Control method and device for virtual object in game, equipment and storage medium

By changing the contact area formed by multiple touch media on the graphical user interface, and simulating the way of manipulating virtual objects with both hands, the problem of rigid movement control methods in the prior art is solved, and a more realistic and delicate control experience is achieved.

CN119565124APending Publication Date: 2025-03-07NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411944844.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-26
Publication Date
2025-03-07

AI Technical Summary

Technical Problem

In the existing gaming technology, the movement control method of virtual objects is relatively stiff, making it difficult to provide a real and delicate control experience.

Method used

By changing the way the multiple contact areas formed by multiple touch media on the graphical user interface, different touch operations are triggered, and the way in which both hands manipulate virtual objects is simulated.

Benefits of technology

It provides a more realistic and delicate movement control experience, enhancing the player's control experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a control method and device for a virtual object in a game, equipment and a storage medium, and the control method comprises the steps: responding to a first touch operation for a controlled virtual object, and controlling the controlled virtual object to move in a first direction in a game scene; and in response to a second touch operation for the controlled virtual object, controlling the controlled virtual object to move along a second direction in the game scene. By means of the control mode, a player can trigger different touch operations on the controlled virtual object by changing the multiple contact areas formed by the multiple touch media on the graphical user interface, the two-hand control mode on the controlled virtual object in the real environment is simulated, and the user experience is improved. And more real and exquisite mobile control experience can be provided for players.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a control method, device, equipment and storage medium for virtual objects in a game. Background Art

[0002] In the prior art, virtual buttons or joysticks are mainly used to control the movement of controlled virtual objects in the game in the direction of the buttons or the rotation direction of the joysticks. However, this traditional mobile control method makes the control experience relatively rigid and it is difficult to provide a more realistic and delicate mobile control experience. Summary of the invention

[0003] In view of this, the present application provides a method, device, equipment and storage medium for controlling virtual objects in a game, so that players can trigger different touch operations on the controlled virtual objects by changing the multiple contact areas formed by multiple touch media on the graphical user interface, simulating the two-handed control method of the controlled virtual objects in the real environment, which is conducive to providing players with a more realistic and delicate mobile control experience.

[0004] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings.

[0005] In a first aspect, an embodiment of the present application provides a method for controlling a virtual object in a game, wherein a touch operation is performed by contacting a graphical user interface with multiple touch media at the same time. The control method includes:

[0006] In response to a first touch operation on the controlled virtual object, controlling the controlled virtual object to move along a first direction in the game scene; wherein the first touch operation represents a touch operation in which a difference between a plurality of contact areas formed by the plurality of touch media on the graphical user interface is less than or equal to a preset threshold;

[0007] In response to a second touch operation on the controlled virtual object, the controlled virtual object is controlled to move along a second direction in the game scene; wherein the second touch operation represents a touch operation in which the difference between the multiple contact areas is greater than a preset threshold, and the second direction is different from the first direction.

[0008] In a second aspect, an embodiment of the present application provides a control device for a virtual object in a game, wherein a touch operation is performed by contacting a graphical user interface with multiple touch media at the same time, and the control device includes:

[0009] A first control module, configured to control the controlled virtual object to move along a first direction in the game scene in response to a first touch operation on the controlled virtual object; wherein the first touch operation represents a touch operation in which a difference between a plurality of contact areas formed by the plurality of touch media on the graphical user interface is less than or equal to a preset threshold;

[0010] A second control module is used to control the controlled virtual object to move along a second direction in the game scene in response to a second touch operation on the controlled virtual object; wherein the second touch operation represents a touch operation in which the difference between the multiple contact areas is greater than a preset threshold, and the second direction is different from the first direction.

[0011] In a third aspect, an embodiment of the present application provides a computer device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the above-mentioned method for controlling virtual objects in a game when executing the computer program.

[0012] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the method for controlling a virtual object in the game are executed.

[0013] The technical solution provided by the embodiments of the present application may have the following beneficial effects:

[0014] The embodiment of the present application provides a control method, device, equipment and storage medium for a virtual object in a game. In response to a first touch operation on the controlled virtual object, the controlled virtual object is controlled to move along a first direction in the game scene; in response to a second touch operation on the controlled virtual object, the controlled virtual object is controlled to move along a second direction in the game scene. Through this control method, the present application enables players to trigger different touch operations on the controlled virtual object by changing the multiple contact areas formed by multiple touch media on the graphical user interface, simulating the two-handed control method of the controlled virtual object in the real environment, which is conducive to providing players with a more realistic and delicate mobile control experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0015] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0016] Figure 1A schematic diagram showing a flow chart of a method for controlling a virtual object in a game provided by an embodiment of the present application;

[0017] Figure 2 A schematic diagram of an interface interaction for controlling a controlled virtual object to move along a first direction provided by an embodiment of the present application is shown;

[0018] Figure 3a A schematic diagram of an interface interaction for controlling a controlled virtual object to turn left provided in an embodiment of the present application is shown;

[0019] Figure 3b A schematic diagram of an interface interaction for controlling a controlled virtual object to turn right provided in an embodiment of the present application is shown;

[0020] Figure 4a A schematic diagram of a graphical user interface provided by an embodiment of the present application when the second touch medium is released during a first touch operation is shown;

[0021] Figure 4b A schematic diagram of a graphical user interface provided by an embodiment of the present application when the first touch medium is released during the second touch operation is shown;

[0022] Figure 5a A schematic diagram of a graphical user interface provided by an embodiment of the present application when the second touch medium is released for too long during a first touch operation is shown;

[0023] Figure 5b A schematic diagram of a graphical user interface provided by an embodiment of the present application when the first touch medium is released for too long during the second touch operation is shown;

[0024] Figure 6 A schematic diagram of the structure of a control device for a virtual object in a game provided by an embodiment of the present application is shown;

[0025] Figure 7 A schematic diagram of the structure of an electronic device 700 provided in an embodiment of the present application. DETAILED DESCRIPTION

[0026] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart under the guidance of the content of the present application, or remove one or more operations from the flowchart.

[0027] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0028] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.

[0029] In the prior art, virtual buttons or joysticks are mainly used to control the movement of controlled virtual objects in the game in the direction of the buttons or the rotation direction of the joysticks. However, this traditional mobile control method makes the control experience relatively rigid and it is difficult to provide a more realistic and delicate mobile control experience.

[0030] Based on this, the embodiments of the present application provide a method, device, equipment and storage medium for controlling virtual objects in a game, so that players can trigger different touch operations on the controlled virtual objects by changing the multiple contact areas formed by multiple touch media on the graphical user interface, simulating the two-handed control method of the controlled virtual objects in the real environment, which is conducive to providing players with a more realistic and delicate mobile control experience.

[0031] In one embodiment of the present application, a method for controlling a virtual object in a game can be run on a terminal device or a server. The terminal device can be a local terminal device. When the method for controlling a virtual object in a game is run on a server, the control method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device (i.e., a terminal device).

[0032] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method of the virtual object in the game are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0033] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0034] To facilitate understanding of the embodiments of the present application, a method, device, equipment and storage medium for controlling a virtual object in a game provided by the embodiments of the present application are introduced in detail below.

[0035] Reference Figure 1 As shown, Figure 1 A flow chart of a method for controlling a virtual object in a game provided by an embodiment of the present application is shown, wherein a touch operation is formed by multiple touch media contacting a graphical user interface at the same time, and the control method includes steps S101-S102; specifically:

[0036] S101 : In response to a first touch operation on a controlled virtual object, control the controlled virtual object to move along a first direction in a game scene.

[0037] S102: In response to a second touch operation on the controlled virtual object, control the controlled virtual object to move along a second direction in the game scene.

[0038] The control method of the virtual object in the above game provided by the embodiment of the present application controls the controlled virtual object to move along the first direction in the game scene in response to the first touch operation on the controlled virtual object; and controls the controlled virtual object to move along the second direction in the game scene in response to the second touch operation on the controlled virtual object. Through this control method, the present application enables the player to trigger different touch operations on the controlled virtual object by changing the multiple contact areas formed by multiple touch media on the graphical user interface, simulating the two-handed control method of the controlled virtual object in the real environment, which is conducive to providing players with a more realistic and delicate mobile control experience.

[0039] The following is an exemplary description of each step in the method for controlling a virtual object in the above game provided by the embodiment of the present application:

[0040] S101 : In response to a first touch operation on a controlled virtual object, control the controlled virtual object to move along a first direction in a game scene.

[0041] Here, a graphical user interface is provided through a terminal device held by the player, and a controlled virtual object (i.e., a virtual object controlled by the player in the game) and at least a part of the game scene are displayed on the graphical user interface; wherein the player can use multiple touch media (such as multiple fingers of the player) to simultaneously contact the graphical user interface to form a touch operation on the controlled virtual object, so as to control the movement of the above-mentioned controlled virtual object in the game scene.

[0042] It should be noted that the above-mentioned controlled virtual objects can be personified virtual game characters, or they can be virtual mounts of virtual game characters in the game (such as virtual creatures in the game such as horses, elephants, tigers, etc.), or they can be virtual vehicles of virtual game characters in the game (such as virtual vehicles in the game such as cars, motorcycles, etc.); the embodiments of the present application do not impose any limitation on the specific object types to which the above-mentioned controlled virtual objects belong.

[0043] It should be noted that, taking the above-mentioned multiple touch media as the player's fingers as an example, the player can use two fingers to touch the graphical user interface to form a two-finger touch operation on the controlled virtual object; or use three or four (i.e. more than two) fingers to touch the graphical user interface to form a multi-finger touch operation on the controlled virtual object; the embodiment of the present application does not impose any limitation on the specific number of touch media in the above-mentioned multiple touch media.

[0044] Specifically, the above-mentioned first touch operation represents a touch operation in which the difference between the multiple contact areas formed by the above-mentioned multiple touch media on the graphical user interface is less than or equal to a preset threshold value; for example, taking the above-mentioned multiple touch media as the player's two fingers as an example, the player's two fingers touch the graphical user interface to form a two-finger touch operation on the controlled virtual object, and the fingerprint contact area of ​​one finger in the two-finger touch operation (that is, the above-mentioned contact area) is recorded as A1, and the fingerprint contact area of ​​the other finger is recorded as A2. If the difference |A1-A2| between the fingerprint contact areas (that is, multiple contact areas) between the two fingers (that is, the absolute value of the difference A1-A2 between the fingerprint contact areas of the two fingers in the two-finger touch operation) is less than or equal to the preset threshold value a (a constant greater than or equal to 0), it can be determined that the two-finger touch operation belongs to the above-mentioned first touch operation.

[0045] It should be noted that the specific value of the above-mentioned preset threshold can be determined according to the actual configuration requirements of the game (for example, if you want to increase the sensitivity of the player's multi-finger touch operation, you can appropriately reduce the above-mentioned preset threshold; if you want to reduce the sensitivity of the player's multi-finger touch operation, you can appropriately increase the above-mentioned preset threshold). The specific value of the above-mentioned preset threshold is not limited in any way in the embodiments of the present application.

[0046] S102: In response to a second touch operation on the controlled virtual object, control the controlled virtual object to move along a second direction in the game scene.

[0047] Here, the second touch operation indicates a touch operation different from the first touch operation in the step S101. Specifically, the second touch operation may indicate a touch operation in which the difference between the multiple contact areas is greater than a preset threshold. That is, taking the multiple touch media as the player's two fingers as an example, the player's two fingers touch the graphical user interface to form a two-finger touch operation on the controlled virtual object. The fingerprint contact area of ​​one finger in the two-finger touch operation (i.e., the above-mentioned contact area) is recorded as A1, and the fingerprint contact area of ​​the other finger is recorded as A2. If the difference in the fingerprint contact area between the two fingers |A1-A2| (i.e., the absolute value of the difference A1-A2 between the fingerprint contact areas of the two fingers in the two-finger touch operation) is greater than a preset threshold a (a constant greater than or equal to 0), it can be determined that the two-finger touch operation belongs to the second touch operation.

[0048] Specifically, the second direction is different from the first direction in the step S101. That is, referring to the description of the first touch operation and the second touch operation, it can be known that in the embodiment of the present application, when the player controls the controlled virtual object to move in the game scene through multiple fingers (i.e., multiple touch media), the player only needs to change the difference between the multiple contact areas formed by the multiple fingers on the graphical user interface to flexibly control whether the controlled virtual object moves along the first direction or the second direction in the game scene (equivalent to if the player wants to control the controlled virtual object to move along the first direction, the contact areas of the multiple fingers are controlled as similar as possible to reduce the difference between the contact areas of the multiple fingers; if the player wants to control the controlled virtual object to move along the second direction, the difference between the contact areas of the multiple fingers is increased). Thus, the player can change the way in which the multiple contact areas are formed by the multiple touch media on the graphical user interface, trigger different touch operations on the controlled virtual object, simulate the two-handed control method of the controlled virtual object in the real environment, and provide the player with a more realistic and delicate mobile control experience.

[0049] It should be noted that in the embodiment of the present application, it is only necessary to ensure that the above-mentioned first direction and the above-mentioned second direction represent different directions respectively. For example, if the first direction represents the forward direction or the backward direction, the second direction can represent the left turn direction or the right turn direction. The embodiment of the present application does not impose any limitation on the specific directions corresponding to the above-mentioned first direction and the above-mentioned second direction respectively.

[0050] The specific implementation process of each of the above steps in the embodiment of the present application is described in detail below:

[0051] Regarding the “gap between multiple contact areas formed by multiple touch media on the graphical user interface” involved in the judgment in the above steps S101-S102, different methods can be used to define the gap between the above multiple contact areas according to whether the touch positions of the multiple touch media on the graphical user interface (that is, the display positions of the above contact areas on the graphical user interface) are located on the same side of the target center line (that is, a preset reference object) according to different situations.

[0052] It should be noted that the above-mentioned target center line can be a straight line on the graphical user interface that passes through the controlled virtual object (equivalent to the position of the target center line changing with the display position of the controlled virtual object on the graphical user interface), or it can be the interface center line of the graphical user interface (equivalent to the position of the target center line can also be fixed); that is, in the embodiment of the present application, the target center line can be a reference object determined according to the display position of the controlled virtual object on the graphical user interface or the interface center line position of the graphical user interface, and the embodiment of the present application does not impose any limitation on the specific position represented by the target center line on the graphical user interface.

[0053] In an optional implementation, when the multiple touch media include multiple touch media whose touch positions are distributed on the same side of the target center line (equivalent to the touch positions of all touch media being located on the same side of the target center line), the absolute value of the difference between the multiple touch areas can be directly calculated as the "gap between multiple contact areas" involved in the judgment in the above steps S101-S102; for example, still taking the above multiple touch media as the player's two fingers as an example, the player's two fingers touch the graphical user interface to form a two-finger touch operation on the controlled virtual object, the fingerprint contact area of ​​one finger in the two-finger touch operation (i.e. the above contact area) is recorded as A1, and the fingerprint contact area of ​​the other finger is recorded as A2, then the difference in the fingerprint contact area between the two fingers |A1-A2| can be directly calculated as the "gap between multiple contact areas" involved in the judgment in the above steps S101-S102.

[0054] Specifically, in the above optional implementation, when the player controls the movement of the controlled virtual object in the game scene by touching multiple touch media whose touch positions are distributed on the same side of the target center line, if the difference between the multiple contact areas formed by the multiple touch media on the graphical user interface is less than or equal to the preset threshold, then when executing the above step S101, the terminal device responds to the first touch operation on the controlled virtual object, and can control the controlled virtual object to move along the first preset direction (that is, the first direction at this time is the first preset direction) in the game scene.

[0055] Specifically, in the above optional implementation, when the player controls the movement of the controlled virtual object in the game scene by touching multiple touch media whose touch positions are distributed on the same side of the target center line, if the difference between the multiple contact areas formed by the multiple touch media on the graphical user interface is greater than the preset threshold, then when executing the above step S102, the terminal device responds to the second touch operation on the controlled virtual object, and can control the controlled virtual object to move along the second preset direction (that is, the second direction at this time is the second preset direction) in the game scene.

[0056] It should be noted that when the player controls the movement of the controlled virtual object in the game scene by touching multiple touch media whose touch positions are distributed on the same side of the target center line, the player can still choose to trigger the first touch operation or the second touch operation on the controlled virtual object by changing the multiple contact areas formed by the multiple touch media on the graphical user interface. The first touch operation and the second touch operation in this case are respectively used to control the controlled virtual object to move along different preset directions (i.e., the above-mentioned first preset direction and the above-mentioned second preset direction) in the game scene (equivalent to the first direction and the second direction in this case respectively representing different preset directions). The specific preset directions respectively represented by the above-mentioned first preset direction and the above-mentioned second preset direction can be set according to the actual game configuration requirements, and the embodiments of the present application do not impose any limitation on this.

[0057] In another optional implementation, when the multiple touch media include a first touch medium and a second touch medium whose touch positions are distributed on both sides of the target center line (equivalent to determining one or more touch media whose touch positions are distributed on one side of the target center line as the first touch medium, and determining one or more touch media whose touch positions are distributed on the other side of the target center line as the second touch medium), a contact area formed by the first touch medium on the graphical user interface is recorded as a first contact area, and a contact area formed by the second touch medium on the graphical user interface is recorded as a second contact area, then the “gap between the multiple contact areas” involved in the judgment in the above steps S101-S102 can be determined according to the gap between the first contact area and the second contact area (for example, the absolute value of the difference between the first contact area and the second contact area can be used as the gap between the multiple contact areas).

[0058] Specifically, in the above optional implementation, when the player controls the movement of the controlled virtual object in the game scene by touching the first touch medium and the second touch medium whose touch positions are distributed on both sides of the target center line, the above step S101 can be performed in the manner shown in the following step a1:

[0059] Step a1: In response to a first touch operation on a controlled virtual object, control the controlled virtual object to move along a preset first direction in a game scene.

[0060] Here, in step a1, the first touch operation refers to a touch operation in which the difference between the first contact area (i.e., the contact area formed by the first touch medium on the graphical user interface) and the second contact area (i.e., the contact area formed by the second touch medium on the graphical user interface) is less than or equal to a preset threshold.

[0061] For example, taking the case where the target center line is the interface center line of a graphical user interface, the sum of the contact areas formed by all touch media located on the left side of the interface center line on the graphical user interface can be calculated as the above-mentioned first contact area, and the sum of the contact areas formed by all touch media located on the right side of the interface center line on the graphical user interface can be calculated as the above-mentioned second contact area. If the absolute value of the difference between the first contact area and the second contact area is less than or equal to a preset threshold, the first touch operation on the controlled virtual object can be triggered.

[0062] It should be noted that, since the above-mentioned first touch operation is triggered when the first contact area and the second contact area are relatively close (that is, the difference between the two is less than or equal to the preset threshold value), it is difficult to judge the player's selection tendency between the moving direction indicated by the first touch position (that is, the touch position of the first touch medium on the graphical user interface) and the moving direction indicated by the second touch position (that is, the touch position of the second touch medium on the graphical user interface) by comparing the numerical values ​​between the first contact area and the second contact area when the above-mentioned first touch operation is triggered. Therefore, when executing the above-mentioned step a1, the controlled virtual object can be controlled to move along the preset first direction (equivalent to the first direction can be a preset direction).

[0063] Specifically, as an optional embodiment, the forward direction or the backward direction can be preset as the first direction. At this time, the terminal device responds to the first touch operation on the controlled virtual object and can control the controlled virtual object to move in a straight line along the first direction in the game scene.

[0064] It should be noted that, in the embodiment of the present application, straight-line movement refers to forward or backward movement without turning, rather than movement in which the path strictly remains straight.

[0065] For example, the controlled virtual object is a horse controlled by a player in a horse riding game. Figure 2 A schematic diagram of an interface interaction for controlling a controlled virtual object to move along a first direction provided by an embodiment of the present application is shown. Figure 2As shown, a graphical user interface 200 is provided by a terminal device, on which a horse 100 (i.e., a controlled virtual object) controlled by a player in a horse riding game and at least a part of a game scene are displayed, and the player can control the horse 100 to move in the game scene through a multi-finger touch operation; wherein, taking a two-finger touch operation (i.e., the number of touch media is 2) as an example, when the player wants to control the horse 100 to move forward in the game scene (i.e., the first direction is a linear movement in the forward direction), the first contact area 201 located on the left side of the center line of the interface (i.e., taking the target center line as the center line of the interface as an example) and the second contact area 202 located on the right side of the center line of the interface can be adjusted to be approximately equal (i.e., the fingerprint contact areas between the two fingers are not much different), thereby triggering a first touch operation on the horse 100 (i.e., the difference between the first contact area 201 and the second contact area 202 is less than or equal to a preset threshold a). At this time, the terminal device responds to the first touch operation on the horse 100, and can control the horse 100 to move forward in a straight line in the game scene (i.e., to move in a straight line along the first direction).

[0066] Specifically, in the above optional implementation, when the player controls the movement of the controlled virtual object in the game scene by touching the first touch medium and the second touch medium whose touch positions are distributed on both sides of the target center line, the above step S102 can be performed in the manner shown in the following step b1:

[0067] Step b1: In response to a second touch operation on the controlled virtual object, control the controlled virtual object to move along a target second direction in the game scene.

[0068] Here, in step b1, the second touch operation represents a touch operation in which the difference between the first contact area (i.e., the contact area formed by the first touch medium on the graphical user interface) and the second contact area (i.e., the contact area formed by the second touch medium on the graphical user interface) is greater than a preset threshold.

[0069] For example, taking the target center line as the interface center line of the graphical user interface as an example, the sum of the contact areas formed by all touch media located on the left side of the interface center line on the graphical user interface can be calculated as the above-mentioned first contact area, and the sum of the contact areas formed by all touch media located on the right side of the interface center line on the graphical user interface can be calculated as the above-mentioned second contact area. If the absolute value of the difference between the first contact area and the second contact area is greater than a preset threshold, a second touch operation on the controlled virtual object can be triggered.

[0070] Here, the target second direction is determined according to the relative direction between the touch medium with a larger contact area between the first touch medium and the second touch medium and the target center line.

[0071] It should be noted that, since the above-mentioned second touch operation is triggered when the difference between the first contact area and the second contact area is relatively large (that is, the difference between the two is greater than a preset threshold), therefore, when the above-mentioned second touch operation is triggered, the player's selection tendency between the moving direction indicated by the first touch position (that is, the touch position of the first touch medium on the graphical user interface) and the moving direction indicated by the second touch position (that is, the touch position of the second touch medium on the graphical user interface) can be judged by comparing the numerical values ​​between the first contact area and the second contact area. Therefore, when executing the above-mentioned step b1, the relative direction between the touch medium with a larger contact area and the target center line can be determined from multiple second directions as the above-mentioned target second direction, and the controlled virtual object can be controlled to move along the target second direction (equivalent to the target second direction being a direction selected and adjusted by the player in real time).

[0072] Here, as an optional embodiment, the second direction may include a left turn direction and a right turn direction (equivalent to being able to control the controlled virtual object to turn and move along the second direction in the game scene when executing step S102), that is, the player can select a turning direction from the left turn direction and the right turn direction as the target second direction by adjusting the size relationship between the first contact area and the second contact area. At this time, the terminal device can control the controlled virtual object to turn and move along the target second direction in the game scene in response to the second touch operation on the controlled virtual object.

[0073] Specifically, taking the case where the target center line is the interface center line of the graphical user interface, the first contact area is the sum of the contact areas formed by all touch media located on the left side of the interface center line on the graphical user interface, and the second contact area is the sum of the contact areas formed by all touch media located on the right side of the interface center line on the graphical user interface as an example, when the player wants to control the controlled virtual object to turn left (i.e., the target second direction is left), the first contact area and the second contact area can be adjusted so that the first contact area A1 located on the left side of the interface center line is larger than the second contact area A2 located on the right side of the interface center line (i.e., A1-A2>0) and the difference |A1-A2| between the first contact area A1 and the second contact area A2 is larger than the preset threshold a (i.e., ensuring that the difference between the multiple contact areas still meets the definition of the second touch operation), the controlled virtual object can be controlled to turn left in the game scene (i.e., the target second direction is the relative direction between the first touch medium with a larger contact area and the target center line).

[0074] For example, the controlled virtual object is a horse controlled by a player in a horse riding game. Figure 3a FIG. 4 shows a schematic diagram of an interface interaction for controlling a controlled virtual object to turn left provided in an embodiment of the present application. Figure 3a As shown, taking a two-finger touch operation (i.e., the number of touch media is 2) as an example, when the player wants to control the horse 100 to turn left in the game scene (i.e., the target second direction is the left turn direction), the second touch operation on the horse 100 can be triggered (i.e., the difference between the adjusted first contact area 201 and the second contact area 202 is greater than the preset threshold a) and the adjusted first contact area 201 is ensured to be greater than the adjusted second contact area 202 by increasing the first contact area 201 located on the left side of the interface center line (i.e., taking the target center line as the interface center line as an example) and reducing the second contact area 202 located on the right side of the interface center line (or only increasing the first contact area 201 without reducing the second contact area 202). At this time, the terminal device responds to the second touch operation on the horse 100 to control the horse 100 to turn left in the game scene (i.e., at this time, the above-mentioned target second direction is the relative direction between the first touch medium with a larger contact area and the target center line).

[0075] Specifically, still taking the example that the target center line is the interface center line of the graphical user interface, the first contact area is the sum of the contact areas formed by all touch media located on the left side of the interface center line on the graphical user interface, and the second contact area is the sum of the contact areas formed by all touch media located on the right side of the interface center line on the graphical user interface, when the player wants to control the controlled virtual object to move to the right (that is, the target second direction is to the right), the first contact area and the second contact area can be adjusted so that the first contact area A1 located on the left side of the interface center line is smaller than the second contact area A2 located on the right side of the interface center line (that is, A1-A2<0) and the difference |A1-A2| between the first contact area A1 and the second contact area A2 is greater than the preset threshold a (that is, ensuring that the difference between the multiple contact areas still meets the definition of the second touch operation), the controlled virtual object can be controlled to move to the right in the game scene (that is, the target second direction is the relative direction between the second touch medium with a larger contact area and the target center line).

[0076] For example, the controlled virtual object is a horse controlled by a player in a horse riding game. Figure 3b FIG. 4 shows a schematic diagram of an interface interaction for controlling a controlled virtual object to turn right provided by an embodiment of the present application. Figure 3bAs shown, taking a two-finger touch operation (i.e., the number of touch media is 2) as an example, when the player wants to control the horse 100 to turn right in the game scene (i.e., the target second direction is the right turn direction), the second touch operation on the horse 100 can be triggered (i.e., the difference between the adjusted second contact area 202 and the first contact area 201 is greater than the preset threshold a) and the adjusted second contact area 202 is ensured to be greater than the adjusted first contact area 201 by increasing the second contact area 202 located on the right side of the interface center line (i.e., taking the target center line as the interface center line as an example) and reducing the first contact area 201 located on the left side of the interface center line (or only increasing the second contact area 202 without reducing the first contact area 201). At this time, the terminal device responds to the second touch operation on the horse 100 to control the horse 100 to turn right in the game scene (i.e., at this time, the above-mentioned target second direction is the relative direction between the second touch medium with a larger contact area and the target center line).

[0077] It should be noted that the specific method for determining the second direction in the above step S102 is not unique. For example, in addition to the optional embodiment shown in the above step b1, as another optional embodiment, in response to the second touch operation on the controlled virtual object, the controlled virtual object can be controlled to move in the game scene in a direction opposite to the above target second direction (that is, the relative direction between the touch medium with a smaller contact area between the first touch medium and the second touch medium and the target center line). The embodiment of the present application does not impose any limitation on the specific method for determining the second direction in the above step S102.

[0078] With respect to the specific implementation of the above steps S101-S102, no matter the player triggers the first touch operation on the controlled virtual object or triggers the second touch operation on the controlled virtual object, the movement speed of the controlled virtual object can be adjusted by changing the overall contact area (i.e., the above multiple contact areas) formed by all touch media on the graphical user interface.

[0079] Here, as an optional embodiment, the terminal device can control the controlled virtual object to move in the game scene along the first direction or the second direction at an accelerated speed in response to the increase of the multiple contact areas.

[0080] Specifically, if during the execution of the above step S101, it is detected that the overall contact area formed by all touch media on the graphical user interface (i.e., the above-mentioned multiple contact areas) increases, the terminal device can control the controlled virtual object to accelerate and move along the first direction in the game scene; if during the execution of the above step S102, it is detected that the overall contact area formed by all touch media on the graphical user interface (i.e., the above-mentioned multiple contact areas) increases, the terminal device can control the controlled virtual object to accelerate and move along the second direction in the game scene.

[0081] With respect to the specific implementation of the above step S101, it can be seen from the relevant embodiment content at the above step a1 that when executing step S101, the player can control the controlled virtual object to move linearly along the first direction in the game scene through the above first touch operation. At this time, as an optional embodiment, the moving speed of the controlled virtual object when moving linearly along the first direction can be adjusted through the method shown in the following step c1. Specifically:

[0082] Step c1: in response to the increase of the multiple contact areas, controlling the controlled virtual object to move in a straight line along a first direction in the game scene with acceleration.

[0083] Specifically, still taking the first touch operation representing a touch operation in which the difference between the first contact area and the second contact area is less than or equal to a preset threshold as an example, the first contact area located on the left side of the center line of the interface (i.e., taking the target center line as the center line of the interface as an example) is recorded as A1, and the second contact area located on the right side of the center line of the interface is recorded as A2, then the above-mentioned multiple contact areas can be expressed as: A1+A2 (equivalent to the sum of the multiple contact areas formed by multiple touch media on the graphical user interface in the first touch operation).

[0084] For example, when the player wants to control the controlled virtual object to move in a straight line along a first direction with acceleration, the player can control the controlled virtual object to move in a straight line along a first direction in the game scene by appropriately increasing the contact area of ​​one touch medium (i.e., only increasing the first contact area A1 or only increasing the second contact area A2) or simultaneously increasing the contact areas of two touch media (i.e., the first contact area A1 and the second contact area A2 can also be increased) (i.e., ensuring that the above-mentioned multiple touch areas A1+A2 are gradually increased), on the basis that the first contact area A1 and the second contact area A2 are not much different (i.e., the difference between the first contact area A1 and the second contact area A2 |A1-A2| is less than or equal to the preset threshold a) (i.e., ensuring that the difference between the multiple contact areas still meets the definition of the first touch operation).

[0085] It should be noted that when executing step c1, it is only necessary to ensure that the above-mentioned multiple touch areas A1+A2 gradually increase and the difference |A1-A2| between the first contact area A1 and the second contact area A2 is less than or equal to the preset threshold a (that is, to ensure that the difference between the multiple contact areas still meets the definition of the first touch operation) to control the controlled virtual object to accelerate and move in a straight line along the first direction in the game scene; wherein, under the above-mentioned prerequisites, the player can choose to increase the contact area of ​​a single touch medium, or can choose to increase the contact area of ​​multiple touch media. The embodiment of the present application does not impose any limitation on the specific contact area adjustment method adopted by the player.

[0086] Here, commonly used controlled virtual objects in games usually have multiple moving parts (i.e., parts used to control the movement of the controlled virtual objects, such as the legs of a virtual game character, the limbs of a horse in the game, the four wheels of a virtual car in the game, etc.), wherein, when executing step c1, as an optional embodiment, the controlled virtual object as a whole can be regarded as a moving control object without distinguishing the multiple moving parts of the controlled virtual object. At this time, the terminal device can directly treat the controlled virtual object as a whole in response to the increase of the above-mentioned multiple contact areas, and control the controlled virtual object to accelerate and move in a straight line along a first direction in the game scene.

[0087] In addition, when executing step c1, as another optional embodiment, each moving part of the controlled virtual object can be treated as an independent mobile control object, and the specific speed assigned to each moving part can be calculated through a certain algorithm, thereby achieving refined control of the controlled virtual object, which is conducive to providing players with a more realistic and delicate mobile control experience.

[0088] Specifically, when controlling the controlled virtual object to perform accelerated linear movement, it is considered that different moving parts on a straight path are appropriately assigned the same speed for movement so that the controlled virtual object can maintain balance during accelerated linear movement. Therefore, when executing step c1, when the controlled virtual object includes multiple moving parts, the terminal device can control the multiple moving parts to perform accelerated linear movement along a first direction in the game scene at the same speed in response to an increase in the multiple contact areas.

[0089] As an exemplary explanation, still taking the above-mentioned controlled virtual object as a horse in the game as an example, the first contact area is denoted as A1, and the second contact area is denoted as A2. When executing step c1, the terminal device can assign the same speed V to the horse's limbs, where speed V=k×(A1+A2); k is a preset coefficient that can be set according to actual game configuration requirements, and A1+A2 can represent the specific values ​​of the above-mentioned multiple contact areas. Therefore, the terminal device can control the horse's limbs to move in a straight line at the same speed V in the game scene in response to the increase of multiple contact areas (A1+A2) (that is, the increase of multiple contact areas A1+A2 will increase the speed V assigned to each leg of the horse, thereby achieving the control effect of accelerated straight-line movement along the first direction).

[0090] Here, as another optional embodiment, in response to the reduction of the multiple contact areas, the terminal device can control the controlled virtual object to move at a reduced speed along the first direction or the second direction in the game scene.

[0091] Specifically, if during the execution of the above step S101, it is detected that the overall contact area formed by all touch media on the graphical user interface (i.e., the above-mentioned multiple contact areas) decreases, the terminal device can control the controlled virtual object to decelerate and move along the first direction in the game scene; if during the execution of the above step S102, it is detected that the overall contact area formed by all touch media on the graphical user interface (i.e., the above-mentioned multiple contact areas) decreases, the terminal device can control the controlled virtual object to decelerate and move along the second direction in the game scene.

[0092] With respect to the specific implementation of the above step S101, it can be seen from the relevant embodiment of the above step a1 that when executing step S101, the player can control the controlled virtual object to move linearly along the first direction in the game scene through the above first touch operation. At this time, as an optional embodiment, the moving speed of the controlled virtual object when moving linearly along the first direction can also be adjusted through the method shown in the following step c2. Specifically:

[0093] Step c2: in response to the reduction of the multiple contact areas, controlling the controlled virtual object to move linearly with deceleration along a first direction in the game scene.

[0094] Specifically, still taking the first touch operation representing a touch operation in which the difference between the first contact area and the second contact area is less than or equal to a preset threshold as an example, the first contact area located on the left side of the center line of the interface (i.e., taking the target center line as the center line of the interface as an example) is recorded as A1, and the second contact area located on the right side of the center line of the interface is recorded as A2, then the above-mentioned multiple contact areas can be expressed as: A1+A2 (equivalent to the sum of the multiple contact areas formed by multiple touch media on the graphical user interface in the first touch operation).

[0095] For example, when the player wants to control the controlled virtual object to move in a straight line with deceleration along the first direction, the player can control the controlled virtual object to move in a straight line with deceleration by appropriately reducing the contact area of ​​one touch medium (i.e., only reducing the first contact area A1 or only reducing the second contact area A2) or simultaneously reducing the contact areas of two touch media (i.e., the first contact area A1 and the second contact area A2 can also be reduced) (ensuring that the above-mentioned multiple touch areas A1+A2 are gradually reduced), on the basis that the first contact area A1 and the second contact area A2 are not much different (i.e., the difference |A1-A2| between the first contact area A1 and the second contact area A2 is less than or equal to the preset threshold a) (i.e., ensuring that the difference between the multiple contact areas still meets the definition of the first touch operation).

[0096] It should be noted that when executing step c2, it is only necessary to ensure that the above-mentioned multiple touch areas A1+A2 gradually decrease and the difference |A1-A2| between the first contact area A1 and the second contact area A2 is less than or equal to the preset threshold a (that is, to ensure that the difference between the multiple contact areas still meets the definition of the first touch operation) to control the controlled virtual object to move in a straight line along the first direction in the game scene with deceleration; wherein, under the above-mentioned prerequisites, the player can choose to reduce the contact area of ​​a single touch medium, or can choose to reduce the contact area of ​​multiple touch media. The embodiment of the present application does not impose any limitation on the specific contact area adjustment method adopted by the player.

[0097] Here, similar to the above-mentioned step c1, when executing step c2, as an optional embodiment, the controlled virtual object can be treated as a whole as a moving control object, and the multiple moving parts of the controlled virtual object are not distinguished. At this time, the terminal device responds to the above-mentioned first touch operation and the corresponding multiple touch areas on the graphical user interface are reduced. The controlled virtual object can be directly treated as a whole to control the controlled virtual object to move in a decelerated straight line in the game scene.

[0098] In addition, when executing step c2, as another optional embodiment, each moving part of the controlled virtual object can also be regarded as an independent mobile control object, and the specific speed corresponding to each moving part can be calculated through a certain algorithm, thereby achieving refined control of the controlled virtual object, which is conducive to providing players with a more realistic and delicate mobile control experience.

[0099] Specifically, when controlling the controlled virtual object to move in a straight line with deceleration, it is considered that different moving parts on a straight path are appropriately assigned the same speed for movement, so that the controlled virtual object can maintain balance during the deceleration linear movement. Therefore, when executing step c2, when the controlled virtual object includes multiple moving parts, the terminal device can control the multiple moving parts to move in a straight line with deceleration at the same speed along a first direction in the game scene in response to the reduction of the multiple contact areas.

[0100] As an exemplary explanation, still taking the above-mentioned controlled virtual object as a horse in the game as an example, the first contact area is denoted as A1, and the second contact area is denoted as A2. When executing step c2, the terminal device can assign the same speed V to the horse's limbs, where speed V=k×(A1+A2); k is a preset coefficient that can be set according to actual game configuration requirements (the value can be greater than 0), and A1+A2 can represent the specific values ​​of the above-mentioned multiple contact areas. Therefore, the terminal device can control the horse's limbs to move in a decelerated straight line along the first direction in the game scene at the same speed V in response to the reduction of multiple contact areas (A1+A2) (that is, the reduction of multiple contact areas A1+A2 will reduce the speed V assigned to each leg of the horse, thereby achieving the control effect of decelerating straight-line movement along the first direction).

[0101] With respect to the specific implementation of the above step S102, it can be seen from the relevant embodiment of the above step b1 that when executing step S102, the player can control the controlled virtual object to turn and move along the second direction in the game scene through the above second touch operation. At this time, as an optional embodiment, the moving speed of the controlled virtual object when turning and moving along the second direction can be adjusted through the method shown in the following steps d1-d2. Specifically:

[0102] Step d1: In response to the increase of the multiple contact areas, control the controlled virtual object to perform accelerated turning movement along a second direction in the game scene.

[0103] Specifically, taking the second touch operation representing a touch operation in which the difference between the first contact area and the second contact area is greater than a preset threshold as an example, the first contact area located on the left side of the center line of the interface (that is, taking the target center line as the center line of the interface as an example) is recorded as A1, and the second contact area located on the right side of the center line of the interface is recorded as A2. The above-mentioned multiple contact areas can also be expressed as: A1+A2 (equivalent to the sum of the multiple contact areas formed by multiple touch media on the graphical user interface in the second touch operation).

[0104] As an exemplary explanation, when the player wants to control the controlled virtual object to turn left with acceleration, taking the case where the turning direction depends on the relative direction between the touch medium with the larger contact area between the first touch medium and the second touch medium and the target centerline (refer to the above step b1), the player can control the controlled virtual object to turn left with acceleration in the game scene by appropriately increasing the first contact area A1 on the basis of ensuring that the difference |A1-A2| between the first contact area and the second contact area is greater than the preset threshold a and the first contact area A1 is greater than the second contact area A2 (i.e., ensuring that the difference between the multiple contact areas still satisfies the operation trigger condition corresponding to controlling the controlled virtual object to turn left in the above step b1).

[0105] As an exemplary explanation, when the player wants to control the controlled virtual object to turn right with acceleration, taking the case where the turning direction depends on the relative direction between the touch medium with the larger contact area between the first touch medium and the second touch medium and the target centerline (refer to the above step b1), the player can control the controlled virtual object to turn right at an accelerated speed in the game scene by appropriately increasing the second contact area A2, on the basis of ensuring that the difference |A1-A2| between the first contact area and the second contact area is greater than the preset threshold a and the second contact area A2 is greater than the first contact area A1 (i.e., ensuring that the difference between the multiple contact areas still satisfies the operation trigger condition corresponding to controlling the controlled virtual object to turn right in the above step b1).

[0106] Specifically, still taking the first contact area in the second touch operation as A1 and the second contact area as A2 as an example, as another optional embodiment, the above multiple contact areas can also be expressed as: |A1-A2| (equivalent to the absolute value of the difference between the multiple contact areas in the second touch operation).

[0107] For example, when the player wants to control the controlled virtual object to turn left with acceleration, taking the case where the turning direction depends on the relative direction between the touch medium with the larger contact area between the first touch medium and the second touch medium and the target centerline (refer to the above step b1), the player can control the controlled virtual object to turn left in the game scene by appropriately increasing the first contact area A1 or appropriately reducing the second contact area A2 or increasing the first contact area A1 and reducing the second contact area A2 (i.e. ensuring that the multiple contact areas |A1-A2| are increased), on the basis of ensuring that the difference |A1-A2| between the first contact area and the second contact area is greater than the preset threshold a and the first contact area A1 is greater than the second contact area A2 (i.e. ensuring that the difference between the multiple contact areas still satisfies the operation trigger condition corresponding to controlling the controlled virtual object to turn left in the above step b1).

[0108] For example, when the player wants to control the controlled virtual object to turn right with acceleration, taking the case where the turning direction depends on the relative direction between the touch medium with the larger contact area between the first touch medium and the second touch medium and the target center line (refer to the above step b1), the player can control the controlled virtual object to turn right in the game scene by appropriately increasing the second contact area A2 or appropriately reducing the first contact area A1 or increasing the second contact area A2 and reducing the first contact area A1 (i.e. ensuring that the multiple contact areas |A1-A2| are increased), on the basis of ensuring that the difference between the first contact area and the second contact area |A1-A2| is greater than the preset threshold a and the second contact area A2 is greater than the first contact area A1 (i.e. ensuring that the difference between the multiple contact areas still satisfies the operation trigger condition corresponding to controlling the controlled virtual object to turn right in the above step b1).

[0109] It should be noted that when executing step d1, it is only necessary to ensure that the multiple contact areas gradually increase and the difference between the first contact area and the second contact area |A1-A2| is greater than the preset threshold a (that is, to ensure that the difference between the multiple contact areas still meets the definition of the second touch operation) to control the controlled virtual object to accelerate and turn in the game scene; wherein, under the above-mentioned prerequisites, with reference to the above-mentioned multiple specific examples, it can be seen that players can have multiple contact area adjustment methods, and the embodiments of the present application do not impose any limitation on the specific contact area adjustment method adopted by the players.

[0110] Here, similar to the above-mentioned step c1, when executing step d1, as an optional embodiment, the controlled virtual object as a whole can be regarded as a moving control object, and multiple moving parts of the controlled virtual object are not distinguished. At this time, the terminal device responds to the increase of the above-mentioned multiple contact areas and can directly treat the controlled virtual object as a whole, and control the controlled virtual object to accelerate and turn along the second direction in the game scene.

[0111] In addition, when executing step d1, as another optional embodiment, each moving part of the controlled virtual object can also be regarded as an independent mobile control object, and the specific speed corresponding to each moving part can be calculated through a certain algorithm, so as to achieve refined control of the controlled virtual object, which is conducive to providing players with a more realistic and delicate mobile control experience.

[0112] Specifically, different from the accelerated straight-line movement control method shown in the above step c1, in order to enable the controlled virtual object to stabilize its own posture during turning and avoid rollover and imbalance, different speeds need to be assigned to different moving parts during turning. Therefore, when executing step d1, when the controlled virtual object includes multiple moving parts, the terminal device can respond to the increase of the multiple contact areas, control the first moving part to accelerate the turning movement at the first turning speed and the second moving part to accelerate the turning movement along the second direction in the game scene at the second turning speed.

[0113] Here, the first moving part represents a moving part among the multiple moving parts that is close to the inside of the turn, and the second moving part represents a moving part among the multiple moving parts that is close to the outside of the turn; for example, if the controlled virtual object is a horse in a game, the first moving part may be the front and hind limbs among the horse's limbs that are close to the inside of the turn, and the second moving part may be the front and hind limbs among the horse's limbs that are close to the outside of the turn; if the controlled virtual object is a virtual car in a game, the first moving part may be the front and rear wheels among the four wheels of the virtual car that are close to the inside of the turn, and the second moving part may be the front and rear wheels among the four wheels of the virtual car that are close to the outside of the turn.

[0114] Here, the first turning speed is smaller than the second turning speed, that is, when controlling the controlled virtual object to perform an accelerated turning movement along the second direction in the game scene, a slightly smaller speed can be added to the first moving part near the inner side of the turn (that is, smaller than the speed added to the second moving part near the outer side of the turn), and a slightly larger speed can be added to the second moving part near the outer side of the turn (that is, larger than the speed added to the first moving part near the inner side of the turn) to adapt to the turning requirements during accelerated movement, so that the controlled virtual object can stabilize its posture during the turning process to avoid rollover and imbalance.

[0115] For example, the controlled virtual object is still taken as a horse in the game. In the second touch operation, the first contact area is recorded as A1, and the second contact area is recorded as A2. When executing step d1, if the multiple contact areas are expressed as |A1-A2|, the terminal device can assign the same speed V1 to the front limbs and hind limbs (i.e., the first moving part) of the horse's limbs that are close to the inside of the turn, and assign the same speed V2 to the front limbs and hind limbs (i.e., the second moving part) of the horse's limbs that are close to the outside of the turn, wherein speed V1 = m1×|A1-A2|, speed V2 = m2×|A1-A2|; both m1 and m2 are It is a preset coefficient (the value can be greater than 0) that can be set according to the actual game configuration requirements, and the value of m1 is smaller than the value of m2 (that is, it is ensured that a slightly smaller speed is added to the above-mentioned first moving part close to the inside of the turn, and a slightly larger speed is added to the second moving part close to the outside of the turn). Therefore, the terminal device responds to the increase of multiple contact areas |A1-A2| and can control the horse's limbs to accelerate the turning movement along the second direction in the game scene at different speeds V1 and v2 (that is, the increase of multiple contact areas |A1-A2| will increase the speed allocated to each leg of the horse, thereby achieving the control effect of accelerated turning movement).

[0116] Step d2: In response to the reduction of the multiple contact areas, control the controlled virtual object to perform a decelerated turn along a second direction in the game scene.

[0117] Here, the specific representation of the multiple contact areas in step d2 can refer to the multiple specific example contents in the aforementioned step d1, and the repeated parts will not be repeated here.

[0118] Specifically, still taking the first contact area in the second touch operation as A1 and the second contact area as A2 as an example, as an optional embodiment, the multiple contact areas can be expressed as: A1+A2.

[0119] As an exemplary explanation, when the player wants to control the controlled virtual object to turn left with reduced speed, taking the case where the turning direction depends on the relative direction between the touch medium with the larger contact area between the first touch medium and the second touch medium and the target centerline (refer to the above step b1), the player can control the controlled virtual object to turn left at an accelerated speed in the game scene by appropriately reducing the first contact area A1 on the basis of ensuring that the difference |A1-A2| between the first contact area and the second contact area is greater than the preset threshold a and the first contact area A1 is greater than the second contact area A2 (i.e., ensuring that the difference between the multiple contact areas still satisfies the operation trigger condition corresponding to controlling the controlled virtual object to turn left in the above step b1).

[0120] As an exemplary explanation, when the player wants to control the controlled virtual object to turn right with deceleration, taking the case where the turning direction depends on the relative direction between the touch medium with the larger contact area between the first touch medium and the second touch medium and the target centerline (refer to the above step b1), the player can control the controlled virtual object to turn right with deceleration in the game scene by appropriately reducing the second contact area A2 on the basis of ensuring that the difference |A1-A2| between the first contact area and the second contact area is greater than the preset threshold a and the second contact area A2 is greater than the first contact area A1 (i.e., ensuring that the difference between the multiple contact areas still satisfies the operation trigger condition corresponding to controlling the controlled virtual object to turn right in the above step b1).

[0121] Specifically, still taking the first contact area in the second touch operation as A1 and the second contact area as A2 as an example, as an optional embodiment, the above multiple contact areas can also be expressed as: |A1-A2| (equivalent to the absolute value of the difference between the multiple contact areas in the second touch operation).

[0122] For example, when the player wants to control the controlled virtual object to turn left with acceleration, taking the case where the turning direction depends on the relative direction between the touch medium with the larger contact area between the first touch medium and the second touch medium and the target centerline (refer to the above step b1), the player can control the controlled virtual object to turn left in the game scene by appropriately reducing the first contact area A1 or appropriately increasing the second contact area A2 or reducing the first contact area A1 and increasing the second contact area A2 (i.e. ensuring that the multiple contact areas |A1-A2| are reduced), on the basis of ensuring that the difference |A1-A2| between the first contact area and the second contact area is greater than the preset threshold a and the first contact area A1 is greater than the second contact area A2 (i.e. ensuring that the difference between the multiple contact areas still satisfies the operation trigger condition corresponding to controlling the controlled virtual object to turn left in the above step b1).

[0123] For example, when the player wants to control the controlled virtual object to turn right with deceleration, taking the case where the turning direction depends on the relative direction between the touch medium with the larger contact area between the first touch medium and the second touch medium and the target centerline (refer to the above step b1), the player can control the controlled virtual object to turn right with deceleration in the game scene by appropriately reducing the second contact area A2 or appropriately increasing the first contact area A1 or reducing the second contact area A2 and increasing the first contact area A1 (i.e. ensuring that the multiple contact areas |A1-A2| are reduced), on the basis of ensuring that the difference |A1-A2| between the first contact area and the second contact area is greater than the preset threshold a and the second contact area A2 is greater than the first contact area A1 (i.e. ensuring that the difference between the multiple contact areas still satisfies the operation trigger condition corresponding to controlling the controlled virtual object to turn right in the above step b1).

[0124] It should be noted that when executing step d2, it is only necessary to ensure that the multiple contact areas gradually decrease and the gap between the multiple contact areas |A1-A2| is greater than the preset threshold a (that is, to ensure that the multiple contact areas still meet the definition of the second touch operation) to control the controlled virtual object to decelerate and turn along the second direction in the game scene; the embodiment of the present application also does not impose any limitation on the specific contact area adjustment method adopted by the player.

[0125] Here, similar to the above-mentioned step c2, when executing step d2, as an optional embodiment, the controlled virtual object as a whole can be regarded as a moving control object, and multiple moving parts of the controlled virtual object are not distinguished. At this time, the terminal device responds to the reduction of the above-mentioned multiple contact areas and can directly treat the controlled virtual object as a whole, and control the controlled virtual object to decelerate and turn along the second direction in the game scene.

[0126] In addition, when executing step d2, as another optional embodiment, each moving part of the controlled virtual object can also be regarded as an independent mobile control object, and the specific speed corresponding to each moving part can be calculated through a certain algorithm, thereby achieving refined control of the controlled virtual object, which is conducive to providing players with a more realistic and delicate mobile control experience.

[0127] Specifically, different from the deceleration straight-line movement control method shown in the above step c2, in order to enable the controlled virtual object to stabilize its own posture during turning and avoid rollover and imbalance, different speeds need to be assigned to different moving parts during turning. Therefore, when executing step d2, when the controlled virtual object includes multiple moving parts, the terminal device can respond to the reduction of the multiple contact areas, control the first moving part to perform a deceleration turning movement at a third turning speed and the second moving part to perform a deceleration turning movement at a fourth turning speed along the second direction in the game scene.

[0128] Here, similar to the above step d1, the above first moving part still represents the moving part close to the inner side of the turn among the above multiple moving parts, and the above second moving part still represents the moving part close to the outer side of the turn among the above multiple moving parts; the repeated parts will not be repeated here.

[0129] Here, the third turning speed is greater than the fourth turning speed, that is, different from the step d1, when controlling the controlled virtual object to perform a decelerated turning movement in the game scene, the speed of the first moving part close to the inner side of the turn can be reduced slightly (that is, less than the speed reduced for the second moving part close to the outer side of the turn), and the speed of the second moving part close to the outer side of the turn can be reduced slightly (that is, greater than the speed reduced for the first moving part close to the inner side of the turn) to adapt to the turning requirements during accelerated movement, so that the controlled virtual object can stabilize its posture during the turning process to avoid rollover and imbalance.

[0130] For example, the controlled virtual object is still taken as a horse in the game. In the second touch operation, the first contact area is recorded as A1, and the second contact area is recorded as A2. When executing step d2, if the multiple contact areas are expressed as |A1-A2|, the terminal device can assign the same speed V1 to the front limbs and hind limbs (i.e., the first moving part) of the horse's limbs that are close to the inside of the turn, and assign the same speed V2 to the front limbs and hind limbs (i.e., the second moving part) of the horse's limbs that are close to the outside of the turn, wherein speed V1 = m1×|A1-A2|, speed V2 = m2×|A1-A2|; both m1 and m2 are It is a preset coefficient (the value can be greater than 0) that can be set according to the actual game configuration requirements, and the value of m1 is smaller than the value of m2 (that is, it is ensured that the speed of the above-mentioned first moving part close to the inside of the turn is reduced slightly, and the speed of the second moving part close to the outside of the turn is reduced slightly). Therefore, in response to the reduction of multiple contact areas |A1-A2|, the terminal device can control the horse's limbs to perform a decelerating turn movement along the second direction in the game scene at different speeds V1 and v2 (that is, the reduction of multiple contact areas |A1-A2| will reduce the speed allocated to each leg of the horse, thereby achieving the control effect of decelerating turning movement).

[0131] Based on the above steps S101-S102, when the player wants to control the controlled virtual object to stop moving, the player can release both hands (that is, end the above first touch operation or the above second touch operation). At this time, the terminal device responds to the end of the above first touch operation or the above second touch operation, and can control the controlled virtual object to decelerate in the game scene until the controlled virtual object stops moving, thereby simulating the two-handed control method of the controlled virtual object in the real environment, avoiding the awkward feeling brought to the player by directly controlling the controlled virtual object to stop moving immediately, and is conducive to providing players with a more realistic and delicate mobile control experience.

[0132] It should be noted that, in the process of controlling the controlled virtual object to gradually slow down until it stops moving in the game scene, the speed reduction amount ΔV per unit time and the time t can be linearly related (for example, ΔV=n×t, n is a preset positive number, and as the time t increases, the speed reduction amount ΔV per unit time gradually increases, achieving the control effect of controlling the controlled virtual object to gradually slow down until the speed drops to 0), or nonlinearly related (for example, ΔV=t 2 As time t increases, the speed reduction ΔV per unit time gradually increases, and the control effect of gradually slowing down the controlled virtual object until the speed drops to 0 can also be achieved); the specific corresponding relationship between the speed reduction ΔV per unit time and time t is not limited in any way in the embodiments of the present application.

[0133] Here, in the process of controlling the controlled virtual object to decelerate and move in the game scene, before the controlled virtual object stops moving (i.e., before the speed of the controlled virtual object drops to 0), if the player resumes the two-hand control of the controlled virtual object midway, the terminal device may temporarily terminate the operation instruction for controlling the controlled virtual object to stop moving (i.e., terminate the response to the end of the first touch operation or the second touch operation) according to the method shown in the following steps e1-e2, and resume the player's normal movement control of the controlled virtual object. Specifically:

[0134] Step e1: in response to the resumption of the first touch operation, controlling the controlled virtual object to move along a first direction at a first real-time speed in the game scene.

[0135] Here, if the player has previously ended the first touch operation on the controlled virtual object, then before the controlled virtual object stops moving, if the player resumes the first touch operation on the controlled virtual object midway, the terminal device can control the controlled virtual object to return to the moving state of moving in the first direction before the first touch operation ends in response to the resumption of the first touch operation.

[0136] Specifically, the first real-time speed is determined according to the plurality of contact areas corresponding to the first touch operation after recovery. The specific method for determining the first real-time speed may refer to the contents described in the aforementioned steps c1-c2, and the repetitive parts will not be repeated here.

[0137] Step e2: in response to the resumption of the second touch operation, controlling the controlled virtual object to move along a second direction at a second real-time speed in the game scene.

[0138] Here, if the player has previously ended the second touch operation on the controlled virtual object, then before the controlled virtual object stops moving, if the player resumes the second touch operation on the controlled virtual object midway, the terminal device can control the controlled virtual object to return to the moving state of moving in the second direction before the second touch operation ends in response to the resumption of the second touch operation.

[0139] Specifically, the second real-time speed is determined according to the multiple contact areas corresponding to the second touch operation after recovery; wherein, the specific method for determining the second real-time speed can refer to the contents described in the aforementioned steps d1-d2, and the repeated parts will not be repeated here.

[0140] On the basis of the above steps S101-S102, the first touch operation and the second touch operation are both multi-finger touch operations, wherein, when the touch medium includes the first touch medium and the second touch medium whose touch positions are distributed on both sides of the target center line, it can be seen from the content of the above step b1 that at this time, the determination condition that one contact area (i.e., the contact area of ​​the finger not released) is greater than the other contact area (i.e., the contact area of ​​the finger released is 0) in the second touch operation is also met. Therefore, as an optional embodiment, the terminal device can control the controlled virtual object to move along the target direction in the game scene in response to the disappearance of the first contact area or the second contact area (i.e., the first touch medium or the second touch medium leaves the graphical user interface); wherein, similar to the target second direction in the above step b1, the target direction is determined according to the relative direction between the touch medium with the non-disappeared contact area among the first touch medium and the second touch medium and the target center line (i.e., the relative direction between the touch medium with the larger contact area among the first touch medium and the second touch medium and the target center line).

[0141] For example, the controlled virtual object is still a horse in the game. Figure 4a FIG. 4 shows a schematic diagram of a graphical user interface provided by an embodiment of the present application when the second touch medium is released during a first touch operation. Figure 4aAs shown, in the middle of the first touch operation, if the player releases the finger of the right hand (i.e., the second touch medium located on the right side of the target center line), the terminal device responds to the disappearance of the second contact area 202 in the above-mentioned first touch operation, and can control the horse 100 to turn and move to the left (i.e., the relative direction between the first contact area 201 that has not disappeared and the target center line) in the game scene.

[0142] For example, the controlled virtual object is still a horse in the game. Figure 4b FIG. 4 shows a schematic diagram of a graphical user interface provided by an embodiment of the present application when the first touch medium is released during the second touch operation. Figure 4b As shown, in the middle of the second touch operation, if the player releases the finger of the left hand (i.e., the first touch medium located on the left side of the target center line), the terminal device responds to the disappearance of the first contact area 201 in the above-mentioned second touch operation, and can control the horse 100 in the game scene to change from the previous left turn to the right turn (i.e., the relative direction between the second contact area 202 that has not disappeared and the target center line).

[0143] Here, in the case where the player releases the first touch medium or the second touch medium, if the disappearance time of the first contact area or the second contact area is too long (exceeding a certain preset time threshold), then as an optional embodiment, the terminal device can display a dynamic game screen of the controlled virtual object losing balance and falling on the graphical user interface in response to the disappearance time of the first contact area or the second contact area being greater than or equal to the preset time threshold, so as to more realistically restore the situation of controlling the controlled virtual object with one hand in the actual situation, and can also effectively distinguish between the situation of controlling the controlled virtual object with both hands to move along the second direction (i.e., the normal execution of the above step S102) and the abnormal situation of controlling the controlled virtual object with one hand along the second direction (i.e., the situation where the first contact area or the second contact area disappears).

[0144] For example, the controlled virtual object is still a horse in the game. Figure 5a FIG. 1 shows a schematic diagram of a graphical user interface provided by an embodiment of the present application when the second touch medium is released for too long during a first touch operation. Figure 5a As shown in FIG. 1 , if the player releases the finger of the right hand (i.e., the second touch medium located on the right side of the target center line) for too long during the first touch operation (equivalent to Figure 4a If the single-handed control situation shown lasts for a time longer than the preset time threshold, the terminal device can display a dynamic game screen of the horse 100 losing balance and falling on the graphical user interface 200 in response to the disappearance time of the second contact area 202 being greater than or equal to the preset time threshold.

[0145] For example, the controlled virtual object is still a horse in the game. Figure 5b FIG. 1 shows a schematic diagram of a graphical user interface provided by an embodiment of the present application when the first touch medium is released for too long during the second touch operation. Figure 5b As shown in FIG. 1 , if the player releases the finger of the left hand (i.e., the first touch medium located on the left side of the target center line) for too long during the second touch operation (equivalent to Figure 4b If the single-handed control situation shown lasts for a time longer than the preset time threshold, the terminal device can display a dynamic game screen of the horse 100 losing balance and falling on the graphical user interface 200 in response to the disappearance time of the first contact area 201 being greater than or equal to the preset time threshold.

[0146] Based on the control method of the virtual object in the game provided by the embodiment of the present application, in response to the first touch operation on the controlled virtual object, the controlled virtual object is controlled to move along the first direction in the game scene; in response to the second touch operation on the controlled virtual object, the controlled virtual object is controlled to move along the second direction in the game scene. Through this control method, the present application enables the player to trigger different touch operations on the controlled virtual object by changing the multiple contact areas formed by multiple touch media on the graphical user interface, simulating the two-handed control method of the controlled virtual object in the real environment, which is conducive to providing players with a more realistic and delicate mobile control experience.

[0147] Based on the same inventive concept, the present application also provides a control device corresponding to the control method of virtual objects in the above-mentioned game. Since the principle of solving the problem by the control device in the embodiment of the present application is similar to the control method of virtual objects in the above-mentioned game in the embodiment of the present application, the implementation of the control device can refer to the implementation of the above-mentioned control method, and the repeated parts will not be repeated.

[0148] Reference Figure 6 As shown, Figure 6 A schematic diagram of the structure of a control device for a virtual object in a game provided by an embodiment of the present application is shown, wherein the control device comprises:

[0149] A first control module 601 is configured to control the controlled virtual object to move along a first direction in the game scene in response to a first touch operation on the controlled virtual object; wherein the first touch operation represents a touch operation in which a difference between multiple contact areas formed by the multiple touch media on the graphical user interface is less than or equal to a preset threshold;

[0150] The second control module 602 is used to control the controlled virtual object to move along a second direction in the game scene in response to a second touch operation on the controlled virtual object; wherein the second touch operation represents a touch operation in which the difference between the multiple contact areas is greater than a preset threshold, and the second direction is different from the first direction.

[0151] In an optional embodiment, the multiple touch media include a first touch medium and a second touch medium whose touch positions are distributed on both sides of a target center line; the gap between the multiple contact areas is determined according to the gap between the first contact area and the second contact area; wherein the target center line is determined according to the display position of the controlled virtual object on the graphical user interface or the interface center line position of the graphical user interface; the first contact area represents the contact area formed by the first touch medium on the graphical user interface, and the second contact area represents the contact area formed by the second touch medium on the graphical user interface.

[0152] In an optional implementation, when controlling the controlled virtual object to move along the first direction in the game scene in response to the first touch operation on the controlled virtual object, the first control module 601 is configured to:

[0153] In response to a first touch operation on a controlled virtual object, the controlled virtual object is controlled to move along a preset first direction in a game scene; wherein the first touch operation represents a touch operation in which the difference between the first contact area and the second contact area is less than or equal to the preset threshold.

[0154] In an optional implementation, when controlling the controlled virtual object to move along the second direction in the game scene in response to the second touch operation on the controlled virtual object, the second control module 602 is configured to:

[0155] In response to a second touch operation on the controlled virtual object, the controlled virtual object is controlled to move along a target second direction in the game scene; wherein the second touch operation represents a touch operation in which the difference between the first contact area and the second contact area is greater than the preset threshold; the target second direction is determined according to the relative direction between the touch medium with a larger contact area between the first touch medium and the second touch medium and the target center line.

[0156] In an optional embodiment, the multiple touch media include multiple touch media whose touch positions are distributed on the same side of a target center line; wherein the target center line is determined according to a display position of a controlled virtual object on a graphical user interface or an interface center line position of the graphical user interface.

[0157] In an optional implementation, the first direction and the second direction represent different preset directions respectively.

[0158] In an optional implementation, the control device further includes:

[0159] The acceleration control module is used to control the controlled virtual object to move in the game scene along the first direction or the second direction at an accelerated speed in response to the increase of the multiple contact areas.

[0160] In an optional implementation, the control device further includes:

[0161] A deceleration control module is used to control the controlled virtual object to move in the game scene along the first direction or the second direction with deceleration in response to the reduction of the multiple contact areas.

[0162] In an optional implementation, when controlling the controlled virtual object to move along a first direction in the game scene, the first control module 601 is used to control the controlled virtual object to move linearly along the first direction in the game scene.

[0163] In an optional implementation, the controlled virtual object includes a plurality of moving parts, wherein when the controlled virtual object is controlled to move linearly along a first direction in the game scene, the first control module 601 is further used to:

[0164] In response to the increase of the plurality of contact areas, controlling the plurality of moving parts to move linearly along a first direction in the game scene at the same speed;

[0165] or,

[0166] In response to the reduction of the plurality of contact areas, the plurality of moving parts are controlled to move linearly in a first direction in the game scene at a same speed with deceleration.

[0167] In an optional implementation, when controlling the controlled virtual object to move along the second direction in the game scene, the second control module 602 is used to control the controlled virtual object to turn and move along the second direction in the game scene.

[0168] In an optional implementation, the controlled virtual object includes a plurality of moving parts, wherein when the controlled virtual object is controlled to turn and move along the second direction in the game scene, the second control module 602 is further used to:

[0169] In response to the increase of the multiple contact areas, the first moving part is controlled to perform accelerated turning movement along the second direction in the game scene at a first turning speed and the second moving part is controlled to perform accelerated turning movement at a second turning speed; wherein the first moving part represents a moving part close to the inner side of the turn among the multiple moving parts; the second moving part represents a moving part close to the outer side of the turn among the multiple moving parts; and the first turning speed is less than the second turning speed.

[0170] In an optional implementation, the controlled virtual object includes a plurality of moving parts, wherein when the controlled virtual object is controlled to turn and move along the second direction in the game scene, the second control module 602 is further used to:

[0171] In response to the reduction of the multiple contact areas, the first moving part is controlled to perform a decelerating turn along the second direction in the game scene at a third turning speed and the second moving part is controlled to perform a decelerating turn at a fourth turning speed; wherein the first moving part represents a moving part among the multiple moving parts close to the inner side of the turn; the second moving part represents a moving part among the multiple moving parts close to the outer side of the turn; and the third turning speed is greater than the fourth turning speed.

[0172] In an optional implementation, the control device further includes:

[0173] The termination control module is used to control the controlled virtual object to move at a reduced speed in the game scene in response to the end of the first touch operation or the second touch operation, until the controlled virtual object stops moving.

[0174] In an optional implementation, during the process of controlling the controlled virtual object to decelerate and move in the game scene, the termination control module is further used to:

[0175] In response to the resumption of the first touch operation, controlling the controlled virtual object to move in a first direction at a first real-time speed in the game scene; wherein the first real-time speed is determined according to the multiple contact areas corresponding to the first touch operation after resumption;

[0176] or,

[0177] In response to the resumption of the second touch operation, the controlled virtual object is controlled to move along a second direction at a second real-time speed in the game scene; wherein the second real-time speed is determined according to the multiple contact areas corresponding to the second touch operation after resumption.

[0178] In an optional implementation, the control device further includes:

[0179] An abnormal control module is used to control the controlled virtual object to move along a target direction in the game scene in response to the disappearance of the first contact area or the second contact area; wherein the target direction is determined according to the relative direction between the touch medium whose contact area has not disappeared among the first touch medium and the second touch medium and the target center line.

[0180] In an optional implementation, the abnormality control module is further used to:

[0181] In response to the disappearance time of the first contact area or the second contact area being greater than or equal to a preset time threshold, a dynamic game screen of the controlled virtual object losing balance and falling is displayed on the graphical user interface.

[0182] Based on the control device for virtual objects in the above-mentioned game provided by the embodiment of the present application, in response to the first touch operation on the controlled virtual object, the controlled virtual object is controlled to move along the first direction in the game scene; in response to the second touch operation on the controlled virtual object, the controlled virtual object is controlled to move along the second direction in the game scene. Through this control method, the present application enables players to trigger different touch operations on the controlled virtual object by changing the multiple contact areas formed by multiple touch media on the graphical user interface, simulating the two-handed control method of the controlled virtual object in the real environment, which is conducive to providing players with a more realistic and delicate mobile control experience.

[0183] Based on the same inventive concept, the present application also provides an electronic device corresponding to the control method of virtual objects in the above-mentioned game. Since the principle of solving the problem by the electronic device in the embodiment of the present application is similar to the control method of virtual objects in the above-mentioned game in the embodiment of the present application, the implementation of the electronic device can refer to the implementation of the above-mentioned control method, and the repeated parts will not be repeated.

[0184] Figure 7 A schematic diagram of the structure of an electronic device 700 provided in an embodiment of the present application includes: a processor 701, a memory 702 and a bus 703, wherein the memory 702 stores machine-readable instructions executable by the processor 701. When the electronic device runs a method for controlling a virtual object in a game in an embodiment, the processor 701 communicates with the memory 702 via the bus 703, and the processor 701 executes the machine-readable instructions. When the processor 701 executes the machine-readable instructions, the following steps are implemented, specifically:

[0185] In response to a first touch operation on the controlled virtual object, controlling the controlled virtual object to move along a first direction in the game scene; wherein the first touch operation represents a touch operation in which a difference between a plurality of contact areas formed by the plurality of touch media on the graphical user interface is less than or equal to a preset threshold;

[0186] In response to a second touch operation on the controlled virtual object, the controlled virtual object is controlled to move along a second direction in the game scene; wherein the second touch operation represents a touch operation in which the difference between the multiple contact areas is greater than a preset threshold, and the second direction is different from the first direction.

[0187] In an optional embodiment, the multiple touch media include a first touch medium and a second touch medium whose touch positions are distributed on both sides of a target center line; the gap between the multiple contact areas is determined according to the gap between the first contact area and the second contact area; wherein the target center line is determined according to the display position of the controlled virtual object on the graphical user interface or the interface center line position of the graphical user interface; the first contact area represents the contact area formed by the first touch medium on the graphical user interface, and the second contact area represents the contact area formed by the second touch medium on the graphical user interface.

[0188] In an optional implementation, when controlling the controlled virtual object to move along the first direction in the game scene in response to the first touch operation on the controlled virtual object, the processor 701 is configured to:

[0189] In response to a first touch operation on a controlled virtual object, the controlled virtual object is controlled to move along a preset first direction in a game scene; wherein the first touch operation represents a touch operation in which the difference between the first contact area and the second contact area is less than or equal to the preset threshold.

[0190] In an optional implementation, when controlling the controlled virtual object to move along the second direction in the game scene in response to the second touch operation on the controlled virtual object, the processor 701 is configured to:

[0191] In response to a second touch operation on the controlled virtual object, the controlled virtual object is controlled to move along a target second direction in the game scene; wherein the second touch operation represents a touch operation in which the difference between the first contact area and the second contact area is greater than the preset threshold; the target second direction is determined according to the relative direction between the touch medium with a larger contact area between the first touch medium and the second touch medium and the target center line.

[0192] In an optional embodiment, the multiple touch media include multiple touch media whose touch positions are distributed on the same side of a target center line; wherein the target center line is determined according to a display position of a controlled virtual object on a graphical user interface or an interface center line position of the graphical user interface.

[0193] In an optional implementation, the first direction and the second direction represent different preset directions respectively.

[0194] In an optional implementation, the processor 701 is further configured to:

[0195] In response to the increase of the multiple contact areas, the controlled virtual object is controlled to move in the game scene along the first direction or the second direction with acceleration.

[0196] In an optional implementation, the processor 701 is further configured to:

[0197] In response to the reduction of the multiple contact areas, the controlled virtual object is controlled to move at a reduced speed along the first direction or the second direction in the game scene.

[0198] In an optional implementation, when controlling the controlled virtual object to move along a first direction in the game scene, the processor 701 is used to: control the controlled virtual object to move linearly along the first direction in the game scene.

[0199] In an optional implementation, the controlled virtual object includes a plurality of moving parts, wherein when the controlled virtual object is controlled to move linearly along a first direction in the game scene, the processor 701 is further configured to:

[0200] In response to the increase of the plurality of contact areas, controlling the plurality of moving parts to move linearly along a first direction in the game scene at the same speed;

[0201] or,

[0202] In response to the reduction of the plurality of contact areas, the plurality of moving parts are controlled to move linearly in a first direction in the game scene at a same speed with deceleration.

[0203] In an optional implementation, when controlling the controlled virtual object to move along the second direction in the game scene, the processor 701 is used to: control the controlled virtual object to turn and move along the second direction in the game scene.

[0204] In an optional implementation, the controlled virtual object includes a plurality of moving parts, wherein when the controlled virtual object is controlled to turn and move along the second direction in the game scene, the processor 701 is further configured to:

[0205] In response to the increase of the multiple contact areas, the first moving part is controlled to perform accelerated turning movement along the second direction in the game scene at a first turning speed and the second moving part is controlled to perform accelerated turning movement at a second turning speed; wherein the first moving part represents a moving part close to the inner side of the turn among the multiple moving parts; the second moving part represents a moving part close to the outer side of the turn among the multiple moving parts; and the first turning speed is less than the second turning speed.

[0206] In an optional implementation, the controlled virtual object includes a plurality of moving parts, wherein when the controlled virtual object is controlled to turn and move along the second direction in the game scene, the processor 701 is further configured to:

[0207] In response to the reduction of the multiple contact areas, the first moving part is controlled to perform a decelerating turn along the second direction in the game scene at a third turning speed and the second moving part is controlled to perform a decelerating turn at a fourth turning speed; wherein the first moving part represents a moving part among the multiple moving parts close to the inner side of the turn; the second moving part represents a moving part among the multiple moving parts close to the outer side of the turn; and the third turning speed is greater than the fourth turning speed.

[0208] In an optional implementation, the processor 701 is further configured to:

[0209] In response to the end of the first touch operation or the second touch operation, the controlled virtual object is controlled to move at a decelerated speed in the game scene until the controlled virtual object stops moving.

[0210] In an optional implementation, during the process of controlling the controlled virtual object to decelerate and move in the game scene, the processor 701 is further configured to:

[0211] In response to the resumption of the first touch operation, controlling the controlled virtual object to move in a first direction at a first real-time speed in the game scene; wherein the first real-time speed is determined according to the multiple contact areas corresponding to the first touch operation after resumption;

[0212] or,

[0213] In response to the resumption of the second touch operation, the controlled virtual object is controlled to move along a second direction at a second real-time speed in the game scene; wherein the second real-time speed is determined according to the multiple contact areas corresponding to the second touch operation after resumption.

[0214] In an optional implementation, the processor 701 is further configured to:

[0215] In response to the disappearance of the first contact area or the second contact area, the controlled virtual object is controlled to move along a target direction in the game scene; wherein the target direction is determined according to the relative direction between the touch medium whose contact area has not disappeared in the first touch medium and the second touch medium and the target center line.

[0216] In an optional implementation, the processor 701 is further configured to:

[0217] In response to the disappearance time of the first contact area or the second contact area being greater than or equal to a preset time threshold, a dynamic game screen of the controlled virtual object losing balance and falling is displayed on the graphical user interface.

[0218] Through the electronic device provided by the embodiment of the present application, in response to the first touch operation on the controlled virtual object, the controlled virtual object is controlled to move along the first direction in the game scene; in response to the second touch operation on the controlled virtual object, the controlled virtual object is controlled to move along the second direction in the game scene. Through this control method, the present application enables players to trigger different touch operations on the controlled virtual object by changing the multiple contact areas formed by multiple touch media on the graphical user interface, simulating the two-handed control method of the controlled virtual object in the real environment, which is conducive to providing players with a more realistic and delicate mobile control experience.

[0219] Based on the same inventive concept, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. The computer program is executed when a processor is running, and the processor performs the following steps:

[0220] In response to a first touch operation on the controlled virtual object, controlling the controlled virtual object to move along a first direction in the game scene; wherein the first touch operation represents a touch operation in which a difference between a plurality of contact areas formed by the plurality of touch media on the graphical user interface is less than or equal to a preset threshold;

[0221] In response to a second touch operation on the controlled virtual object, the controlled virtual object is controlled to move along a second direction in the game scene; wherein the second touch operation represents a touch operation in which the difference between the multiple contact areas is greater than a preset threshold, and the second direction is different from the first direction.

[0222] In an optional embodiment, the multiple touch media include a first touch medium and a second touch medium whose touch positions are distributed on both sides of a target center line; the gap between the multiple contact areas is determined according to the gap between the first contact area and the second contact area; wherein the target center line is determined according to the display position of the controlled virtual object on the graphical user interface or the interface center line position of the graphical user interface; the first contact area represents the contact area formed by the first touch medium on the graphical user interface, and the second contact area represents the contact area formed by the second touch medium on the graphical user interface.

[0223] In an optional implementation, when, in response to the first touch operation on the controlled virtual object, controlling the controlled virtual object to move along the first direction in the game scene, the processor is configured to:

[0224] In response to a first touch operation on a controlled virtual object, the controlled virtual object is controlled to move along a preset first direction in a game scene; wherein the first touch operation represents a touch operation in which the difference between the first contact area and the second contact area is less than or equal to the preset threshold.

[0225] In an optional implementation, when, in response to the second touch operation on the controlled virtual object, controlling the controlled virtual object to move along the second direction in the game scene, the processor is configured to:

[0226] In response to a second touch operation on the controlled virtual object, the controlled virtual object is controlled to move along a target second direction in the game scene; wherein the second touch operation represents a touch operation in which the difference between the first contact area and the second contact area is greater than the preset threshold; the target second direction is determined according to the relative direction between the touch medium with a larger contact area between the first touch medium and the second touch medium and the target center line.

[0227] In an optional embodiment, the multiple touch media include multiple touch media whose touch positions are distributed on the same side of a target center line; wherein the target center line is determined according to a display position of a controlled virtual object on a graphical user interface or an interface center line position of the graphical user interface.

[0228] In an optional implementation, the first direction and the second direction represent different preset directions respectively.

[0229] In an optional implementation, the processor is further configured to:

[0230] In response to the increase of the multiple contact areas, the controlled virtual object is controlled to move in the game scene along the first direction or the second direction with acceleration.

[0231] In an optional implementation, the processor is further configured to:

[0232] In response to the reduction of the multiple contact areas, the controlled virtual object is controlled to move at a reduced speed along the first direction or the second direction in the game scene.

[0233] In an optional implementation, when controlling the controlled virtual object to move along a first direction in the game scene, the processor is used to: control the controlled virtual object to move linearly along the first direction in the game scene.

[0234] In an optional implementation, the controlled virtual object includes a plurality of moving parts, wherein when the controlled virtual object is controlled to move linearly along a first direction in the game scene, the processor is further configured to:

[0235] In response to the increase of the plurality of contact areas, controlling the plurality of moving parts to move linearly along a first direction in the game scene at the same speed;

[0236] or,

[0237] In response to the reduction of the plurality of contact areas, the plurality of moving parts are controlled to move linearly in a first direction in the game scene at a same speed with deceleration.

[0238] In an optional implementation, when controlling the controlled virtual object to move along the second direction in the game scene, the processor is used to: control the controlled virtual object to turn and move along the second direction in the game scene.

[0239] In an optional implementation, the controlled virtual object includes a plurality of moving parts, wherein when the controlled virtual object is controlled to turn and move along the second direction in the game scene, the processor is further configured to:

[0240] In response to the increase of the multiple contact areas, the first moving part is controlled to perform accelerated turning movement along the second direction in the game scene at a first turning speed and the second moving part is controlled to perform accelerated turning movement at a second turning speed; wherein the first moving part represents a moving part close to the inner side of the turn among the multiple moving parts; the second moving part represents a moving part close to the outer side of the turn among the multiple moving parts; and the first turning speed is less than the second turning speed.

[0241] In an optional implementation, the controlled virtual object includes a plurality of moving parts, wherein when the controlled virtual object is controlled to turn and move along the second direction in the game scene, the processor is further configured to:

[0242] In response to the reduction of the multiple contact areas, the first moving part is controlled to perform a decelerating turn along the second direction in the game scene at a third turning speed and the second moving part is controlled to perform a decelerating turn at a fourth turning speed; wherein the first moving part represents a moving part among the multiple moving parts close to the inner side of the turn; the second moving part represents a moving part among the multiple moving parts close to the outer side of the turn; and the third turning speed is greater than the fourth turning speed.

[0243] In an optional implementation, the processor is further configured to:

[0244] In response to the end of the first touch operation or the second touch operation, the controlled virtual object is controlled to move at a decelerated speed in the game scene until the controlled virtual object stops moving.

[0245] In an optional implementation, during the process of controlling the controlled virtual object to decelerate and move in the game scene, the processor is further configured to:

[0246] In response to the resumption of the first touch operation, controlling the controlled virtual object to move in a first direction at a first real-time speed in the game scene; wherein the first real-time speed is determined according to the multiple contact areas corresponding to the first touch operation after resumption;

[0247] or,

[0248] In response to the resumption of the second touch operation, the controlled virtual object is controlled to move along a second direction at a second real-time speed in the game scene; wherein the second real-time speed is determined according to the multiple contact areas corresponding to the second touch operation after resumption.

[0249] In an optional implementation, the processor is further configured to:

[0250] In response to the disappearance of the first contact area or the second contact area, the controlled virtual object is controlled to move along a target direction in the game scene; wherein the target direction is determined according to the relative direction between the touch medium whose contact area has not disappeared in the first touch medium and the second touch medium and the target center line.

[0251] In an optional implementation, the processor is further configured to:

[0252] In response to the disappearance time of the first contact area or the second contact area being greater than or equal to a preset time threshold, a dynamic game screen of the controlled virtual object losing balance and falling is displayed on the graphical user interface.

[0253] Through the above-mentioned computer-readable storage medium provided by the embodiment of the present application, in response to the first touch operation on the controlled virtual object, the controlled virtual object is controlled to move along the first direction in the game scene; in response to the second touch operation on the controlled virtual object, the controlled virtual object is controlled to move along the second direction in the game scene. Through this control method, the present application enables players to trigger different touch operations on the controlled virtual object by changing the multiple contact areas formed by multiple touch media on the graphical user interface, simulating the two-handed control method of the controlled virtual object in the real environment, which is conducive to providing players with a more realistic and delicate mobile control experience.

[0254] In an embodiment of the present application, the computer-readable storage medium can also execute other machine-readable instructions when run by the processor to execute a control method for a virtual object in a game as described in other embodiments. For the specific steps and principles of the control method to be executed, please refer to the description of the method side embodiment, which will not be repeated here.

[0255] In the embodiments provided in the present application, it should be understood that the disclosed systems and methods can be implemented in other ways. The system embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of systems or units, which can be electrical, mechanical or other forms.

[0256] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0257] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0258] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application can be essentially or partly embodied in the form of a software product that contributes to the prior art. The computer software product is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0259] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.

[0260] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.

Claims

1. A method for controlling a virtual object in a game, characterized in that: A touch operation is formed by contacting a plurality of touch media with a graphical user interface at the same time, and the control method includes: In response to a first touch operation on the controlled virtual object, controlling the controlled virtual object to move along a first direction in the game scene; wherein the first touch operation represents a touch operation in which a difference between a plurality of contact areas formed by the plurality of touch media on the graphical user interface is less than or equal to a preset threshold; In response to a second touch operation on the controlled virtual object, the controlled virtual object is controlled to move along a second direction in the game scene; wherein the second touch operation represents a touch operation in which the difference between the multiple contact areas is greater than a preset threshold, and the second direction is different from the first direction.

2. The control method according to claim 1, characterized in that: The multiple touch media include a first touch medium and a second touch medium whose touch positions are distributed on both sides of a target center line; the gap between the multiple contact areas is determined according to the gap between the first contact area and the second contact area; wherein the target center line is determined according to a display position of a controlled virtual object on a graphical user interface or an interface center line position of the graphical user interface; the first contact area represents a contact area formed by the first touch medium on the graphical user interface, and the second contact area represents a contact area formed by the second touch medium on the graphical user interface.

3. The control method according to claim 2, characterized in that: In response to a first touch operation on the controlled virtual object, controlling the controlled virtual object to move along a first direction in the game scene includes: In response to a first touch operation on a controlled virtual object, the controlled virtual object is controlled to move along a preset first direction in a game scene; wherein the first touch operation represents a touch operation in which the difference between the first contact area and the second contact area is less than or equal to the preset threshold.

4. The control method according to claim 2, characterized in that: In response to the second touch operation on the controlled virtual object, controlling the controlled virtual object to move along the second direction in the game scene includes: In response to a second touch operation on the controlled virtual object, the controlled virtual object is controlled to move along a target second direction in the game scene; wherein the second touch operation represents a touch operation in which the difference between the first contact area and the second contact area is greater than the preset threshold; the target second direction is determined according to the relative direction between the touch medium with a larger contact area between the first touch medium and the second touch medium and the target center line.

5. The control method according to claim 1, characterized in that: The plurality of touch media include a plurality of touch media whose touch positions are distributed on the same side of a target center line; wherein the target center line is determined according to a display position of a controlled virtual object on a graphical user interface or an interface center line position of the graphical user interface.

6. The control method according to claim 5, characterized in that: The first direction and the second direction represent different preset directions respectively.

7. The control method according to claim 1, characterized in that: The control method further comprises: In response to the increase of the multiple contact areas, the controlled virtual object is controlled to move in the game scene along the first direction or the second direction with acceleration.

8. The control method according to claim 1, characterized in that: The control method further comprises: In response to the reduction of the multiple contact areas, the controlled virtual object is controlled to move at a reduced speed along the first direction or the second direction in the game scene.

9. The control method according to claim 1, characterized in that: The controlling the controlled virtual object to move along a first direction in the game scene includes: controlling the controlled virtual object to move linearly along the first direction in the game scene.

10. The control method according to claim 9, characterized in that: The controlled virtual object includes a plurality of moving parts, wherein when the controlled virtual object is controlled to move linearly along a first direction in the game scene, the control method further includes: In response to the increase of the plurality of contact areas, controlling the plurality of moving parts to move linearly along a first direction in the game scene at the same speed; or, In response to the reduction of the plurality of contact areas, the plurality of moving parts are controlled to move linearly in a first direction in the game scene at a same speed with deceleration.

11. The control method according to claim 1, characterized in that: The controlling the controlled virtual object to move along the second direction in the game scene includes: controlling the controlled virtual object to turn and move along the second direction in the game scene.

12. The control method according to claim 11, characterized in that: The controlled virtual object includes a plurality of moving parts, wherein when the controlled virtual object is controlled to turn and move along a second direction in the game scene, the control method further includes: In response to the increase of the multiple contact areas, the first moving part is controlled to perform accelerated turning movement along the second direction in the game scene at a first turning speed and the second moving part is controlled to perform accelerated turning movement at a second turning speed; wherein the first moving part represents a moving part close to the inner side of the turn among the multiple moving parts; the second moving part represents a moving part close to the outer side of the turn among the multiple moving parts; and the first turning speed is less than the second turning speed.

13. The control method according to claim 11, characterized in that: The controlled virtual object includes a plurality of moving parts, wherein when the controlled virtual object is controlled to turn and move along a second direction in the game scene, the control method further includes: In response to the reduction of the multiple contact areas, the first moving part is controlled to perform a decelerating turn along the second direction in the game scene at a third turning speed and the second moving part is controlled to perform a decelerating turn at a fourth turning speed; wherein the first moving part represents a moving part among the multiple moving parts close to the inner side of the turn; the second moving part represents a moving part among the multiple moving parts close to the outer side of the turn; and the third turning speed is greater than the fourth turning speed.

14. The control method according to claim 1, characterized in that: The control method further comprises: In response to the end of the first touch operation or the second touch operation, the controlled virtual object is controlled to move at a decelerated speed in the game scene until the controlled virtual object stops moving.

15. The control method according to claim 14, characterized in that: In the process of controlling the controlled virtual object to move at a reduced speed in the game scene, the control method further includes: In response to the resumption of the first touch operation, controlling the controlled virtual object to move in a first direction at a first real-time speed in the game scene; wherein the first real-time speed is determined according to the multiple contact areas corresponding to the first touch operation after resumption; or, In response to the resumption of the second touch operation, the controlled virtual object is controlled to move along a second direction at a second real-time speed in the game scene; wherein the second real-time speed is determined according to the multiple contact areas corresponding to the second touch operation after resumption.

16. The control method according to claim 2, characterized in that: The control method further comprises: In response to the disappearance of the first contact area or the second contact area, the controlled virtual object is controlled to move along a target direction in the game scene; wherein the target direction is determined according to the relative direction between the touch medium whose contact area has not disappeared in the first touch medium and the second touch medium and the target center line.

17. The control method according to claim 16, characterized in that: The control method further comprises: In response to the disappearance time of the first contact area or the second contact area being greater than or equal to a preset time threshold, a dynamic game screen of the controlled virtual object losing balance and falling is displayed on the graphical user interface.

18. A control device for a virtual object in a game, characterized in that: A touch operation is formed by contacting a plurality of touch media with a graphical user interface at the same time, and the control device comprises: A first control module, configured to control the controlled virtual object to move along a first direction in the game scene in response to a first touch operation on the controlled virtual object; wherein the first touch operation represents a touch operation in which a difference between a plurality of contact areas formed by the plurality of touch media on the graphical user interface is less than or equal to a preset threshold; A second control module is used to control the controlled virtual object to move along a second direction in the game scene in response to a second touch operation on the controlled virtual object; wherein the second touch operation represents a touch operation in which the difference between the multiple contact areas is greater than a preset threshold, and the second direction is different from the first direction.

19. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate via the bus, and when the machine-readable instructions are executed by the processor, the steps of the method for controlling a virtual object in a game as described in any one of claims 1 to 17 are performed.

20. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method for controlling a virtual object in a game as described in any one of claims 1 to 17 are executed.