual vehicle (i.e., the driver) can be controlled to leave the virtual vehicle.

[0089] It should be noted that if the virtual vehicle also carries other virtual objects following the driver, then while controlling the driver to leave the virtual vehicle, the other virtual objects following the driver can also be controlled to leave the virtual vehicle together. This embodiment of the present application does not specifically limit this.

[0090] In other embodiments, whether to trigger the virtual object to leave the virtual vehicle can also be determined based on the moving distance of the moving operation. Therefore, the above-mentioned response to the moving operation on the first brake control, controlling the virtual vehicle to turn in the direction indicated by the moving operation, and controlling the virtual vehicle to decelerate can also be achieved in the following manner: in response to the moving operation on the first brake control, and the moving distance of the moving operation is less than the distance threshold (i.e., the first condition is met), controlling the virtual vehicle to turn in the direction indicated by the moving operation, and controlling the virtual vehicle to decelerate; in response to the moving operation on the first brake control, and the moving distance of the moving operation is greater than or equal to the distance threshold (i.e., the second condition is met), controlling the virtual vehicle to turn in the direction indicated by the moving operation, and controlling the virtual vehicle to decelerate; in response to the moving speed of the virtual vehicle being less than the first speed threshold, controlling at least one virtual object to leave the virtual vehicle.

[0091] For example, taking the first brake control as a "multi-directional emergency stop" button as an example, assuming that the virtual vehicle (such as a virtual vehicle) carries at least one virtual object, when it is detected that the player drags the "multi-directional emergency stop" button (for example, assuming that the player drags the "multi-directional emergency stop" button to the left), the dragging distance of the player dragging the "multi-directional emergency stop" button can be obtained, and then the dragging distance is compared with the preset distance threshold. If the distance that the player drags the "multi-directional emergency stop" button this time is less than the distance threshold, only the function of turning and decelerating the vehicle will be triggered, and the function of the virtual object leaving the virtual vehicle will not be triggered. That is, in this case, the virtual vehicle can be controlled to turn left and the virtual vehicle can be controlled to decelerate. When the speed of the virtual vehicle drops to 0, the virtual object carried by the virtual vehicle will not leave the virtual vehicle. If the distance that the player drags the "multi-directional emergency stop" button this time is greater than or equal to the distance threshold, while triggering the function of turning and decelerating the vehicle, the function of the virtual object leaving the virtual vehicle can also be triggered. That is, in this case, the virtual vehicle can be controlled to turn left and decelerate first, and when the speed of the virtual vehicle drops to 0, the virtual object driving the virtual vehicle can be controlled to automatically leave the virtual vehicle. In this way, players only need to adjust the dragging distance to trigger the character's getting off the car function, thereby meeting the personalized needs of different players and improving the player's gaming experience.

[0092] In some embodiments, whether to trigger the virtual object to leave the virtual vehicle can also be determined based on the operation duration of the movement operation. Therefore, the above-mentioned response to the movement operation on the first brake control, controlling the virtual vehicle to turn in the direction indicated by the movement operation, and controlling the virtual vehicle to decelerate can also be achieved in the following ways: in response to the movement operation on the first brake control, and the operation duration of the movement operation is less than the duration threshold (i.e., the first condition is met), controlling the virtual vehicle to turn in the direction indicated by the movement operation, and controlling the virtual vehicle to decelerate; in response to the movement operation on the first brake control, and the operation duration of the movement operation is greater than or equal to the duration threshold (i.e., the second condition is met), controlling the virtual vehicle to turn in the direction indicated by the movement operation, and controlling the virtual vehicle to decelerate; in response to the movement speed of the virtual vehicle being less than the first speed threshold, controlling at least one virtual object to leave the virtual vehicle.

[0093] For example, taking the first brake control as a "multi-directional emergency stop" button, assuming that the virtual vehicle (e.g., a virtual vehicle) carries at least one virtual object, when it is detected that the player drags the "multi-directional emergency stop" button (e.g., assuming that the player drags the "multi-directional emergency stop" button to the left), the dragging time of the player dragging the "multi-directional emergency stop" button can be obtained, and then the dragging time can be compared with a preset time threshold (e.g., 3 seconds). If the time the player drags the "multi-directional emergency stop" button this time is less than the time threshold, only the vehicle steering and deceleration function will be triggered, and the function of the virtual object leaving the virtual vehicle will not be triggered. That is, in this case, the virtual vehicle can be controlled to turn left and the virtual vehicle can be controlled to decelerate. When the speed of the virtual vehicle drops to 0, the virtual object carried by the virtual vehicle will not leave the virtual vehicle. If the player drags the "Multi-Directional Emergency Stop" button for a time greater than or equal to the time threshold, the function of the virtual object leaving the virtual vehicle can be triggered while the vehicle turns and slows down. In other words, in this case, the virtual vehicle can be controlled to turn left and slow down first. When the speed of the virtual vehicle drops to 0, the virtual object driving the virtual vehicle can be controlled to automatically leave the virtual vehicle. In this way, the player only needs to adjust the dragging distance to trigger the character to get off the vehicle, thereby meeting the personalized needs of different players and improving the player's gaming experience.

[0094] In other embodiments, see Figure 5 , Figure 5 is a third flow chart of the vehicle processing method for a virtual scene provided in an embodiment of the present application, such as Figure 5 As shown, Figure 3 Step 102 shown may be performed by Figure 5 Steps 1021B to 1023B shown in the figure are implemented by combining Figure 5 The steps shown are explained.

[0095] In step 1021B, when the virtual vehicle is in a running state, in response to a movement operation on a first brake control, a first vehicle exit control is displayed in the virtual scene.

[0096] In some embodiments, in response to the movement operation on the first brake control, the following processing may also be performed: highlighting the first brake control. For example, taking the first brake control as a "multi-directional emergency stop" button, when it is detected that the player drags the "multi-directional emergency stop" button to the left, the "multi-directional emergency stop" button may be highlighted, and the first vehicle exit control (e.g., "get off" button) may also be displayed on the left side of the "multi-directional emergency stop" button.

[0097] It should be noted that the specific implementation process of step 1021B is the same as the implementation process of step 1021A, and can refer to the above description of step 1021A, which will not be repeated in the embodiment of the present application.

[0098] In step 1022B, in response to the overlapping area of ​​the first braking control and the first vehicle leaving control after movement being greater than or equal to an area threshold, the virtual vehicle is controlled to turn in the direction indicated by the moving operation, and the virtual vehicle is controlled to decelerate.

[0099] In some embodiments, taking the virtual vehicle as an example, assuming that the player is dragging the first brake control (e.g., the "multi-directional emergency stop" button), the "multi-directional emergency stop" button contacts the first vehicle exit control (e.g., the "get off" button). For example, assuming that the player drags the "multi-directional emergency stop" button to the get off identification hot zone where the "get off" button is located, the virtual vehicle can be controlled to turn in the dragging direction of the dragging operation (e.g., assuming that the player drags the "multi-directional emergency stop" button to the left, the virtual vehicle can be controlled to turn left), and the virtual vehicle can be controlled to decelerate, and the virtual object can be triggered to automatically get off when the speed of the virtual vehicle drops to 0. In other words, if the player is dragging the "multi-directional emergency stop" button, the "multi-directional emergency stop" button contacts the get off identification hot zone where the "get off" button is located (e.g., the contact area between the two is greater than or equal to the preset area threshold), the function of the virtual object automatically leaving the virtual vehicle when the speed of the virtual vehicle drops to 0 can be additionally triggered. In this way, players only need to drag a button to complete the operations of turning, emergency stopping and getting off the vehicle at the same time, which improves the operating efficiency of the vehicle in the game and thus enhances the player's gaming experience.

[0100] It should be noted that, in actual applications, whether to trigger the virtual object to leave the virtual vehicle can also be determined based on whether the first brake control after movement completely passes through the first vehicle leaving control. For example, when it is detected that the first brake control after movement completely passes through the first vehicle leaving control, the first vehicle leaving control is in effect, and the virtual object can be triggered to leave the virtual vehicle.

[0101] In some embodiments, in response to the overlapping area of ​​the first brake control and the first vehicle leaving control after movement being greater than or equal to an area threshold, the following processing can also be performed: highlighting the first vehicle leaving control to prompt that the function associated with the first vehicle leaving control is currently in effect.

[0102] For example, taking the first braking control as a "multi-directional emergency stop" button and the first vehicle leaving control as a "get off" button, if the player drags the "multi-directional emergency stop" button to the get off identification hot zone where the "get off" button is located, that is, the "multi-directional emergency stop" button is in contact with the get off identification hot zone where the "get off" button is located, the "get off" button can be highlighted to remind the player that the function associated with the "get off" button (that is, the function of controlling the virtual object to leave the virtual vehicle) is currently in effect.

[0103] In step 1023B, at least one virtual object is controlled to leave the virtual vehicle.

[0104] Here, at least one virtual object may be a virtual object driving a virtual vehicle, or all virtual objects carried by a virtual vehicle, or it may also be a virtual object driving a virtual vehicle and other virtual objects following the virtual object (i.e., virtual objects in a state of following the driver). The embodiments of the present application do not make specific limitations on this.

[0105] It should be noted that at least one virtual object may leave the virtual vehicle when the moving speed of the virtual vehicle is less than a first speed threshold (for example, 1 m / s), or may leave the virtual vehicle when the deceleration time of the virtual vehicle is greater than a time threshold (for example, 3 seconds) (when the deceleration time of the virtual vehicle is greater than the time threshold, the moving speed of the virtual vehicle is slower, and the virtual object can safely leave the virtual vehicle). The embodiments of the present application do not specifically limit this.

[0106] For example, taking the virtual vehicle as an example, when it is detected that the speed of the virtual vehicle drops to 0, the virtual object driving the virtual vehicle (for example, game character A controlled by player 1) can be controlled to automatically leave the virtual vehicle; or, all virtual objects on the virtual vehicle can be controlled to automatically leave the virtual vehicle; or, the virtual object driving the virtual vehicle (for example, game character A controlled by player 1) and other virtual objects following game character A (for example, game character B controlled by player 2, player 2 sets game character B to automatically follow game character A) can be controlled to automatically leave the virtual vehicle. In this way, the virtual object is controlled to leave the virtual vehicle only when the speed of the virtual vehicle drops to 0, which can avoid the virtual object getting off the vehicle prematurely when the speed is not 0, triggering fall damage, and then causing damage to the health value (or life value).

[0107] In some embodiments, when it is detected that the moving speed of the virtual vehicle is less than the first speed threshold, the following processing may be performed: the first brake control may be canceled in the virtual scene. For example, taking the virtual vehicle as a virtual vehicle, when it is detected that the speed of the virtual vehicle drops to 0, it is no longer necessary to control the virtual vehicle to turn and decelerate, and the first brake control (such as a "multi-directional emergency stop" button) may be canceled in the virtual scene, thereby saving resource consumption of the terminal device and the server.

[0108] In other embodiments, the above-mentioned controlling of at least one virtual object to leave the virtual vehicle can be achieved by controlling the virtual object (i.e., the driver) driving the virtual vehicle among at least one virtual object carried by the virtual vehicle to leave the virtual vehicle.

[0109] For example, taking the virtual vehicle as an example, when the speed of the virtual vehicle is detected to drop to 0, the virtual object driving the virtual vehicle (e.g., game character A controlled by player 1) can be controlled to leave the virtual vehicle. In other words, if there are other virtual objects on the virtual vehicle (e.g., game character B controlled by player 2), game character B will not get off the vehicle automatically. Game character B will leave the virtual vehicle (i.e., get off the vehicle) only after player 2 clicks the "get off" button displayed in his own interface.

[0110] It should be noted that if player 2 sets game character B to automatically follow game character A, then when game character A leaves the virtual vehicle, game character B can also follow game character A to leave the virtual vehicle, that is, game character B can get off the vehicle with game character A. This embodiment of the present application does not make any specific limitations on this.

[0111] In some embodiments, when at least one direction indicator is displayed around the first brake control, the above-mentioned step 102 can also be implemented in the following manner: when the virtual vehicle is in a running state, in response to moving the first brake control in the movable direction indicated by the first direction indicator (for example, the left direction), the virtual vehicle is controlled to turn in the movable direction indicated by the first direction indicator, and the virtual vehicle is controlled to decelerate, wherein the first direction indicator can be any one of the at least one direction indicator.

[0112] For example, taking the first brake control as a "multi-directional emergency stop" button, multiple direction indicators can also be displayed around the "multi-directional emergency stop" button, for example, a left direction indicator is displayed on the left side of the "multi-directional emergency stop" button to prompt the player that the "multi-directional emergency stop" button can be dragged to the left, a right direction indicator is displayed on the right side of the "multi-directional emergency stop" button to prompt the player that the "multi-directional emergency stop" button can be dragged to the right, and a downward direction indicator is displayed below the "multi-directional emergency stop" button to prompt the player that the "multi-directional emergency stop" button can be dragged downward. When the player drags the "Multi-Directional Emergency Stop" button in the direction indicated by the left direction mark on the left side of the "Multi-Directional Emergency Stop" button (i.e., the left direction), the virtual vehicle can be controlled to turn left and slow down; when the player drags the "Multi-Directional Emergency Stop" button in the direction indicated by the right direction mark on the right side of the "Multi-Directional Emergency Stop" button (i.e., the right direction), the virtual vehicle can be controlled to turn right and slow down; when the player drags the "Multi-Directional Emergency Stop" button in the direction indicated by the downward direction mark below the "Multi-Directional Emergency Stop" button (i.e., the downward direction), the moving direction of the virtual vehicle can be kept unchanged and the virtual vehicle can be controlled to slow down. In other words, the player can drag the "Multi-Directional Emergency Stop" button in the direction indicated by the direction marks located around the "Multi-Directional Emergency Stop" button to achieve the operation of turning in the corresponding direction and braking.

[0113] In other embodiments, the virtual vehicle may carry at least one virtual object, and whether to trigger the virtual object to leave the virtual vehicle may be determined based on the moving distance of the moving operation. Therefore, the above-mentioned response to the moving operation on the first brake control, controlling the virtual vehicle to turn in the direction indicated by the moving operation, and controlling the virtual vehicle to decelerate may also be achieved in the following manner: in response to the moving operation on the first brake control, and the moving distance of the moving operation is less than the distance threshold, controlling the virtual vehicle to turn in the direction indicated by the moving operation, and controlling the virtual vehicle to decelerate; or, in response to the moving operation on the first brake control, and the moving distance of the moving operation is greater than or equal to the distance threshold, controlling the virtual vehicle to turn in the direction indicated by the moving operation, and controlling the virtual vehicle to decelerate; in response to the moving speed of the virtual vehicle being less than the first speed threshold, controlling at least one virtual object to leave the virtual vehicle.

[0114] For example, taking the first brake control as a "multi-directional emergency stop" button as an example, assuming that the virtual vehicle (such as a virtual vehicle) carries at least one virtual object, when it is detected that the player drags the "multi-directional emergency stop" button (for example, assuming that the player drags the "multi-directional emergency stop" button to the left), the dragging distance of the player dragging the "multi-directional emergency stop" button can be obtained, and then the dragging distance is compared with the preset distance threshold. If the distance that the player drags the "multi-directional emergency stop" button this time is less than the distance threshold, only the function of turning and decelerating the vehicle will be triggered, and the function of the virtual object leaving the virtual vehicle will not be triggered. That is, in this case, the virtual vehicle can be controlled to turn left and the virtual vehicle can be controlled to decelerate. When the speed of the virtual vehicle drops to 0, the virtual object carried by the virtual vehicle will not leave the virtual vehicle. If the distance that the player drags the "multi-directional emergency stop" button this time is greater than or equal to the distance threshold, while triggering the function of turning and decelerating the vehicle, the function of the virtual object leaving the virtual vehicle can also be triggered. That is, in this case, the virtual vehicle can be controlled to turn left and decelerate first, and when the speed of the virtual vehicle drops to 0, the virtual object driving the virtual vehicle can be controlled to automatically leave the virtual vehicle. In this way, players only need to adjust the dragging distance to trigger the character's getting off the car function, thereby meeting the personalized needs of different players and improving the player's gaming experience.

[0115] In some embodiments, the turning speed of the virtual vehicle can also be determined by the moving distance of the moving operation. Then, the above-mentioned response to the moving operation for the first braking control, controlling the virtual vehicle to turn in the direction indicated by the moving operation, and controlling the virtual vehicle to decelerate can also be achieved in the following way: in response to the moving operation for the first braking control, obtaining the moving distance of the moving operation; querying the first mapping table based on the moving distance to obtain the target turning speed corresponding to the moving distance, wherein the first mapping table may include a mapping relationship between different moving distances and different steering speeds; controlling the virtual vehicle to turn in the direction indicated by the moving operation according to the target turning speed, and controlling the virtual vehicle to decelerate.

[0116] For example, taking the virtual vehicle as a virtual vehicle, when it is detected that the player is dragging the first brake control (such as a "multi-directional emergency stop" button), the dragging distance of the "multi-directional emergency stop" button by the player can be obtained, and then the pre-set first mapping table can be queried based on the obtained dragging distance to obtain the target steering speed corresponding to the obtained dragging distance, and then the virtual vehicle can be controlled to turn in the dragging direction of the dragging operation according to the target steering speed. For example, assuming that the player drags the "multi-directional emergency stop" button to the left, the virtual vehicle can be controlled to turn left according to the target steering speed, and the virtual vehicle can be controlled to slow down. In this way, the player can control the steering speed of the virtual vehicle by adjusting the dragging distance of the dragging operation. For example, the larger the dragging distance of the drag operation triggered by the player for the "multi-directional emergency stop" button, the faster the steering speed of the virtual vehicle when turning, thereby achieving precise control of the virtual vehicle.

[0117] It should be noted that the above-mentioned first mapping table may be pre-configured by a game planner. For example, the game planner may pre-configure corresponding turning speeds for different dragging distances, thereby obtaining the first mapping table.

[0118] In other embodiments, the turning speed of the virtual vehicle can also be determined based on the characteristic data of the virtual vehicle (for example, including type, weight, and moving speed, etc.) and the environmental data of the current environment (for example, ground data, including the friction coefficient between the tires of the virtual vehicle and the ground, the type of ground, etc.). Then, the above-mentioned response to the movement operation of the first brake control, controlling the virtual vehicle to turn in the direction indicated by the movement operation, and controlling the virtual vehicle to decelerate can also be achieved in the following way: in response to the movement operation of the first brake control, obtaining the characteristic data of the virtual vehicle and the environmental data of the current environment of the virtual vehicle; determining the turning speed of the virtual vehicle based on the characteristic data of the virtual vehicle and the environmental data of the environment; controlling the virtual vehicle to turn in the direction indicated by the movement operation according to the turning speed, and controlling the virtual vehicle to decelerate.

[0119] By way of example, following the above, the above-mentioned determination of the turning speed of the virtual vehicle based on the characteristic data of the virtual vehicle and the environmental data of the environment in which it is located can be achieved in the following ways: constructing a dynamic model for the virtual vehicle based on the characteristic data of the virtual vehicle and the environmental data of the environment in which it is located; determining the turning radius and steering torque of the virtual vehicle based on the dynamic model; determining the turning acceleration of the virtual vehicle based on the moving speed and steering torque of the virtual vehicle; determining the turning speed of the virtual vehicle based on the turning radius and steering acceleration.

[0120] The following takes the virtual vehicle as an example to specifically describe the process of determining the turning speed of the virtual vehicle.

[0121] For example, when it is detected that the player drags the first brake control (such as the "multi-directional emergency stop" button), the characteristic data of the virtual vehicle (such as mass, steering mechanism, suspension system, and power performance, etc.) and the ground data of the virtual scene (such as the friction coefficient between the ground and the tires of the virtual vehicle, the type of ground, and the slope of the ground, etc.) can be obtained. Then, based on the characteristic data of the virtual vehicle and the ground data of the virtual scene, a dynamic model for the virtual vehicle can be constructed, and the steering radius and steering torque of the virtual vehicle can be determined based on the constructed dynamic model. For example, the steering torque of the virtual vehicle can be determined based on the friction coefficient between the tires of the virtual vehicle and the ground, that is, the steering torque of the virtual vehicle (assuming it is denoted as M) can be the multiplication result of the friction coefficient between the tires of the virtual vehicle and the ground (assuming it is denoted as mu) and the normal force perpendicular to the tire surface (assuming it is denoted as N, usually the product of the weight of the virtual vehicle and the slope of the ground) and the effective radius of the tire (assuming it is denoted as r) (that is, M=mu*N*r). In addition, the turning radius of the virtual vehicle can also be determined based on the wheelbase and steering angle of the virtual vehicle. For example, the division result of the wheelbase of the virtual vehicle and the tangent value of the steering angle can be used as the turning radius of the virtual vehicle. After determining the turning radius and steering torque of the virtual vehicle, the turning acceleration of the virtual vehicle (referring to the rate of change of the velocity vector of the virtual vehicle during the turning process) can be determined based on the moving speed and steering torque of the virtual vehicle. For example, the division result of the moving speed of the virtual vehicle and the steering torque can be used as the turning acceleration of the virtual vehicle. Finally, the turning speed of the virtual vehicle can be determined based on the turning radius and the turning acceleration. For example, the angular velocity of the virtual vehicle can be determined based on the steering acceleration and the turning radius of the virtual vehicle, and then the obtained angular velocity and the turning radius can be multiplied to obtain the turning speed of the virtual vehicle. After determining the turning speed of the virtual vehicle, the virtual vehicle can be controlled to turn in the dragging direction of the dragging operation according to the determined turning speed. For example, assuming that the player drags the "multi-directional emergency stop" button to the left, the virtual vehicle can be controlled to turn left according to the determined turning speed, and the virtual vehicle can be controlled to slow down. In this way, the virtual vehicle can comply with the physical laws of the real world during the turning process, thereby increasing the realism and immersion of the game.

[0122] In some embodiments, the deceleration process of the virtual vehicle may also be related to the moving distance of the moving operation, and the above-mentioned control of the virtual vehicle to decelerate may also be achieved in the following manner: obtain the moving distance of the moving operation; query the second mapping table based on the moving distance to obtain the target deceleration corresponding to the moving distance (refers to the measure of the speed at which an object slows down during movement, the greater the deceleration, the faster the object's deceleration process), wherein the second mapping table may include a mapping relationship between different moving speeds and different decelerations; control the virtual vehicle to decelerate according to the target deceleration.

[0123] For example, taking the virtual vehicle as a virtual vehicle, when it is detected that the player is dragging the first brake control (such as a "multi-directional emergency stop" button), the dragging distance of the "multi-directional emergency stop" button by the player can be obtained, and then the second mapping table can be queried based on the obtained dragging distance to obtain the target deceleration corresponding to the obtained dragging distance, and then the virtual vehicle can be controlled to turn in the dragging direction of the dragging operation (for example, assuming the player drags the "multi-directional emergency stop" button to the right, the virtual vehicle can be controlled to turn right) while controlling the virtual vehicle to decelerate according to the target deceleration. In this way, the player can control the deceleration process of the virtual vehicle by adjusting the dragging distance of the dragging operation, thereby further improving the accuracy of control over the virtual vehicle.

[0124] It should be noted that the second mapping table may be pre-configured by a game planner. For example, the game planner may pre-configure corresponding decelerations for different dragging distances, thereby obtaining the second mapping table.

[0125] In other embodiments, when the moving speed of the virtual vehicle is different, the corresponding deceleration process may be different, and the above-mentioned control of the virtual vehicle to decelerate may also be achieved in the following ways: in response to the moving speed of the virtual vehicle being greater than or equal to the second speed threshold (i.e., high-speed moving state), the virtual vehicle is controlled to decelerate according to the first deceleration; in response to the moving speed of the virtual vehicle being less than the second speed threshold and greater than or equal to the third speed threshold (i.e., medium-speed moving state), the virtual vehicle is controlled to decelerate according to the second deceleration, wherein the third speed threshold is less than the second speed threshold, and the second deceleration is less than the first deceleration; in response to the moving speed of the virtual vehicle being less than the third speed threshold (i.e., low-speed moving state), the virtual vehicle is controlled to decelerate according to the third deceleration, wherein the third deceleration is less than the second deceleration.

[0126] For example, taking the virtual vehicle as an example, when the virtual vehicle is in a high-speed moving state, the virtual vehicle can be controlled to decelerate at a larger deceleration; when the virtual vehicle is in a medium-speed moving state, the virtual vehicle can be controlled to decelerate at a medium deceleration; when the virtual vehicle is in a low-speed moving state, the virtual vehicle can be controlled to decelerate at a smaller deceleration. That is to say, when the virtual vehicle is at different moving speeds, the corresponding deceleration process can be different. In this way, the visual feedback effect can be enhanced, allowing players to clearly feel the real physical feedback of the virtual vehicle at different moving speeds, thereby making the entire deceleration process more immersive and delicate.

[0127] In other embodiments, the deceleration process of the virtual vehicle can also be achieved by simulating the physical laws of the real world. In this case, the above-mentioned control of the virtual vehicle to decelerate can also be achieved in the following ways: obtaining a first virtual friction force between the tires of the virtual vehicle and the ground of the virtual scene; obtaining a second virtual friction force provided by the brakes of the virtual vehicle; obtaining the virtual steering resistance when the virtual vehicle turns; and controlling the virtual vehicle to gradually decelerate under the action of the first virtual friction force, the second virtual friction force and the virtual steering resistance.

[0128] For example, taking the virtual vehicle as an example, before controlling the virtual vehicle to decelerate, the first virtual friction coefficient between the tires of the virtual vehicle and the ground of the virtual scene can be obtained first, and then the multiplication result of the first virtual friction coefficient and the weight of the virtual vehicle can be used as the first virtual friction force between the virtual vehicle and the ground, and then the second virtual friction force provided by the brakes of the virtual vehicle and the virtual steering resistance of the virtual vehicle when turning can be obtained. Finally, the virtual vehicle can be controlled to gradually decelerate under the action of the first virtual friction force, the second virtual friction force and the virtual steering resistance. In this way, the deceleration process of the virtual vehicle can be made to conform to the physical laws of the real world, thereby increasing the realism and immersion of the game, thereby enhancing the player's gaming experience.

[0129] The vehicle processing method for a virtual scene provided in the embodiment of the present application integrates the steering function and the deceleration function of the virtual vehicle. The player only needs to operate one control to simultaneously control the virtual vehicle to turn and decelerate. In this way, compared with the related art, the player needs to operate multiple controls at the same time to realize the steering and deceleration of the virtual vehicle, which improves the operating efficiency of the virtual vehicle in the virtual scene and thus improves the player's gaming experience.

[0130] Below, taking a shooting game as an example, an exemplary application of the embodiment of the present application in an actual application scenario is explained.

[0131] In shooting games, players can control the player characters to drive a variety of virtual vehicles (hereinafter referred to as vehicles) in the game. In the tense game rhythm, when the player wants to stop and get off the vehicle while controlling the player character to drive the vehicle at a certain speed, he often chooses the most efficient way of braking and getting off. In the related art, the operation of emergency braking and getting off the vehicle can be divided into two types: one is emergency braking and getting off without turning, and the other is emergency braking and getting off with turning (for example, including left and right turning). For emergency braking and getting off without turning, the player needs to press the "emergency brake" button first, and press the "get off" button when the vehicle's moving speed reaches 0; and for emergency braking and getting off with turning, the player first needs to press the "emergency brake" button and the "direction" button with the left and right hands at the same time, and press the "get off" button when the vehicle's moving speed reaches 0. It can be seen that both of the above two operation methods require the player to perform more precise operations with multiple fingers on the left and right, and need to accurately grasp the timing of the operation, which is not fast enough. In addition, players who are not proficient in the use of the vehicle may easily press the "Get Off" button when the vehicle's movement speed is not 0, causing the player character to get off the vehicle prematurely, triggering fall damage and causing damage to the player character's health value.

[0132] In view of this, the embodiment of the present application provides a vehicle processing method for a virtual scene, which can realize the function of multi-directional emergency stop and getting off the vehicle with just one button. For example, the player can complete the operation of turning left and emergency stop braking / turning right and emergency stop braking / backward emergency stop braking by dragging the multi-directional emergency stop button (corresponding to the first brake control mentioned above) in three directions (for example, left, right, and right). When the player continues to drag the multi-directional emergency stop button in the corresponding direction to the get-off identification hot zone (corresponding to the area where the first vehicle exit control is located), the player character can be immediately triggered to get off the vehicle. In this way, the player only needs one finger to drag a button in three directions to complete the above operations, which is easy to use, and also effectively improves the operating efficiency and accuracy, thereby greatly improving the player's vehicle operation fluency.

[0133] The following is a detailed description of the vehicle processing method for the virtual scene provided in the embodiment of the present application.

[0134] In some embodiments, when the player drags the multi-directional emergency stop button downward, the emergency brake operation will be triggered immediately, and the vehicle's moving speed will quickly drop to 0. If the player continues to drag the multi-directional emergency stop button downward to the get-off identification hot zone, the player character can be automatically triggered to get off the vehicle immediately, thereby completing the operation of emergency braking and getting off without turning; if the player drags the multi-directional emergency stop button to the left / right, the emergency brake operation will be triggered immediately and the turning operation to the left / right will be triggered at the same time, that is, when the vehicle deflects to the left / right, the moving speed will quickly drop to 0. If the player continues to drag the multi-directional emergency stop button to the left / right to the get-off identification hot zone, the player character can be automatically triggered to get off the vehicle immediately, thereby completing the operation of turning (including left turn, right turn), emergency braking and getting off. In this way, the player can complete the operation that originally required multi-finger cooperation to complete with one click, which improves the operating efficiency and allows the player to have more possibilities to control other operations at the same time.

[0135] For example, see Fig. 6A , Fig. 6A is a schematic diagram of a first application scenario of the vehicle processing method of a virtual scene provided in an embodiment of the present application, such as Fig. 6A As shown, a moving vehicle 601 (e.g., a virtual vehicle) and a multi-directional emergency stop button 602 are displayed in a virtual scene, and multiple direction marks may be displayed around the multi-directional emergency stop button 602 to indicate the draggable direction of the multi-directional emergency stop button 602. For example, a left direction mark may be displayed on the left side of the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged to the left; a right direction mark may be displayed on the right side of the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged to the right; and a downward direction mark may be displayed below the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged downward. When it is detected that the player drags the multi-directional emergency stop button 602 to the left, the multi-directional emergency stop button 602 can be highlighted, and the get-off identification hot zone 603 can be displayed on the left side of the multi-directional emergency stop button 602 and at a set distance (for example, 3 cm) from the multi-directional emergency stop button 602. If the player does not touch the get-off identification hot zone 603 while dragging the multi-directional emergency stop button 602 to the left, the vehicle 601 can be controlled to decelerate and stop while turning left. In other words, if the player drags the multi-directional emergency stop button 602 to the left but does not drag and touch the get-off identification hot zone 603 on the left, the multi-directional emergency stop button 602 can be highlighted, and the vehicle 601 can be triggered to decelerate and stop while turning left with one click.

[0136] For example, see Figure 6B , Figure 6B is a schematic diagram of a second application scenario of the vehicle processing method of the virtual scene provided in an embodiment of the present application, such as Figure 6BAs shown, a moving vehicle 601 (e.g., a virtual vehicle) and a multi-directional emergency stop button 602 are displayed in a virtual scene, and multiple direction marks may be displayed around the multi-directional emergency stop button 602 to indicate the draggable direction of the multi-directional emergency stop button 602. For example, a left direction mark may be displayed on the left side of the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged to the left; a right direction mark may be displayed on the right side of the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged to the right; and a downward direction mark may be displayed below the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged downward. When it is detected that the player drags the multi-directional emergency stop button 602 to the right, the multi-directional emergency stop button 602 can be highlighted, and the get-off identification hot zone 603 can be displayed on the right side of the multi-directional emergency stop button 602 and at a set distance (for example, 3 cm) from the multi-directional emergency stop button 602. If the player does not touch the get-off identification hot zone 603 while dragging the multi-directional emergency stop button 602 to the right, the vehicle 601 can be controlled to turn right and decelerate and stop at the same time. In other words, if the player drags the multi-directional emergency stop button 602 to the right but does not drag and touch the get-off identification hot zone 603 on the right, the multi-directional emergency stop button 602 can be highlighted, and one-click triggers the vehicle 601 to turn right and decelerate and stop at the same time.

[0137] For example, see Figure 6C , Figure 6C is a schematic diagram of a third application scenario of the vehicle processing method for a virtual scene provided in an embodiment of the present application, such as Figure 6CAs shown, a moving vehicle 601 (e.g., a virtual vehicle) and a multi-directional emergency stop button 602 are displayed in a virtual scene, and multiple direction marks may be displayed around the multi-directional emergency stop button 602 to indicate the draggable direction of the multi-directional emergency stop button 602. For example, a left direction mark may be displayed on the left side of the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged to the left; a right direction mark may be displayed on the right side of the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged to the right; and a downward direction mark may be displayed below the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged downward. When it is detected that the player drags the multi-directional emergency stop button 602 downward, the multi-directional emergency stop button 602 can be highlighted, and the get-off identification hot zone 603 can be displayed below the multi-directional emergency stop button 602 and at a set distance (for example, 3 cm) from the multi-directional emergency stop button 602. If the player does not touch the get-off identification hot zone 603 while dragging the multi-directional emergency stop button 602 downward, the vehicle 601 can be controlled to decelerate and stop backward. In other words, if the player drags the multi-directional emergency stop button 602 downward but does not drag and touch the get-off identification hot zone 603 below, the multi-directional emergency stop button 602 can be highlighted, and the vehicle 601 can be triggered to decelerate and stop backward with one click.

[0138] For example, see Fig.6D , Fig.6D is a schematic diagram of a fourth application scenario of the vehicle processing method for a virtual scene provided in an embodiment of the present application, such as Fig.6DAs shown, a moving vehicle 601 (e.g., a virtual vehicle) and a multi-directional emergency stop button 602 are displayed in a virtual scene, and multiple direction marks may be displayed around the multi-directional emergency stop button 602 to indicate the draggable direction of the multi-directional emergency stop button 602. For example, a left direction mark may be displayed on the left side of the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged to the left; a right direction mark may be displayed on the right side of the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged to the right; and a downward direction mark may be displayed below the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged downward. When it is detected that the player drags the multi-directional emergency stop button 602 to the left, the multi-directional emergency stop button 602 can be highlighted, and the get-off identification hot zone 603 can be displayed on the left side of the multi-directional emergency stop button 602 and at a set distance (for example, 3 cm) from the multi-directional emergency stop button 602. If the player touches the get-off identification hot zone 603 while dragging the multi-directional emergency stop button 602 to the left, for example, if the player drags the multi-directional emergency stop button 602 to the left get-off identification hot zone 603, the get-off identification hot zone 603 can be highlighted, and the vehicle 601 can be controlled to turn left and decelerate and stop at the same time. When the moving speed of the vehicle 601 drops to 0, the player character 604 can be controlled to automatically leave the vehicle 601. That is to say, if the player drags the multi-directional emergency stop button 602 to the left to the get-off identification hot zone 603 on the left, the multi-directional emergency stop button 602 and the get-off identification hot zone 603 will be highlighted at the same time. At this time, the vehicle 601 will, in addition to turning left and slowing down and stopping suddenly, additionally trigger the function of the player character 604 (for example, the game character driving the vehicle 601) to get off the vehicle.

[0139] For example, see Fig. 6E , Fig. 6E is a fifth application scenario diagram of the vehicle processing method for a virtual scene provided in an embodiment of the present application, such as Fig. 6EAs shown, a moving vehicle 601 (e.g., a virtual vehicle) and a multi-directional emergency stop button 602 are displayed in a virtual scene, and multiple direction marks may be displayed around the multi-directional emergency stop button 602 to indicate the draggable direction of the multi-directional emergency stop button 602. For example, a left direction mark may be displayed on the left side of the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged to the left; a right direction mark may be displayed on the right side of the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged to the right; and a downward direction mark may be displayed below the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged downward. When it is detected that the player drags the multi-directional emergency stop button 602 to the left, the multi-directional emergency stop button 602 can be highlighted, and the get-off identification hot zone 603 can be displayed on the left side of the multi-directional emergency stop button 602 and at a set distance (for example, 3 cm) from the multi-directional emergency stop button 602. If the player touches the get-off identification hot zone 603 while dragging the multi-directional emergency stop button 602 to the right, for example, if the player drags the multi-directional emergency stop button 602 to the right to the get-off identification hot zone 603, the get-off identification hot zone 603 can be highlighted, and the vehicle 601 can be controlled to turn right and decelerate and stop at the same time. When the moving speed of the vehicle 601 drops to 0, the player character 604 can be controlled to automatically leave the vehicle 601. That is to say, if the player drags the multi-directional emergency stop button 602 to the right to the get-off identification hot zone 603 on the right, the multi-directional emergency stop button 602 and the get-off identification hot zone 603 will be highlighted at the same time. At this time, the vehicle 601 will, in addition to turning right and slowing down and stopping, additionally trigger the function of the player character 604 (for example, the game character driving the vehicle 601) to get off the vehicle.

[0140] For example, see Fig. 6F , Fig. 6F 6 is a schematic diagram of a sixth application scenario of the vehicle processing method for a virtual scene provided in an embodiment of the present application. Fig. 6FAs shown, a moving vehicle 601 (e.g., a virtual vehicle) and a multi-directional emergency stop button 602 are displayed in a virtual scene, and multiple direction marks may be displayed around the multi-directional emergency stop button 602 to indicate the draggable direction of the multi-directional emergency stop button 602. For example, a left direction mark may be displayed on the left side of the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged to the left; a right direction mark may be displayed on the right side of the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged to the right; and a downward direction mark may be displayed below the multi-directional emergency stop button 602 to remind the player that the multi-directional emergency stop button 602 may be dragged downward. When it is detected that the player drags the multi-directional emergency stop button 602 downward, the multi-directional emergency stop button 602 can be highlighted, and the get-off identification hot zone 603 can be displayed below the multi-directional emergency stop button 602 and at a set distance (e.g., 3 cm) from the multi-directional emergency stop button 602. If the player touches the get-off identification hot zone 603 while dragging the multi-directional emergency stop button 602 downward, for example, if the player drags the multi-directional emergency stop button 602 downward to the get-off identification hot zone 603 below, the get-off identification hot zone 603 can be highlighted, and the vehicle 601 can be controlled to decelerate and stop backward. When the moving speed of the vehicle 601 drops to 0, the player character 604 can be controlled to automatically leave the vehicle 601. That is to say, if the player drags the multi-directional emergency stop button 602 downward to the get-off identification hot zone 603 below, the multi-directional emergency stop button 602 and the get-off identification hot zone 603 will be highlighted at the same time. At this time, the vehicle 601 will, in addition to decelerating and stopping backwards, additionally trigger the function of the player character 604 (for example, the game character driving the vehicle 601) to get off the vehicle.

[0141] Next, continue to combine Figure 7 The vehicle processing method of the virtual scene provided in the embodiment of the present application is described in detail.

[0142] For example, see Figure 7 , Figure 7 is a fourth flow chart of the vehicle processing method for a virtual scene provided in an embodiment of the present application, which will be combined with Figure 7 The steps shown are explained.

[0143] In step 201 , it is determined whether the vehicle speed is greater than 0. If not, step 202 is executed; if so, step 203 is executed.

[0144] In some embodiments, when the player controls the player character to drive a vehicle in the game, he can first determine whether the current speed of the vehicle is 0. If it is 0, it means that there is no need to control the vehicle to turn or stop suddenly, and the multi-directional emergency stop button can be displayed; if it is not 0, it means that there is a need to control the vehicle to turn or stop suddenly, and the multi-directional emergency stop button can be displayed.

[0145] In step 202, the multi-directional emergency stop button is hidden.

[0146] In step 203, a multi-directional emergency stop button is displayed.

[0147] In step 204 , it is determined whether the multi-directional emergency stop button is dragged, if not, the process returns to step 203 ; if yes, the process proceeds to step 205 .

[0148] In step 205 , the dragging direction is determined. If the direction is left, step 206 is executed; if the direction is right, step 213 is executed; if the direction is backward, step 220 is executed.

[0149] In some embodiments, when it is detected that the player is dragging a multi-directional emergency stop button, the multi-directional emergency stop button can be highlighted, and the player's dragging direction can also be determined. If the player drags the multi-directional emergency stop button to the left, a get-off identification hot zone can be displayed on the left side of the multi-directional emergency stop button; if the player drags the multi-directional emergency stop button to the right, a get-off identification hot zone can be displayed on the right side of the multi-directional emergency stop button; if the player drags the multi-directional emergency stop button downward, a get-off identification hot zone can be displayed below the multi-directional emergency stop button.

[0150] In step 206 , it is determined whether the vehicle is dragged to the vehicle disembarkation identification hotspot. If not, step 207 is executed; if yes, step 210 is executed.

[0151] In step 207, the vehicle is controlled to turn left and decelerate and stop suddenly.

[0152] In step 208 , it is determined whether the vehicle speed is 0. If not, the process returns to step 207 ; if so, the process proceeds to step 209 .

[0153] In step 209, the multi-directional emergency stop button is hidden.

[0154] In some embodiments, when it is detected that the player drags the multi-directional emergency stop button to the left, it can be determined whether the player drags the multi-directional emergency stop button to the get-off identification hot zone. If the player does not drag the multi-directional emergency stop button to the get-off identification hot zone, the vehicle can be controlled to turn left while slowing down and stopping. When it is detected that the vehicle speed drops to 0, the multi-directional emergency stop button is hidden.

[0155] In step 210, the hot zone for identification of getting off the vehicle is highlighted, the vehicle is controlled to turn left, and decelerate and stop suddenly.

[0156] In step 211 , it is determined whether the vehicle speed is 0. If not, the process returns to step 210 ; if so, the process proceeds to step 212 .

[0157] In step 212, the multi-directional emergency stop button is hidden, and the player character is controlled to automatically get off the vehicle.

[0158] In some embodiments, if the player drags the multi-directional emergency stop button to the get-off identification hot zone, the get-off identification hot zone can be highlighted, and the vehicle can be controlled to turn left and slow down to stop. When the vehicle speed drops to 0, the multi-directional emergency stop button is hidden and the player character can be triggered to get off the vehicle.

[0159] In step 213 , it is determined whether the vehicle is dragged to the vehicle disembarkation identification hotspot. If not, step 214 is executed; if yes, step 217 is executed.

[0160] In step 214, the vehicle is controlled to turn right and decelerate and stop suddenly.

[0161] In step 215 , it is determined whether the vehicle speed is 0. If not, the process returns to step 214 ; if so, the process proceeds to step 216 .

[0162] In step 216, the multi-directional emergency stop button is hidden.

[0163] In some embodiments, when it is detected that the player drags the multi-directional emergency stop button to the right, it can be determined whether the player drags the multi-directional emergency stop button to the get-off identification hot zone. If the player does not drag the multi-directional emergency stop button to the get-off identification hot zone, the vehicle can be controlled to turn right and slow down to stop. When it is detected that the vehicle speed drops to 0, the multi-directional emergency stop button is hidden.

[0164] In step 217, the hot zone for identification of getting off the vehicle is highlighted, the vehicle is controlled to turn right, and decelerates and stops suddenly.

[0165] In step 218 , determine whether the vehicle speed is 0. If not, return to step 217 ; if so, execute step 219 .

[0166] In step 219, the multi-directional emergency stop button is hidden, and the player character is controlled to automatically get off the vehicle.

[0167] In some embodiments, if the player drags the multi-directional emergency stop button to the get-off identification hot zone, the get-off identification hot zone can be highlighted, and the vehicle can be controlled to turn right and slow down to an emergency stop. When the vehicle speed drops to 0, the multi-directional emergency stop button is hidden and the player character can be triggered to get off the vehicle.

[0168] In step 220 , it is determined whether the vehicle is dragged to the vehicle disembarkation identification hotspot. If not, step 221 is executed; if yes, step 224 is executed.

[0169] In step 221, the vehicle is controlled to decelerate and stop backwards.

[0170] In step 222 , determine whether the vehicle speed is 0. If not, return to step 221 ; if so, execute step 223 .

[0171] In step 223, the multi-directional emergency stop button is hidden.

[0172] In some embodiments, when it is detected that the player drags the multi-directional emergency stop button downward, it is first determined whether the player drags the multi-directional emergency stop button to the get-off identification hot zone. If the player does not drag the multi-directional emergency stop button to the get-off identification hot zone, the vehicle can be controlled to slow down and stop backward. When it is detected that the vehicle speed drops to 0, the multi-directional emergency stop button can be hidden.

[0173] In step 224, the hot zone for identification of getting off the vehicle is highlighted, and the vehicle is controlled to decelerate and stop suddenly.

[0174] In step 225 , determine whether the vehicle speed is 0. If not, return to step 224 ; if so, execute step 226 .

[0175] In step 226, the multi-directional emergency stop button is hidden, and the player character is controlled to automatically get off the vehicle.

[0176] In some embodiments, if the player drags the multi-directional emergency stop button to the get-off identification hot zone, the get-off identification hot zone can be highlighted, and the vehicle can be controlled to slow down and stop. When the vehicle speed drops to 0, the multi-directional emergency stop button can be hidden while the player character is triggered to get off the vehicle.

[0177] In summary, the vehicle processing method for a virtual scene provided by the embodiment of the present application has the following beneficial effects:

[0178] The technical solution provided in the embodiment of the present application supports players to realize the functions of multi-directional steering, emergency stop and getting off the vehicle through a quick operation method with a multi-directional operation of one button (such as a "multi-directional emergency stop" button), which greatly improves the operating efficiency and accuracy, has extremely high tactical value and reusability, and has a relatively broad application prospect in shooting-type tactical competitive games.

[0179] The following is a description of an exemplary structure of a vehicle processing device 555 of a virtual scene provided by an embodiment of the present application implemented as a software module. In some embodiments, Figure 2As shown, the software modules stored in the vehicle processing device 555 of the virtual scene in the memory 550 may include: a display module 5551 and a control module 5552 .

[0180] Display module 5551 is used to display a virtual scene, wherein the virtual scene includes a virtual vehicle and a first brake control; control module 5552 is used to control the virtual vehicle to turn in the direction indicated by the movement operation and control the virtual vehicle to decelerate in response to a movement operation on the first brake control when the virtual vehicle is in a running state.

[0181] In some embodiments, the virtual vehicle carries at least one virtual object; the control module 5552 is also used to control the virtual vehicle to turn in the direction indicated by the movement operation and control the virtual vehicle to decelerate in response to a movement operation for the first braking control, and the movement operation satisfies a first condition; or, to control the virtual vehicle to turn in the direction indicated by the movement operation and control the virtual vehicle to decelerate in response to a movement operation for the first braking control and the movement operation satisfies a second condition, and control at least one virtual object to leave the virtual vehicle.

[0182] In some embodiments, the display module 5551 is also used to display a first vehicle departure control in a virtual scene in response to a movement operation on the first brake control, wherein the first vehicle departure control is located in a first direction of the first brake control and is separated from the first brake control by a set distance, and the first direction is the direction indicated by the movement operation; the control module 5552 is also used to control the virtual vehicle to turn in the direction indicated by the movement operation and control the virtual vehicle to decelerate in response to the overlapping area between the first brake control and the first vehicle departure control after movement being less than an area threshold, or the first brake control after movement not completely passing through the first vehicle departure control.

[0183] In some embodiments, the display module 5551 is also used to cancel the display of the first vehicle exit control in the virtual scene in response to the movement operation being released; the control module 5552 is also used to control the first brake control to return to the position before the movement operation was performed, and to control the virtual vehicle to stop turning and decelerating.

[0184] In some embodiments, the control module 5551 is also used to perform one of the following processes: controlling the virtual vehicle to immediately stop turning and decelerating; after a set period of time, controlling the virtual vehicle to stop turning and decelerating.

[0185] In some embodiments, the virtual scene also includes a second braking control and a second vehicle leaving control; the control module 5552 is also used to control the virtual vehicle to decelerate in response to a trigger operation on the second braking control; and to control at least one virtual object to leave the virtual vehicle in response to a trigger operation on the second vehicle leaving control.

[0186] In some embodiments, the control module 5552 is also used to control the virtual vehicle to turn in the direction indicated by the movement operation and control the virtual vehicle to decelerate in response to a movement operation on the first braking control, and the movement distance of the movement operation is less than a distance threshold.

[0187] In some embodiments, the control module 5552 is also used to control the virtual vehicle to turn in the direction indicated by the movement operation and control the virtual vehicle to decelerate in response to a movement operation on the first braking control, and the operation duration of the movement operation is less than a duration threshold.

[0188] In some embodiments, the display module 5551 is also used to display a first vehicle leaving control in a virtual scene in response to a movement operation on the first brake control, wherein the first vehicle leaving control is located in a first direction of the first brake control and is separated from the first brake control by a set distance, and the first direction is the direction indicated by the movement operation; the control module 5552 is also used to control the virtual vehicle to turn in the direction indicated by the movement operation, control the virtual vehicle to decelerate, and control at least one virtual object to leave the virtual vehicle in response to the overlapping area between the moved first brake control and the first vehicle leaving control reaching an area threshold, or the moved first brake control completely passing through the first vehicle leaving control.

[0189] In some embodiments, the display module 5551 is further used to cancel the display of the first brake control in the virtual scene; the control module 5552 is further used to control the virtual object driving the virtual vehicle in at least one virtual object to leave the virtual vehicle.

[0190] In some embodiments, the display module 5551 is also used to highlight the first brake control in response to a movement operation on the first brake control; and to highlight the first vehicle leaving control in response to the overlapping area between the moved first brake control and the first vehicle leaving control reaching an area threshold, or the moved first brake control completely passing through the first vehicle leaving control, to prompt that the function associated with the first vehicle leaving control is currently in effect.

[0191] In some embodiments, the control module 5552 is also used to control the virtual vehicle to turn in the direction indicated by the movement operation, control the virtual vehicle to decelerate, and control at least one virtual object to leave the virtual vehicle in response to a movement operation on the first braking control and the movement distance of the movement operation reaches a distance threshold.

[0192] In some embodiments, the control module 5552 is also used to control the virtual vehicle to turn in the direction indicated by the movement operation, control the virtual vehicle to decelerate, and control at least one virtual object to leave the virtual vehicle in response to a movement operation on the first braking control, and the operation duration of the movement operation reaches a duration threshold.

[0193] In some embodiments, the display module 5551 is further used to display at least one direction indicator around the first brake control before the control module 5552 responds to the movement operation of the first brake control, wherein the direction indicator is used to indicate the movable direction of the first brake control.

[0194] In some embodiments, the control module 5552 is also used to control the virtual vehicle to turn toward the movable direction indicated by the first direction identifier in response to moving the first brake control toward the movable direction indicated by the first direction identifier, and to control the virtual vehicle to decelerate, wherein the first direction identifier is any one of the at least one direction identifier.

[0195] In some embodiments, the vehicle processing device 555 of the virtual scene also includes an acquisition module 5553 and a query module 5554, wherein the acquisition module 5553 is used to obtain the moving distance of the moving operation in response to the moving operation of the first braking control; the query module 5554 is used to query the first mapping table based on the moving distance to obtain the target turning speed corresponding to the moving distance, wherein the first mapping table includes a mapping relationship between different moving distances and different turning speeds; the control module 5552 is also used to control the virtual vehicle to turn in the direction indicated by the moving operation according to the target turning speed, and control the virtual vehicle to decelerate.

[0196] In some embodiments, the acquisition module 5553 is also used to acquire characteristic data of the virtual vehicle and environmental data of the environment in which the virtual vehicle is currently located in response to a movement operation on the first braking control; the vehicle processing device 555 of the virtual scene also includes a determination module 5555, which is used to determine the turning speed of the virtual vehicle based on the characteristic data of the virtual vehicle and the environmental data of the environment; the control module 5552 is also used to control the virtual vehicle to turn in the direction indicated by the movement operation according to the turning speed, and control the virtual vehicle to decelerate.

[0197] In some embodiments, the determination module 5555 is also used to construct a dynamic model for the virtual vehicle based on the characteristic data of the virtual vehicle and the environmental data of the environment; based on the dynamic model, determine the turning radius and steering torque of the virtual vehicle; based on the moving speed and steering torque of the virtual vehicle, determine the turning acceleration of the virtual vehicle; based on the turning radius and steering acceleration, determine the turning speed of the virtual vehicle.

[0198] In some embodiments, the acquisition module 5553 is also used to obtain the moving distance of the moving operation; the query module 5554 is also used to query the second mapping table based on the moving distance to obtain the target deceleration corresponding to the moving distance, wherein the second mapping table includes a mapping relationship between different moving distances and different decelerations; the control module 5552 is also used to control the virtual vehicle to decelerate according to the target deceleration.

[0199] In some embodiments, the control module 5552 is also used to perform one of the following processes: in response to the moving speed of the virtual vehicle being greater than or equal to a second speed threshold, controlling the virtual vehicle to decelerate according to a first deceleration; in response to the moving speed of the virtual vehicle being less than the second speed threshold and greater than or equal to a third speed threshold, controlling the virtual vehicle to decelerate according to a second deceleration, wherein the third speed threshold is less than the second speed threshold, and the second deceleration is less than the first deceleration; in response to the moving speed of the virtual vehicle being less than the third speed threshold, controlling the virtual vehicle to decelerate according to a third deceleration, wherein the third deceleration is less than the second deceleration.

[0200] In some embodiments, the acquisition module 5553 is also used to obtain a first virtual friction force between the tires of the virtual vehicle and the ground of the virtual scene; to obtain a second virtual friction force provided by the brakes of the virtual vehicle; to obtain a virtual steering resistance when the virtual vehicle turns; and the control module 5552 is also used to control the virtual vehicle to gradually decelerate under the action of the first virtual friction force, the second virtual friction force and the virtual steering resistance.

[0201] It should be noted that the description of the device in the embodiment of the present application is similar to the description of the method embodiment described above, and has similar beneficial effects as the method embodiment, so it will not be repeated. Figure 3 , Figure 4 ,or Figure 5 The present invention should be understood by referring to the description of any one of the accompanying drawings.

[0202] The embodiment of the present application provides a computer program product, which includes a computer program or a computer executable instruction, and the computer program or the computer executable instruction is stored in a computer-readable storage medium. The processor of the computer device reads the computer executable instruction from the computer-readable storage medium, and the processor executes the computer executable instruction, so that the computer device executes the vehicle processing method of the virtual scene described in the embodiment of the present application.

[0203] The present application embodiment provides a computer-readable storage medium storing computer-executable instructions, wherein the computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor will execute the vehicle processing method of the virtual scene provided by the present application embodiment, for example, Figure 3 , Figure 4 ,or Figure 5 A vehicle processing method for a virtual scene is shown.

[0204] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or it may be various devices including one or any combination of the above memories.

[0205] In some embodiments, executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.

[0206] As an example, the executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed at multiple sites and interconnected by a communication network.

[0207] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims

1. A method for processing a vehicle in a virtual scene, characterized in that: The method comprises: Displaying a virtual scene, wherein the virtual scene includes a virtual vehicle and a first brake control; When the virtual vehicle is in a running state, in response to a movement operation on the first brake control, the virtual vehicle is controlled to turn in a direction indicated by the movement operation, and the virtual vehicle is controlled to decelerate.

2. The method according to claim 1, characterized in that The virtual vehicle carries at least one virtual object; In response to the movement operation on the first brake control, controlling the virtual vehicle to turn in the direction indicated by the movement operation and controlling the virtual vehicle to decelerate, comprises: In response to a movement operation on the first brake control, and the movement operation satisfies a first condition, controlling the virtual vehicle to turn in a direction indicated by the movement operation, and controlling the virtual vehicle to decelerate; In response to a movement operation on the first brake control, and the movement operation satisfies a second condition, the virtual vehicle is controlled to turn in the direction indicated by the movement operation, the virtual vehicle is controlled to decelerate, and at least one of the virtual objects is controlled to leave the virtual vehicle.

3. The method according to claim 2, characterized in that In response to the movement operation on the first brake control, and the movement operation satisfies a first condition, controlling the virtual vehicle to turn in the direction indicated by the movement operation, and controlling the virtual vehicle to decelerate, comprising: In response to a movement operation on the first brake control, displaying a first vehicle leaving control in the virtual scene, wherein the first vehicle leaving control is located in a first direction of the first brake control and is separated from the first brake control by a set distance, and the first direction is a direction indicated by the movement operation; In response to the overlapping area between the first brake control and the first vehicle leaving control after movement being less than an area threshold, or the first brake control after movement not completely passing through the first vehicle leaving control, the virtual vehicle is controlled to turn in the direction indicated by the movement operation, and the virtual vehicle is controlled to decelerate.

4. The method according to claim 3, characterized in that After controlling the virtual vehicle to decelerate, the method further includes: In response to the movement operation being released, the first vehicle exit control is canceled from the virtual scene, the first brake control is controlled to return to the position before the movement operation was performed, and the virtual vehicle is controlled to stop turning and decelerating.

5. The method according to claim 4, characterized in that The controlling the virtual vehicle to stop turning and decelerating comprises: Perform one of the following actions: Controlling the virtual vehicle to immediately stop turning and decelerate; After a set time period, the virtual vehicle is controlled to stop turning and decelerating.

6. The method according to claim 4 or 5, characterized in that: The virtual scene also includes a second brake control and a second vehicle exit control; After controlling the virtual vehicle to stop turning and decelerating, the method further includes: In response to a trigger operation on the second brake control, controlling the virtual vehicle to decelerate; In response to a trigger operation on the second vehicle leaving control, at least one of the virtual objects is controlled to leave the virtual vehicle.

7. The method according to claim 2, characterized in that In response to the movement operation on the first brake control, and the movement operation satisfies a first condition, controlling the virtual vehicle to turn in the direction indicated by the movement operation, and controlling the virtual vehicle to decelerate, comprising: In response to a movement operation on the first brake control, and a movement distance of the movement operation is less than a distance threshold, the virtual vehicle is controlled to turn in a direction indicated by the movement operation, and the virtual vehicle is controlled to decelerate.

8. The method according to claim 2, characterized in that: In response to the movement operation on the first brake control, and the movement operation satisfies a first condition, controlling the virtual vehicle to turn in the direction indicated by the first movement operation, and controlling the virtual vehicle to decelerate, comprising: In response to a movement operation on the first brake control, and an operation duration of the movement operation is less than a duration threshold, the virtual vehicle is controlled to turn in a direction indicated by the movement operation, and the virtual vehicle is controlled to decelerate.

9. The method according to claim 2, characterized in that: In response to the movement operation on the first brake control, and the movement operation satisfies the second condition, controlling the virtual vehicle to turn in the direction indicated by the movement operation, controlling the virtual vehicle to decelerate, and controlling at least one of the virtual objects to leave the virtual vehicle, including: In response to a movement operation on the first brake control, displaying a first vehicle leaving control in the virtual scene, wherein the first vehicle leaving control is located in a first direction of the first brake control and is separated from the first brake control by a set distance, and the first direction is a direction indicated by the movement operation; In response to the overlapping area between the first brake control after movement and the first vehicle leaving control reaching an area threshold, or the first brake control after movement completely passing through the first vehicle leaving control, the virtual vehicle is controlled to turn in the direction indicated by the movement operation, the virtual vehicle is controlled to decelerate, and at least one of the virtual objects is controlled to leave the virtual vehicle.

10. The method according to claim 9, characterized in that When controlling at least one of the virtual objects to leave the virtual vehicle, the method further includes: canceling display of the first brake control in the virtual scene; The controlling at least one of the virtual objects to leave the virtual vehicle comprises: In controlling the at least one virtual object, the virtual object driving the virtual vehicle leaves the virtual vehicle.

11. The method according to claim 9, characterized in that In response to the movement operation on the first brake control, the method further includes: highlighting the first brake control; In response to the overlapping area of ​​the first brake control after movement and the first vehicle leaving control reaching an area threshold, or the first brake control after movement completely passes through the first vehicle leaving control, the method further includes: The first vehicle exit control is highlighted to indicate that the function associated with the first vehicle exit control is currently in effect.

12. The method according to claim 2, characterized in that: In response to the movement operation on the first brake control, and the movement operation satisfies the second condition, controlling the virtual vehicle to turn in the direction indicated by the movement operation, controlling the virtual vehicle to decelerate, and controlling at least one of the virtual objects to leave the virtual vehicle, including: In response to a movement operation on the first brake control, and the movement distance of the movement operation reaches a distance threshold, the virtual vehicle is controlled to turn in the direction indicated by the movement operation, the virtual vehicle is controlled to decelerate, and at least one of the virtual objects is controlled to leave the virtual vehicle.

13. The method according to claim 2, characterized in that In response to the movement operation on the first brake control, and the movement operation satisfies the second condition, controlling the virtual vehicle to turn in the direction indicated by the movement operation, controlling the virtual vehicle to decelerate, and controlling at least one of the virtual objects to leave the virtual vehicle, including: In response to a movement operation on the first braking control, and the operation duration of the movement operation reaches a duration threshold, the virtual vehicle is controlled to turn in the direction indicated by the movement operation, the virtual vehicle is controlled to decelerate, and at least one of the virtual objects is controlled to leave the virtual vehicle.

14. The method according to claim 1, characterized in that Before responding to the movement operation on the first brake control, the method further includes: At least one direction mark is displayed on a periphery of the first brake control, wherein the direction mark is used to indicate a movable direction of the first brake control.

15. The method according to claim 14, characterized in that In response to the movement operation on the first brake control, controlling the virtual vehicle to turn in the direction indicated by the movement operation and controlling the virtual vehicle to decelerate, comprises: In response to moving the first brake control in the movable direction indicated by the first direction identifier, the virtual vehicle is controlled to turn in the movable direction indicated by the first direction identifier, and the virtual vehicle is controlled to decelerate, wherein the first direction identifier is any one of the at least one direction identifier.

16. The method according to claim 1, characterized in that In response to the movement operation on the first brake control, controlling the virtual vehicle to turn in the direction indicated by the movement operation and controlling the virtual vehicle to decelerate, comprises: In response to a movement operation on the first brake control, acquiring a movement distance of the movement operation; querying a first mapping table based on the moving distance to obtain a target turning speed corresponding to the moving distance, wherein the first mapping table includes mapping relationships between different moving distances and different turning speeds; The virtual vehicle is controlled to turn in the direction indicated by the movement operation according to the target turning speed, and the virtual vehicle is controlled to decelerate.

17. The method according to claim 1, characterized in that In response to the movement operation on the first brake control, controlling the virtual vehicle to turn in the direction indicated by the movement operation and controlling the virtual vehicle to decelerate, comprises: In response to the movement operation of the first brake control, acquiring feature data of the virtual vehicle and environmental data of the environment in which the virtual vehicle is currently located; Determining a turning speed of the virtual vehicle based on the characteristic data of the virtual vehicle and the environmental data of the environment; The virtual vehicle is controlled to turn in the direction indicated by the movement operation according to the turning speed, and the virtual vehicle is controlled to decelerate.

18. The method according to claim 17, characterized in that The determining the turning speed of the virtual vehicle based on the characteristic data of the virtual vehicle and the environmental data of the environment includes: Constructing a dynamic model for the virtual vehicle based on the characteristic data of the virtual vehicle and the environmental data of the environment; Based on the dynamic model, determining a turning radius and a turning torque of the virtual vehicle; Determining a steering acceleration of the virtual vehicle based on the moving speed of the virtual vehicle and the steering torque; Based on the turning radius and the turning acceleration, a turning speed of the virtual vehicle is determined.

19. The method according to any one of claims 1 to 18, characterized in that The controlling the virtual vehicle to decelerate includes: Obtaining a moving distance of the moving operation; querying a second mapping table based on the moving distance to obtain a target deceleration corresponding to the moving distance, wherein the second mapping table includes a mapping relationship between different moving distances and different decelerations; Control the virtual vehicle to decelerate according to the target deceleration.

20. The method according to any one of claims 1 to 18, characterized in that The controlling the virtual vehicle to decelerate includes: In response to the moving speed of the virtual vehicle being greater than or equal to a second speed threshold, controlling the virtual vehicle to decelerate according to a first deceleration rate; In response to the moving speed of the virtual vehicle being less than the second speed threshold and greater than or equal to a third speed threshold, controlling the virtual vehicle to decelerate at a second deceleration, wherein the third speed threshold is less than the second speed threshold, and the second deceleration is less than the first deceleration; In response to the moving speed of the virtual vehicle being less than the third speed threshold, the virtual vehicle is controlled to decelerate according to a third deceleration, wherein the third deceleration is less than the second deceleration.

21. The method according to any one of claims 1 to 18, characterized in that The controlling the virtual vehicle to decelerate includes: Acquire a first virtual friction force between a tire of the virtual vehicle and the ground of the virtual scene; Acquire a second virtual friction force provided by a brake of the virtual vehicle; Obtaining a virtual steering resistance when the virtual vehicle turns; The virtual vehicle is controlled to gradually decelerate under the effects of the first virtual friction force, the second virtual friction force and the virtual steering resistance.

22. A vehicle processing device for a virtual scene, characterized in that: The device comprises: A display module, configured to display a virtual scene, wherein the virtual scene includes a virtual vehicle and a first brake control; The control module is used for controlling the virtual vehicle to turn in the direction indicated by the movement operation and to decelerate the virtual vehicle in response to the movement operation of the first brake control when the virtual vehicle is in a running state.

23. An electronic device, characterized in that: include: A memory for storing computer executable instructions; A processor is used to implement the vehicle processing method for a virtual scene as described in any one of claims 1 to 21 when executing the computer executable instructions stored in the memory.

24. A computer-readable storage medium storing computer-executable instructions, characterized in that: When the computer executable instructions are executed by a processor, the vehicle processing method for a virtual scene as described in any one of claims 1 to 21 is implemented.

25. A computer program product comprising a computer program or computer executable instructions, characterized in that: When the computer program or computer executable instructions are executed by a processor, the vehicle processing method for a virtual scene as described in any one of claims 1 to 21 is implemented.

Citation Information

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