Virtual carrier control method and device, storage medium and electronic equipment

By introducing target controls and interactive operations into the user interface of the virtual vehicle, the second virtual character allows independent control of the target virtual function of the virtual vehicle, solving the problem of a single occupant control method and improving team collaboration efficiency and gaming experience.

CN119633361AActive Publication Date: 2025-03-18TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510126305.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-26
Publication Date
2025-03-18
Estimated Expiration
2045-01-26

AI Technical Summary

Technical Problem

The single control method of the occupant in virtual vehicles leads to poor use of virtual vehicles and low efficiency in achieving team collaboration.

Method used

The target vehicle is displayed in the user interface and the target interaction is displayed in response to the second virtual character riding the vehicle. These target interactions are used to control the target virtual function, allowing only the second virtual character to be used and prohibiting the virtual function of the first virtual character.

Benefits of technology

It enriches the interactiveness and visual feedback of the game operation, improves the depth of the game's tactical strategy and player experience, enhances team collaboration and tactical flexibility, and makes the game process more immersive and strategic.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a virtual carrier control method and device, a storage medium and electronic equipment. The method comprises the steps that a target carrier is displayed in a user interface, in response to the fact that a second virtual character rides the target carrier driven by a first virtual character, target interaction operation is obtained in the user interface, the target interaction operation is used for controlling a target virtual function, and the target virtual function shows that the second virtual character is allowed to be used; a virtual function that cannot be used by the first virtual character; the target interaction operation is executed in response to the second virtual character, a target animation effect is displayed in the user interface, and the target animation effect represents an animation effect corresponding to the target virtual function. According to the method and the device, the technical problems of relatively poor use effect of the virtual carrier and relatively low team cooperation realization efficiency caused by a single passenger control mode in the virtual carrier in related technologies are solved.
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Description

Technical Field

[0001] The present application relates to the field of computers, and more specifically, to a control method and device for a virtual vehicle, a storage medium, and an electronic device. Background Art

[0002] In applications based on a three-dimensional virtual world, such as first-person shooter games, users can control the first virtual character in the virtual world to drive a virtual vehicle, for example, a car, a motorcycle, a boat, etc. In the related art, the first virtual character (driver) can drive a virtual vehicle to carry other virtual characters (passengers) to move. However, in the process after the passenger joins the virtual vehicle, the passenger can usually only perform shooting operations, lacking other tactical interactions to choose from. The passenger's operation content is relatively simple and cannot play a role in tactical decision-making. At the same time, the driver not only needs to focus on the control of the virtual vehicle, but also needs to deal with combat response and route decisions, and bear a large operating load. This arrangement makes the passenger and the driver lack balance in the operation content, resulting in relatively monotonous teamwork.

[0003] This design is deficient in terms of team collaboration, which affects the team's overall combat efficiency and collaborative coordination, limits the role of passengers in combat scenarios, and constrains the flexibility of team strategy execution.

[0004] Therefore, the related art has a single method for controlling passengers in a virtual vehicle, which results in poor use of the virtual vehicle and low efficiency in achieving team collaboration.

[0005] To address the above-mentioned problems, no effective solution has been proposed yet. Summary of the invention

[0006] The embodiments of the present application provide a control method and device for a virtual vehicle, a storage medium, and an electronic device, so as to at least solve the technical problem in the related art that the use effect of the virtual vehicle is poor and the efficiency of team collaboration is low due to the single control method of the passengers in the virtual vehicle.

[0007] According to one aspect of an embodiment of the present application, a method for controlling a virtual vehicle is provided, comprising: displaying a target vehicle in a user interface, wherein the target vehicle represents a virtual vehicle driven by a first virtual character to carry a second virtual character for movement; in response to the second virtual character riding the target vehicle driven by the first virtual character, displaying a target control in the user interface, and acquiring a target interaction operation in the user interface, wherein the target interaction operation control is used to control a target virtual function, the target virtual function represents a virtual function that the second virtual character is allowed to use and the first virtual character is prohibited from using; the target virtual function represents a virtual function that the second virtual character is allowed to use and the first virtual character is not allowed to use; in response to the second virtual character performing a target interaction operation on the target control and in response to the second virtual character performing the target interaction operation, displaying a target animation effect in the user interface, wherein the target animation effect represents an animation effect corresponding to the target virtual function and whose functional direction is specified by the target interaction operation.

[0008] According to another aspect of an embodiment of the present application, a control device for a virtual vehicle is also provided, including: a first display module, used to display a target vehicle in a user interface, wherein the target vehicle represents a virtual vehicle driven by a first virtual character to carry a second virtual character for movement; an acquisition module, used to display a target control in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character, and to acquire a target interaction operation in the user interface, wherein the target interaction operation control is used to control a target virtual function, the target virtual function represents a virtual function that the second virtual character is allowed to use and the first virtual character is prohibited from using; the target virtual function represents a virtual function that the second virtual character is allowed to use and the first virtual character is not allowed to use; a second display module, used to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in response to the second virtual character performing the target interaction operation, wherein the target animation effect represents an animation effect corresponding to the target virtual function, and the functional direction is specified by the target interaction operation.

[0009] In an exemplary embodiment, the device is used to display a target control in the user interface and obtain a target interaction operation in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character in at least one of the following ways: displaying a protection function control in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character; obtaining a protection function interaction operation in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character, wherein the target control includes the protection function control, and the protection function control protection function interaction operation is used to control The target vehicle has a protective shield function, and the target virtual function includes the protective shield function, and the protective shield function is used to block virtual damage caused by a virtual attack operation launched against the target vehicle; in response to the second virtual character riding the target vehicle driven by the first virtual character, a navigation function control is displayed in the user interface, and a navigation function interaction operation is obtained in the user interface, wherein the target control includes the navigation function control, and the navigation function interaction operation of the navigation function control is used to control the navigation function of the target vehicle, and the target virtual function includes the navigation function, and the navigation function is used to suggest the moving direction of the target vehicle to the first virtual character.

[0010] In an exemplary embodiment, the device is used to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in the following manner: when the protection function control is displayed in the user interface, in response to the second virtual character performing the protection function interaction operation on the protection function control, a virtual protection shield is displayed in the user interface, wherein the virtual protection shield is configured to allow rotation around the virtual vehicle, and the rotation angle of the virtual protection shield is specified by the protection function interaction operation; when the navigation function control is displayed in the user interface, in response to the second virtual character performing the navigation function interaction operation on the navigation function control, a virtual navigation direction marker is displayed in the user interface, wherein the virtual navigation direction marker is configured to allow rotation around the virtual vehicle, and the rotation angle of the virtual navigation direction marker is specified by the navigation function interaction operation.

[0011] In an exemplary embodiment, the device is used to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in the following manner: in response to the second virtual character performing a first protection operation on the protection function control, displaying a first virtual protection shield in the user interface based on a first operation direction specified by the first protection operation, when the protection function control is displayed in the user interface, wherein the protection direction of the first virtual protection shield is determined by the first operation direction; in response to the second virtual character performing a second protection operation on the protection function control, displaying the second virtual protection shield in the user interface based on a second operation direction specified by the second protection operation, when the first virtual protection shield is already displayed in the user interface, displaying the second virtual protection shield in the user interface based on a second operation direction specified by the second protection operation, wherein the protection direction of the second virtual protection shield is determined by the second operation direction, and the first operation direction is different from the second operation direction.

[0012] In an exemplary embodiment, the device is used to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in the following manner: in response to the second virtual character performing a first pressing operation of a protection press operation on the protection function control, displaying the first virtual protection shield in the user interface based on a first pressing position of the protection press operation on the protection function control, wherein the first operation direction is related to the first pressing position; in response to the second virtual character performing a first drag-and-drop operation of a protection rotation operation on the protection function control, displaying the second virtual protection shield in the user interface based on a first rotation angle on the protection function control associated with the first drag-and-drop operation of the protection rotation operation, wherein the second operation direction is related to the first rotation angle and the first operation direction.

[0013] In an exemplary embodiment, the device is used to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in the following manner: in response to the second virtual character performing a first navigation operation on the navigation function control, displaying a first virtual navigation direction identifier in the user interface based on a third operation direction specified by the first navigation operation, when the navigation function control is displayed in the user interface, wherein the navigation direction of the first virtual navigation direction identifier is determined by the third operation direction; in response to the second virtual character performing a second navigation operation on the navigation function control, displaying the second virtual navigation direction identifier in the user interface based on a fourth operation direction specified by the second navigation operation, when the first virtual navigation direction identifier is already displayed in the user interface.

[0014] In an exemplary embodiment, the device is used to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in the following manner: in response to the second virtual character performing a navigation press operation (a second press operation) on the navigation function control, displaying the first virtual navigation direction identifier in the user interface based on a second press position on the navigation function control of the second press operation, wherein the third operation direction is related to the second press position; when the first virtual navigation direction identifier is already displayed in the user interface, in response to the second virtual character performing a navigation rotation operation (a second drag and move operation) on the navigation function control, displaying the second virtual navigation direction identifier in the user interface based on a second rotation angle on the navigation function control associated with the second drag and move operation of the navigation rotation operation, wherein the fourth operation direction is related to the second rotation angle and the third operation direction.

[0015] In an exemplary embodiment, the device is used to display a target control in the user interface and obtain a target interaction operation in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character in the following manner: in response to multiple second virtual characters all riding the target vehicle driven by the first virtual character, display the target control in multiple user interfaces corresponding to multiple second virtual characters respectively and obtain the target interaction operation in multiple user interfaces corresponding to multiple second virtual characters respectively, wherein the target virtual function is configured to allow multiple second virtual characters to share; the device is used to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in response to the second virtual character performing the target interaction operation: in response to multiple second virtual characters respectively performing the target interaction operation on the target control in response to multiple second virtual characters respectively performing the target interaction operation, display the target animation effect in the user interface at the trigger time of the target interaction operation.

[0016] In an exemplary embodiment, the device is used to display the target animation effect in the user interface at the trigger time of the target interaction operation in response to multiple second virtual characters performing the target interaction operations on the target control respectively in the following manner: in response to a first-rank virtual character performing a first interaction operation on the target control, displaying the target animation effect corresponding to the first interaction operation at a first trigger time in the user interface, wherein the first-rank virtual character corresponds to the first trigger time; in response to a second-rank virtual character performing a second interaction operation on the target control, displaying the target animation effect corresponding to the second interaction operation at a second trigger time in the user interface, wherein the second trigger time is later than the first trigger time, and the second-rank virtual character corresponds to the second trigger time.

[0017] In an exemplary embodiment, the device is used to display the target animation effect corresponding to the second interaction operation at a second trigger time in the user interface in response to a second-order virtual character performing a second interaction operation on the target control in the following manner: in response to a second-order virtual character performing a second interaction operation on the target control, canceling the display of the target animation effect corresponding to the first interaction operation at the second trigger time; and displaying the target animation effect corresponding to the second interaction operation in the user interface.

[0018] In an exemplary embodiment, the device is also used for: in response to multiple second virtual characters all riding the target vehicle driven by the first virtual character, displaying the target control in the multiple user interfaces corresponding to the multiple second virtual characters respectively; after obtaining the target interaction operation in the multiple user interfaces corresponding to the multiple second virtual characters respectively, in response to multiple second virtual characters simultaneously performing the target interaction operation on the target control respectively, displaying the target animation effect in the user interface based on the first triggered target interaction operation; displaying a first prompt message on the user interface of the untriggered virtual character, wherein the first prompt message is used to indicate that the target interaction operation cannot be performed and the target control has expired, and the untriggered virtual character represents the second virtual character corresponding to the untriggered target interaction operation; in response to the display of the target animation effect meeting a preset condition, displaying a second prompt message on the user interface of the untriggered virtual character, wherein the second prompt message is used to indicate that the target interaction operation is allowed to be performed and the target control has returned to normal.

[0019] In an exemplary embodiment, the device is also used for: in response to multiple second virtual characters all riding the target vehicle driven by the first virtual character, after acquiring the target interaction operation in the multiple user interfaces corresponding to the multiple second virtual characters respectively, in response to multiple second virtual characters simultaneously performing the target interaction operations respectively, displaying the target animation effect in the user interface based on the first triggered target interaction operation; displaying a first form of target control on the user interface of the untriggered virtual character, wherein the first form of target control is used to indicate that the target interaction operation cannot be performed, and the untriggered virtual character represents the second virtual character corresponding to the untriggered target interaction operation; in response to the display of the target animation effect satisfying a preset condition, displaying a second form of target control on the user interface of the untriggered virtual character, wherein the second form of target control is used to indicate that the target interaction operation is allowed to be performed.

[0020] In an exemplary embodiment, the device is used to obtain a target interaction operation in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character in at least one of the following ways: in response to the second virtual character riding the target vehicle driven by the first virtual character, when the first virtual character and the second virtual character correspond to different user interfaces respectively, display a target control in the user interface corresponding to the second virtual character, and obtain the target interaction operation for the target control; in response to the second virtual character riding the target vehicle driven by the first virtual character, when the first virtual character and the second virtual character correspond to the same user interface, display a target control in the same user interface, and obtain the target interaction operation for the target control; in response to the second virtual character riding the target vehicle driven by the first virtual character, when the first virtual character and the second virtual character correspond to different user interfaces respectively, display a target control of a first form in the user interface corresponding to the first virtual character, display a target control of a second form in the user interface corresponding to the second virtual character, and obtain the target interaction operation for the target control of the second form, wherein the target control of the first form is used to indicate that the target interaction operation cannot be performed, and the target control of the second form is used to indicate that the target interaction operation is allowed to be performed.

[0021] In an exemplary embodiment, the device is used to obtain a target interaction operation in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character in at least one of the following ways: obtaining the target interaction operation triggered by a keyboard and mouse device in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character; obtaining the target interaction operation triggered by a touch operation performed on a target control in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character; obtaining the target interaction operation triggered by a handle device in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character.

[0022] In an exemplary embodiment, the device is used to display a target animation effect in the user interface in response to the second virtual character performing the target interaction operation in the following manner: in response to the second virtual character performing the target interaction operation, displaying the target animation effect with a functional direction specified by the target interaction operation in the user interface.

[0023] In an exemplary embodiment, the device is used to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in the following manner: displaying the target animation effect in the user interface in response to the second virtual character performing the target interaction operation on the target control; updating the display effect of the target control in the user interface in response to the target interaction operation, wherein the display effect of the target control is used to prompt the status of the target virtual function.

[0024] In an exemplary embodiment, the device is used to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in the following manner: displaying the target animation effect in the user interface in response to the second virtual character performing the target interaction operation on the target control; displaying a status indication control in the user interface in response to the target interaction operation, wherein the status indication control is used to display the status of the target virtual function, and the user interface includes a user interface corresponding to the first virtual character.

[0025] According to another aspect of the embodiments of the present application, a computer-readable storage medium is provided, in which a computer program is stored, wherein the computer program is configured to execute the above-mentioned virtual vehicle control method when running.

[0026] According to another aspect of the embodiments of the present application, a computer program product or a computer program is provided, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the control method of the virtual vehicle as described above.

[0027] According to another aspect of an embodiment of the present application, there is also provided an electronic device, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to execute the virtual vehicle control method through the computer program.

[0028] In an embodiment of the present application, a target vehicle controlled by a first virtual character to carry a second virtual character is displayed on a user interface. When the second virtual character rides on the target vehicle, a target virtual function available only to the second virtual character is triggered through a target interaction operation. In response to the target interaction operation, a target animation effect corresponding to the target virtual function is displayed on the user interface, thereby achieving the technical effect of enriching the interactivity and visual feedback of game operations, enhancing the tactical and strategic depth of the game and the player experience, enhancing teamwork and tactical flexibility, and making the game process more immersive and strategic, which is in sharp contrast to the traditional single operation mode, and thus solves the technical problem in the related art that the use effect of the virtual vehicle is poor and the efficiency of teamwork is low due to the single control method of the passengers in the virtual vehicle. BRIEF DESCRIPTION OF THE DRAWINGS

[0029] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0030] Figure 1 is a schematic diagram of an application environment of an optional virtual vehicle control method according to an embodiment of the present application;

[0031] Figure 2 is a flow chart of an optional virtual vehicle control method according to an embodiment of the present application;

[0032] Figure 3 is a schematic diagram of an optional virtual vehicle control method according to an embodiment of the present application;

[0033] Figure 4 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0034] Figure 5 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0035] Figure 6 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0036] Figure 7 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0037] Figure 8 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0038] Fig. 9is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0039] Fig.10 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0040] Fig.11 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0041] Fig.12 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0042] Fig.13 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0043] Fig.14 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0044] Fig.15 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0045] Fig.16 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0046] Fig.17 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0047] Fig.18 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0048] Fig.19 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0049] Fig. 20 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0050] Fig.21 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0051] Fig. 22 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0052] Fig.23 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application;

[0053] Fig.24 is a schematic structural diagram of an optional virtual vehicle control device according to an embodiment of the present application;

[0054] Fig.25 is a schematic structural diagram of an optional virtual vehicle control product according to an embodiment of the present application;

[0055] Fig.26 It is a schematic diagram of the structure of an optional electronic device according to an embodiment of the present application. DETAILED DESCRIPTION

[0056] In order to enable those skilled in the art to better understand the solution of the present application, the technical solution 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. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of the present application.

[0057] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0058] In order to more clearly understand the technical solution provided by the embodiments of the present application, the key terms involved in the embodiments of the present application are first introduced here:

[0059] Virtual world: a virtual world displayed (or provided) when an application is running on a terminal. The virtual world can be a simulation of the real world, a semi-simulation and semi-fictitious environment, or a purely fictitious environment. The virtual world can be any one of a two-dimensional virtual world, a 2.5-dimensional virtual world, and a three-dimensional virtual world, which is not limited in the embodiments of the present application. The following embodiments are illustrated by taking the virtual world as a three-dimensional virtual world.

[0060] Virtual character: refers to an active object in a virtual world. The active object may be a virtual person, a virtual animal, an animated character, etc., such as a person, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a three-dimensional virtual world. Optionally, the virtual character is a three-dimensional stereoscopic model created based on animation skeleton technology. Each virtual character has its own shape and volume in a three-dimensional virtual world, and occupies a part of the space in the three-dimensional virtual world. Exemplarily, the virtual character has a life value. When the life value of the virtual character is zero, the virtual character can no longer continue to move in the virtual world. Exemplarily, the life value is a criterion for judging whether the virtual character can move in the virtual world. The life value can also be called a signal value, a red bar, etc. The target virtual function may include but is not limited to an onboard virtual prop, which is a virtual prop that forms a binding relationship with a virtual vehicle. Exemplarily, the virtual character uses an onboard virtual prop on a virtual vehicle. The onboard virtual prop includes at least one of a virtual weapon, a functional prop, and a virtual equipment.

[0061] Virtual components: consumable components used in the onboard virtual props. The number of virtual components decreases as the number of times the onboard virtual props are used increases. Illustratively, in this application, virtual components refer to the energy of the virtual shield. The energy of the virtual shield includes electrical energy, energy, fuel, etc. Exemplarily, when the virtual shield is subjected to a virtual attack, the energy of the virtual shield will be reduced.

[0062] First-person shooting game (FPS): refers to a shooting game that users can play from a first-person perspective. The screen of the virtual world in the game is a screen that observes the virtual world from the perspective of the main virtual character. In the game, at least two virtual characters play a single-game battle mode in the virtual world. The virtual characters survive in the virtual world by avoiding attacks launched by other virtual characters and dangers in the virtual world (such as gas circles, swamps, etc.). When the life value of the virtual character in the virtual world is zero, the life of the virtual character in the virtual world ends, and the virtual character that survives in the virtual world is the winner. Optionally, the battle starts at the moment when the first client joins the battle and ends at the moment when the last client exits the battle. Each client can control one or more virtual characters in the virtual world. Optionally, the competitive mode of the battle can include a single-player battle mode, a two-player team battle mode, or a multiplayer large group battle mode. The embodiment of the present application does not limit the battle mode.

[0063] User interface UI (UserInterface) controls are any visual controls or elements that can be seen on the user interface of an application, such as pictures, input boxes, text boxes, buttons, labels and other controls. Some of these UI controls respond to user operations. For example, the user triggers the target virtual function corresponding to the target control to control the deployment of the virtual protection shield. Exemplarily, the UI controls also include controls that cannot be seen on the user interface of the application but can respond to user operations. For example, there is a position on the user interface, and when the user clicks on the position, the navigation function can be controlled to display the navigation logo. The UI controls involved in the embodiments of the present application include, but are not limited to: protection controls, driving controls, navigation controls, and balance prompt controls.

[0064] The method provided in this application can be applied to applications that support virtual worlds. Exemplarily, applications that support virtual worlds are applications in which users can control virtual characters to move in virtual worlds. Exemplarily, the method provided in this application can be applied to any one of virtual reality applications, augmented reality (AR) programs, three-dimensional map programs, simulation programs, virtual reality games, augmented reality games, first-person shooting games (FPS), third-person shooting games (TPS), and multiplayer online tactical competitive games (MOBA). The following embodiments are illustrated by applications in games. Games based on virtual worlds are often composed of maps of one or more game worlds. The virtual world in the game simulates scenes in the real world. Users can control virtual characters in the game to walk, run, jump, shoot, fight, drive, use virtual weapons to attack other virtual characters, and use virtual weapons to charge and attack other virtual characters in the virtual world. The interactivity is strong, and multiple users can form teams online to play competitive games. In some embodiments, the above-mentioned application program can be a shooting game, a racing game, a role-playing game, an adventure game, a sandbox game, a tactical competitive game, a simulation program, and the like. The client can support at least one operating system among the Windows operating system, the Apple operating system, the Android operating system, the IOS operating system, and the LINUX operating system, and the clients of different operating systems can be interconnected. In some embodiments, the above-mentioned client is a program applicable to a mobile terminal with a touch screen. In some embodiments, the above-mentioned client is an application program developed based on a three-dimensional engine, such as the three-dimensional engine is a Unity engine.

[0065] Tactical defense function: The rider controls a rotatable shield centered on the vehicle to form a protection area at a specified angle to resist enemy attacks from a specific direction. The shield can be freely adjusted within 360 degrees to dynamically respond to multi-directional threats and enhance the strategic depth of team defense.

[0066] Tactical Guidance Function: Passengers on the vehicle can use the navigation knob to suggest the direction of travel in real time, provide tactical driving path planning support for the driver's reference, so as to optimize route selection and improve tactical flexibility and coordination efficiency.

[0067] The present application is described below in conjunction with embodiments:

[0068] According to one aspect of an embodiment of the present application, a method for controlling a virtual vehicle is provided. Optionally, in this embodiment, the method for controlling a virtual vehicle can be applied to: Figure 1 In the hardware environment composed of the server 101 and the terminal device 103 shown in FIG. Figure 1 As shown, the server 101 is connected to the terminal device 103 via a network, and can be used to provide services for the terminal device or an application 107 installed on the terminal device. The application can be a video application, an instant messaging application, a browser application, an educational application, a game application, etc. A database 105 may be set up on the server or independently of the server to provide data storage services for the server 101, for example, a game data storage server. The above-mentioned network may include, but is not limited to, a wired network and a wireless network, wherein the wired network includes, for example, a local area network, a metropolitan area network, and a wide area network; the wireless network includes, for example, Bluetooth, WIFI, and other networks that implement wireless communication; the terminal device 103 may be a terminal configured with an application program, and may include, but is not limited to, at least one of the following: a mobile phone (such as an Android phone, an iOS phone, etc.), a laptop computer, a tablet computer, a PDA, a MID (Mobile Internet Devices), a PAD, a desktop computer, a smart TV, an intelligent voice interaction device, a smart home appliance, a vehicle-mounted terminal, an aircraft, a virtual reality (VR) terminal, an augmented reality (AR) terminal, a mixed reality (MR) terminal, and other computer devices; the above-mentioned server may be a single server, or a server cluster consisting of multiple servers, or a cloud server.

[0069] Combination Figure 1As shown, the control method of the virtual vehicle can be executed by an electronic device, which can be a terminal device or a server. The control method of the virtual vehicle can be implemented by the terminal device or the server respectively, or by the terminal device and the server together.

[0070] The terminal device 103 is installed and runs an application that supports the virtual world. The application can be any one of a virtual reality application, a three-dimensional map program, a simulation program, an FPS game, a MOBA game, and a multiplayer gunfight survival game. The terminal device 103 is a terminal used by a first user, and the first user uses the terminal device 103 to control the main control virtual character in the virtual world to perform activities, and the activities include but are not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, shooting, throwing, using virtual weapons to attack other virtual characters, and using virtual weapons to charge and attack other virtual characters. Schematically, the main control virtual character is a first virtual character, such as a simulation character object or an animation character object.

[0071] The terminal device 103 is connected to the server 101 via a wireless network or a wired network.

[0072] The server 101 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 101 is used to provide background services for applications that support the virtual world. Optionally, the server 101 undertakes the main computing work, and the terminal device 103 undertakes the secondary computing work; or, the server 101 undertakes the secondary computing work, and the terminal device 103 undertakes the main computing work; or, the server 101 and the terminal device 103 adopt a distributed computing architecture for collaborative computing.

[0073] Optionally, the first virtual character and the second virtual character are in the same virtual world. Optionally, the first virtual character and the second virtual character may belong to the same team, the same organization, have a friend relationship, or have temporary communication permissions.

[0074] Optionally, the applications installed on different terminal devices 103 are the same, or the applications installed on the two terminals are the same type of applications on different control system platforms. The terminal device 103 may generally refer to one of a plurality of terminals, and this embodiment is only illustrated by the terminal device 103. The device types of the terminal devices 103 are the same or different, and the device type includes at least one of a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments are illustrated by taking the terminal including a smart phone as an example.

[0075] Those skilled in the art will appreciate that the number of the above terminals may be more or less. For example, the above terminal may be only one, or the above terminals may be dozens or hundreds, or more. The embodiment of the present application does not limit the number of terminals and device types.

[0076] The above is only an example and is not specifically limited in this embodiment.

[0077] Optionally, as an optional implementation, as Figure 2 As shown, the control method of the virtual vehicle includes:

[0078] S202, displaying a target vehicle in a user interface, wherein the target vehicle represents a virtual vehicle driven by a first virtual character to carry a second virtual character for movement;

[0079] Optionally, in an embodiment of the present application, the above-mentioned target vehicle may include but is not limited to a virtual vehicle with a transportation function in the game scene. In many games, vehicles are important tools for players to quickly move and transfer positions in the game world. For example, in some large-scale multiplayer online shooting games or racing games, there are rich and diverse vehicle types. Common ones are cars, which have different speeds and stability, can provide players with different mobile experiences, and can be driven in different terrains such as roads and deserts; there are also motorcycles, which have high maneuverability and speed, suitable for use in narrow terrain or scenes that require fast shuttles; airplanes can achieve long-distance rapid transfer and high-altitude combat or reconnaissance; ships can sail in waters to help players cross water obstacles such as rivers, lakes or oceans. These vehicles are driven by the first virtual character in the game to control the steering wheel, joystick, throttle and other control components. Their main purpose is to carry the second virtual character from one place to another. Whether it is rushing to the front line quickly in a battle scene, escaping from a dangerous area, or going to a new place in an exploration scene, they all play a key role, greatly enriching the gameplay and strategy of the game, and changing the player's way of action and rhythm in the game world.

[0080] It should be noted that in the game world, the types of target vehicles are rich and varied. From the perspective of land vehicles, there may be various styles of cars, such as off-road vehicles, whose powerful four-wheel drive system and high chassis design enable them to easily cope with rugged mountain roads and muddy trails, and are suitable for use in outdoor adventure scenes; there are also sports cars, which have extreme speed and cool appearance, and can show excellent performance on urban tracks or flat highways, and can be used for fast pursuit or escape scenes. In terms of water, in addition to common small boats, there are also large cruise ships, which may be equipped with luxurious facilities inside, for players to carry out leisure activities during the voyage, and can also be used as mobile bases; submarines can be used for underwater exploration or secret operations, and can sneak in deep sea areas to avoid enemy detection. In air vehicles, in addition to ordinary airplanes, there are also helicopters, which have the ability to take off and land vertically, can dock and take off in a small space, and are suitable for performing tasks in complex terrains such as mountains and urban high-rise buildings; in addition, there are hot air balloons, which, although slow, can provide a leisurely aerial sightseeing experience and play a unique role in some leisure exploration game scenes. This application is not limited to this.

[0081] Optionally, in an embodiment of the present application, the above-mentioned first virtual character may include but is not limited to a character image that assumes the main responsibility of vehicle driving in the game. For example, in a simulation game, it may be a character who has undergone professional driving training, who has the skills to skillfully operate various types of vehicles, and is responsible for transporting teammates to the designated combat area in the battle scene; in a racing game, it may be the image of a professional racing driver, who drives a sports car on the track with superb driving skills and leads teammates to shuttle between different stages. The above-mentioned second virtual character may include but is not limited to a character that moves in the game with the help of a vehicle driven by the first virtual character, and can perform unique functions through specific controls. In a team adventure game, it may be a character responsible for reconnaissance and auxiliary combat. When riding a vehicle, it can use special functions to provide intelligence or defense support to the team; in a science fiction game, it may be a character with special technological capabilities, who can activate energy shields or navigation assistance functions through exclusive controls when riding a vehicle.

[0082] S204, in response to the second virtual character riding on the target vehicle driven by the first virtual character, obtaining a target interaction operation in the user interface, wherein the target interaction operation is used to control a target virtual function, and the target virtual function represents a virtual function that the second virtual character is allowed to use but the first virtual character is not allowed to use;

[0083] Optionally, in an embodiment of the present application, the above-mentioned target interaction operation may include but is not limited to being triggered by a keyboard and mouse device connected to the terminal, being triggered by a touch operation on a target control on a touch screen, being triggered by a joystick operation of a handle, etc., and may include but is not limited to a combination of one or more of the above, and this embodiment does not make any specific limitations.

[0084] Taking the triggering by the keyboard and mouse device connected to the terminal as an example, the above-mentioned keyboard and mouse device may include but is not limited to independently triggering the above-mentioned target interaction operation through the keyboard, independently triggering the above-mentioned target interaction operation through the mouse, and jointly triggering the above-mentioned target interaction operation through the keyboard and mouse, for example, triggering the target virtual function through the keyboard, and triggering the release range or angle of the target virtual function through the mouse.

[0085] Taking the above-mentioned triggering by the touch operation on the target control on the touch screen as an example, the above-mentioned target control may include but is not limited to providing an operation entry for the second virtual character in the game interface to realize the interactive elements of a specific virtual function. Figure 3 is a schematic diagram of an optional virtual vehicle control method according to an embodiment of the present application, such as Figure 3 As shown, in some action games, it may be a virtual button or knob on the screen, such as a slider 302 for operating a defense shield, by dragging the slider to adjust the shield angle; in strategy games, it may be a specific slider 304, which can activate the map marking function after clicking, and the direction of the mark can be adjusted by dragging to guide the driver in the direction of travel.

[0086] It should be noted that the target controls come in a variety of forms. They may be a touch-sensitive slider on the edge of the screen, where players adjust function parameters by sliding. They may also be a rotatable icon suspended on the interface, where the function direction is set by rotating the angle. They may also be a virtual button activated by voice commands, where players can trigger corresponding functions by saying specific words, providing players with convenient and diverse operating methods.

[0087] Optionally, in an embodiment of the present application, the above-mentioned target control can be configured to hide the above-mentioned target control in the user interface corresponding to the first virtual character and display the above-mentioned target control in the user interface corresponding to the second virtual character when the first virtual character and the second virtual character correspond to different user interfaces respectively; when the functions of the first virtual character and the second virtual character are exchanged, the above-mentioned target control can be displayed in the user interface corresponding to the first virtual character and hidden in the user interface corresponding to the second virtual character.

[0088] It should be noted that the exchange of functions between the first virtual character and the second virtual character can be understood as the exchange of seats of the first virtual character and the second virtual character, the first virtual character initiates a function exchange application to the second virtual character, the second virtual character initiates a function exchange application to the first virtual character, the virtual life value of the first virtual character or the second virtual character reaches the preset life value condition, and some role parameters of the first virtual character or the second virtual character reach the preset parameter conditions, wherein the above role parameters can be understood as driving endurance value to indicate the length of time the virtual character is allowed to drive the virtual vehicle, virtual shield energy to indicate the length of time to maintain the target virtual function, etc.

[0089] Optionally, in an embodiment of the present application, the target control can be set to display the target control in the same user interface when the first virtual character and the second virtual character correspond to the same user interface. At this time, the screen displayed by the same user interface is a screen used by the first virtual character and the second virtual character, and the first virtual character and the second virtual character can be informed at the same time of the state of the target virtual function being triggered by the second virtual character. For example, when the second virtual character triggers the target control, the triggering state of the target control and the function parameters and function orientation of the target virtual function can be displayed in the user interface.

[0090] It should be noted that the target control can only be triggered by the second virtual character, but cannot be triggered by the first virtual character.

[0091] Optionally, in an embodiment of the present application, the above-mentioned target control can be set to display the above-mentioned target control on the same user interface corresponding to the first virtual character and the second virtual character. At this time, the same user interface is displayed together on the terminal screen corresponding to the first virtual character and the terminal screen of the second virtual character, respectively. In the terminal screen corresponding to the first virtual character, the target control is displayed in a first form, informing the first virtual character that the target virtual function cannot be used at present. In the terminal screen corresponding to the second virtual character, the target control is displayed in a second form, informing the second virtual character that the target virtual function is currently allowed to be used.

[0092] Optionally, in an embodiment of the present application, the above-mentioned target virtual functions may include but are not limited to functions specially designed for the second virtual character riding the vehicle, which are different from the driver's operation and can play an important tactical or auxiliary role in the game process. Figure 4 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, such as Figure 4 As shown, for example, in a combat game, there is a shield defense function that can rotate around the vehicle, and a shield 402 is generated to resist enemy attacks and ensure the safety of the vehicle; Figure 5 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, such as Figure 5 As shown, there is also a real-time navigation suggestion function, which can plan a better route for the driver according to the terrain and combat situation, generate navigation marks 502, and improve the team's mobility.

[0093] It should be noted that the above-mentioned target virtual functions in certain theme games may include but are not limited to magic shield functions that can resist magic attacks; and element amplification functions that can enhance the elemental power around the vehicle, such as the fire element can increase the speed and attack power of the vehicle, and the water element can be used to extinguish fires or repair vehicle damage.

[0094] S206 , in response to the second virtual character performing the target interaction operation, displaying a target animation effect in the user interface, wherein the target animation effect represents an animation effect corresponding to the target virtual function and having a functional direction specified by the target interaction operation.

[0095] Optionally, in an embodiment of the present application, the above-mentioned target interaction operation may include but is not limited to operations such as clicking, dragging, and sliding of the target control by the second virtual character. Figure 6 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, such as Figure 6 As shown, when operating the shield control, the angle may be precisely adjusted by dragging the direction indicator 602; when using the navigation function, a specific location on the map may be clicked to mark the direction of travel, or the suggested route angle may be changed by rotating the knob 604.

[0096] Optionally, in an embodiment of the present application, the above-mentioned target animation effect may include but is not limited to dynamic visual feedback related to the target virtual function presented on the user interface after the second virtual character performs the target interaction operation. Figure 7 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, such as Figure 7 As shown, when the shield function is activated, an animation of the shield unfolding, rotating and flashing may appear, showing the defense status and angle change of the shield 702; when using the navigation function, there may be an arrow 704 indicating the route direction accompanied by dynamic light and shadow effects, guiding the driver to pay attention to the suggested route, making the operation feedback more intuitive and vivid.

[0097] It should be noted that the above-mentioned target animation effects have their own advantages in presentation form. When the defense function is activated, a flashing shield effect may appear, and the color and brightness of the light will change according to the strength of the defense; when using the navigation function, there may be a dynamic light track extending from the vehicle to the destination, and the thickness and color of the light will change according to the quality of the route; when the attack assist function is triggered, the virtual weapon charging light effect and the attack range prompt light and shadow may appear, so that players can intuitively feel the role and effect of the function. This application does not limit this.

[0098] It should be noted that the above-mentioned target virtual functions have rich and diverse application scenarios in different types of games.

[0099] In shooting games, the above-mentioned target virtual functions may include but are not limited to a defense function, which can play a key role when the vehicle encounters an enemy attack. When the vehicle is driving on the virtual battlefield, the second virtual character operates the defense function, the shield is deployed and rotated to the appropriate angle, resisting virtual bullets from all directions, effectively protecting the safety of the vehicle and the members in the vehicle, and providing guarantees for the team to continue to advance the combat plan. The above-mentioned target virtual functions may include but are not limited to a navigation function, which can help the driver plan the best route in complex terrain such as mountains, jungles or urban ruins. For example, when performing a certain task, the second virtual character uses the navigation function to guide the first virtual character to drive the vehicle to avoid the enemy's defense area based on the deployment and terrain information of the hostile camp discovered in advance, and chooses a hidden and fast path to quickly reach the target location, achieving an unexpected attack effect.

[0100] In science fiction adventure games, the above-mentioned target virtual functions may include but are not limited to an energy absorption and conversion function. When the vehicle is close to a specific energy source or is attacked by enemy energy in battle, the second virtual character activates this function and absorbs external energy through a series of operations and converts it into vehicle power enhancement or shield reinforcement energy. There is also a space jump guidance function. When facing dangerous areas in interstellar travel or needing to quickly reach distant galaxies, the second virtual character calculates and sets the space jump coordinates with the help of the operation of the target control, and displays complex star map animation effects and jump path guidance on the user interface, helping the driver to successfully perform space jumps and open a new adventure chapter, which greatly expands the game's exploration scope and gameplay depth.

[0101] In the team competition mode of the racing game, the above-mentioned target virtual functions may include but are not limited to the environmental interference prompt function. The second virtual character can observe the surrounding environment of the track and the dynamics of the opponent, operate the target control to mark the obstacles, oil stains or other drivers' interference behaviors on the track, and present them to the driver with flashing icons or warning line animation effects on the user interface, so that the driver can make response strategies in advance, avoid collisions or slow down, and maintain the speed and advantage of the game. At the same time, there is also a teammate vehicle performance enhancement auxiliary function. At critical moments, the second virtual character operation function temporarily improves the speed, handling or tire grip and other performance parameters of the teammate's vehicle, and displays the enhanced status around the teammate's vehicle through special light and shadow animation effects, helping the entire team to achieve better results in the game, increasing the strategy and fun of teamwork.

[0102] In an exemplary embodiment, Figure 8 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, such as Figure 8 As shown, taking the game application scenario as an example:

[0103] S1: After the game is started, the player enters a game scene. At this time, a target vehicle is presented on the user interface, and the vehicle is controlled by a first virtual character.

[0104] S2: When the second avatar boarded the vehicle driven by the first avatar, target controls appeared on the user interface of the second avatar. One of the target controls was an energy shield adjustment panel, which could adjust the shield's strength and coverage through a slider. The other was a map navigation system that marked routes to different resource points.

[0105] S3: When the vehicle faces a virtual attack, the second virtual character operates the control 802 corresponding to the energy shield adjustment panel, drags the shield strength slider to the right to 80%, and sets the shield coverage to ensure that the key parts of the vehicle are protected. At this time, the target animation effect is displayed on the user interface, and a layer of blue energy light appears on the surface of the shield. The brightness and thickness of the light increase as the shield strength increases, clearly showing the strengthening state of the shield.

[0106] S4: When the team needs to move to a new settlement, the navigation path mark can be specified through the control 804 corresponding to the map navigation system. The mark is accompanied by an arrow indicating the direction, and there are light and shadow effects around the arrow to guide the first virtual character to drive the vehicle along the planned route.

[0107] In another exemplary embodiment, Fig. 9 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, such as Fig. 9 As shown, take the application scenario of shooting games as an example:

[0108] S1: The player enters a game scene, and the target vehicle is driven by the first virtual character.

[0109] S2: When the second virtual character gets on the vehicle, target controls appear on the user interface, one of which is an electronic jammer activation and frequency adjustment button 902 for jamming the enemy's communication and radar systems, and the other is a surrounding environment scanning radar button 904 for detecting the distribution of surrounding enemies and obstacles.

[0110] S3: During the movement, an enemy area is found ahead. The second virtual character presses the electronic jammer start button and rotates the frequency adjustment knob to a specific frequency to maximize the jamming of enemy signals. At this time, the target animation effect is displayed on the user interface, and electromagnetic interference waves are emitted from the top of the vehicle, spreading outward in the form of wavy lines, accompanied by a slight electric current sound effect, indicating that the jammer has been successfully started.

[0111] S4: When approaching the enemy position, the second virtual character needs to know the detailed situation around it. The second virtual character activates the surrounding environment scanning radar, and the radar starts to scan the surrounding area. The scanning results are displayed on the user interface with dotted icons of different colors, red for enemies and yellow for teammates. At the same time, the range and direction of the radar scan are presented with dynamic fan-shaped light and shadow effects, which continue to expand and rotate as the scan progresses, providing the first virtual character with clear surrounding environment information.

[0112] Through the above process, the diversified target controls and corresponding operation processes greatly enrich the participation and role of the second virtual character in the game. It is no longer just a passive rider, but can flexibly use the target virtual function according to different combat scenarios and needs, and effectively assist the team in dealing with various complex situations. Secondly, the target animation effect provides players with intuitive operation feedback, so that players can clearly understand whether their operations are effective and the current status of the function. For example, the dynamic effects of the shield's light changes and path indications allow players to quickly make judgments and further decisions in tense battles. Finally, this design enhances the tactical and strategic depth of the game. Players need to reasonably select and use the target virtual function according to the actual situation, and work closely with the first virtual character, thereby increasing the importance and fun of teamwork, making the entire game process more challenging and immersive, and bringing players a richer and unique gaming experience.

[0113] In an embodiment of the present application, a target vehicle controlled by a first virtual character to carry a second virtual character is displayed on a user interface. When the second virtual character rides on the target vehicle, a target control for controlling a target virtual function that is only available to the second virtual character is displayed on the interface. In response to the second virtual character's target interaction operation on the target control, a target animation effect corresponding to the target virtual function and directed toward the function specified by the operation is displayed on the user interface, thereby achieving the technical effect of enriching the interactivity and visual feedback of game operations, enhancing the tactical and strategic depth of the game and the player experience, enhancing teamwork and tactical flexibility, and making the game process more immersive and strategic, which is in sharp contrast to the traditional single operation mode, and further solves the technical problem in the related art that the use effect of the virtual vehicle is poor and the efficiency of teamwork is low due to the single control method of the passenger in the virtual vehicle.

[0114] As an optional solution, Fig.10 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, such as Fig.10 As shown, in response to the second virtual character riding on the target vehicle driven by the first virtual character, obtaining a target interaction operation in the user interface includes at least one of the following:

[0115] S204-1, in response to the second virtual character riding on the target vehicle driven by the first virtual character, obtaining a protection function interaction operation in the user interface, wherein the protection function interaction operation is used to control a protection shield function of the target vehicle, the target virtual function includes a protection shield function, and the protection shield function is used to block virtual damage caused by a virtual attack operation launched against the target vehicle;

[0116] S204-2, in response to the second virtual character riding on the target vehicle driven by the first virtual character, obtaining a navigation function interaction operation in the user interface, wherein the navigation function interaction operation is used to control the navigation function of the target vehicle, the target virtual function includes a navigation function, and the navigation function is used to suggest a moving direction of the target vehicle to the first virtual character.

[0117] It should be noted that it may also include but is not limited to:

[0118] S204-3: In response to the second virtual character riding on the target vehicle driven by the first virtual character, obtaining a protection function interaction operation and a navigation function interaction operation in the user interface.

[0119] Optionally, in an embodiment of the present application, the above-mentioned protective function interactive operation may include but is not limited to performing interactive operations on protective function controls, and the protective function controls may include but are not limited to interactive components that provide operating means for the second virtual character riding the vehicle in the game interface to activate and adjust the vehicle protective shield. For example, in some science fiction or fantasy games, it may be a virtual control panel with an energy bar and an angle adjustment slider. The energy bar is used to intuitively display the remaining energy of the protective shield, and the angle adjustment slider allows the second virtual character to accurately adjust the angle of the protective shield according to the direction of the enemy's attack. In a combat scene, when facing attacks from different directions, the second virtual character can rotate the protective shield to the optimal defense position by dragging the slider to effectively block the enemy's attack.

[0120] Optionally, in an embodiment of the present application, the above-mentioned navigation function interactive operation may include but is not limited to performing interactive operations on the navigation function control, and the navigation function control may include but is not limited to an operating tool that enables the second virtual character to plan and indicate the route for the vehicle in the game interface. For example, in an adventure or strategy game, it may be a scalable map interface with marking tools and path planning lines. The second virtual character can click on a specific location on the map, such as a resource point, a safe area, or a mission target point, and then plan a rough path from the current location to the target point by drawing lines. These paths will be displayed on the map with lines of different colors or brightness so that the driver can clearly identify them.

[0121] For example, taking a game application scenario as an example, the process includes but is not limited to the following:

[0122] S1: After the game starts, the second virtual character gets on the vehicle driven by the first virtual character. At this time, the protection function control and navigation function control appear on the user interface. The protection function control is a circular energy shield control panel. Fig.11 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, such as Fig.11 As shown, there is an energy display disk 1102 in the center, and 360-degree angle adjustment buttons 1104 are distributed around it, and each button represents an adjustment range of 10 degrees.

[0123] S2: Encountered an attack during movement. The second virtual character checks the energy display disk of the protection function control and finds that the shield energy is 80%. According to the source direction of the virtual attack, click the angle adjustment button to adjust the angle of the shield to the best defense position, such as adjusting the angle to 30 degrees with the direction of the attack source to minimize the impact of the virtual attack on the vehicle. At this time, a layer of blue energy ripple animation effect appears on the surface of the shield, indicating that the shield has successfully adjusted its angle and is in a defensive state.

[0124] S3: When the vehicle needs to go to a new area for exploration, the second avatar uses the navigation function control to mark a path that bypasses these dangerous areas. The path is marked with lines of different colors, such as green lines for safe main paths and yellow lines for backup paths in case of unexpected situations on the main path. At the same time, some navigation points can be set on the path to ensure that the vehicle can accurately follow the planned route. These navigation points appear as flashing highlights on the map and the driver's user interface, accompanied by a brief text prompt to inform the driver of the distance and estimated flight time.

[0125] Through the embodiments of the present application, the operating functions of the second virtual character and its role in the game process are greatly enriched. The second virtual character is no longer a simple passenger, but can actively participate in the defense and navigation decisions of the vehicle. The existence of the protection function control allows the vehicle to respond more flexibly when facing attacks, improving the survivability of the vehicle. The navigation function control enables the team to plan routes more efficiently, avoid danger and find resources, enhancing the strategy and fun of the game. At the same time, various animation effects and intuitive operation interfaces provide players with clear operation feedback, allowing players to better immerse themselves in the game world and enhance the overall game experience.

[0126] As an alternative, Fig.10 As shown, in response to the second virtual character performing the target interaction operation, displaying the target animation effect in the user interface includes:

[0127] S206-1, in response to the second virtual character performing a protection function interaction operation, displaying a virtual protection shield in the user interface, wherein the virtual protection shield is configured to allow rotation around the virtual vehicle, and the rotation angle of the virtual protection shield is specified by the protection function interaction operation;

[0128] S206-2, in response to the second virtual character performing a navigation function interaction operation, a virtual navigation direction marker is displayed in the user interface, wherein the virtual navigation direction marker is configured to allow rotation around the virtual vehicle, and a rotation angle of the virtual navigation direction marker is specified by the navigation function interaction operation.

[0129] Optionally, in an embodiment of the present application, the above-mentioned protective function interactive operation may include but is not limited to a series of actions performed by the player on the protective function control, aiming to change the state and angle of the virtual protective shield. In action games, it may be to continuously click a button to increase the strength of the protective shield, or to press and drag the icon on the screen to rotate the protective shield. In role-playing games, different protective strategies may be achieved by combining keys, such as opening an all-round protection mode with one key, or operating in a specific order to concentrate the protective shield on a certain part of the vehicle. The above-mentioned virtual protective shield may include but is not limited to an energy or physical barrier that is presented in a visual form in the game to protect the virtual vehicle from attack. In fantasy games, it may be a translucent shield emitting mysterious light, with unique textures and colors, such as a light blue magic shield, which may also have runes flashing on it, showing its powerful defensive capabilities. In modern war games, it may be a metal-textured shield, which will have sparks and bullet marks as it is attacked, and its shape may vary depending on the type of vehicle, such as a car vehicle The protective shield may be a flat rectangle, while the protective shield of an aircraft vehicle may be a streamlined circle or oval.

[0130] Optionally, in an embodiment of the present application, the above-mentioned navigation function interactive operation may include but is not limited to route planning, direction adjustment and other behaviors performed by the player using the navigation function control. In a strategy game, the player may determine the route by clicking on different areas on the map, and then fine-tune the direction by dragging an arrow or rotating a compass. In a survival game, the player may need to constantly adjust the navigation operation according to the distribution of resources and dangerous areas, such as near a water source, by sliding the map layer on the screen to switch to display different information to assist the navigation operation. The above-mentioned virtual navigation direction mark may include but is not limited to a visual element that appears in the form of an arrow, line or special icon in the game interface to indicate the direction of travel of the virtual vehicle. In a sailing game, it may be an arrow with a weather vane, and the size and color of the arrow will change according to the wind direction, water flow and the distance of the destination, such as red for headwind or dangerous direction, and green for tailwind or safe direction. In a flight game, it may be a line with dynamic light and shadow effects, extending from the vehicle to the destination, the thickness and brightness of the line indicate the priority and reliability of the route, and will rotate and adjust in real time as the vehicle moves and changes in direction.

[0131] It should be noted that in different types of game scenes, the form and operation of the protection function controls are extremely diverse. In science fiction games, it may be a holographic control panel suspended in the corner of the screen, and the parameters of the shield can be adjusted by sliding gestures. For example, swiping up can increase the energy intensity of the shield, swiping left and right can accurately control its rotation angle, and clicking on a specific area can switch the defense mode of the shield, such as switching from full defense to concentrated defense of key parts. For virtual shields, their appearance and characteristics are also unique. In fantasy adventure games, it may be a crystal shield emitting mysterious light. The runes on the shield will flash as it is attacked, and the color of the light will change from soft blue to dazzling gold depending on the level of protection. Its shape is not fixed either, it may be round, oval or even irregular polygonal to fit different game styles and vehicle appearances.

[0132] In terms of navigation function controls, in simulation business games, it may be an interface similar to a map book when expanded. Players set the destination by clicking on landmark buildings on the map, and then use the zoom function to view the surrounding environment, and then adjust the angle of the virtual navigation direction mark by rotating the virtual compass. The color of the compass pointer will change according to the difficulty of the route, such as green for unobstructed traffic and red for obstacles.

[0133] The presentation forms of virtual navigation direction signs are also rich. In a racing game, it may be a light strip that fits the track. The brightness and flashing frequency of the light strip indicate the degree of deviation from the optimal route. Players adjust its angle by operating special buttons on the steering wheel so that it always points to the optimal driving path. This application does not limit this.

[0134] For example, taking a shooting game as an example, the process includes but is not limited to the following:

[0135] S1: After the game starts, the player enters a fierce battle scene, and the second virtual character boards the vehicle driven by the first virtual character. At this time, the protection function control and navigation function control are clearly displayed on the user interface. The protection function control is a circular operation panel located in the lower left corner of the screen. There is an energy display bar and an angle adjustment scale on the operation panel. The energy display bar is full of 100 points, and the angle adjustment scale can be accurate to 10 degrees. The navigation function control is a scalable map in the upper right corner of the screen, which is marked with information such as terrain, teammate positions, and suspected enemy areas.

[0136] S2: Encountered heavy fire attack from the enemy while driving. Fig.12 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, such as Fig.12 As shown, the second virtual character checks the energy display bar 1202 of the protection function control and finds that there are still 70 points of energy. According to the direction of the enemy's attack, by dragging the pointer on the operating panel, the rotation angle of the virtual protection shield is adjusted to a 30-degree angle with the enemy's fire line to minimize damage. At this time, a translucent blue energy protection shield instantly appears around the vehicle, and there is a dynamic effect of energy flow on the protection shield, indicating that it has been successfully activated and is in a defensive state. As the enemy's attack continues, the energy display bar will decrease by 5-10 points after each attack is blocked according to the intensity of the attack.

[0137] S3: When the team needs to go to a strategic point on the map for support. The second virtual character opens the map of the navigation function control and studies the surrounding terrain and enemy distribution. It is found that a main road is blocked by enemy firepower, and there is a mountain path that is rugged but relatively safe. So the mountain path is marked on the map as the route, and the angle of the virtual navigation direction mark is adjusted to point to the entrance of the path by rotating the navigation arrow on the map. At this time, a green dotted line appears on the map or around the vehicle as a route guide, and the navigation arrow flashes yellow to remind the driver to pay attention to the direction.

[0138] S4: When approaching the strategic point, the enemy's air strike threat was encountered again. The second virtual character checked the protection function control again and found that there were only 30 points of energy left. He decisively adjusted the angle of the shield to all-round protection and concentrated the remaining energy on the top of the vehicle. The color of the shield turned red, indicating that it was in a high-load defense state. He quickly replanned the navigation route, using the buildings on the map as shelters to draw a tortuous route to avoid air strikes, and the navigation direction mark also rotated and adjusted rapidly.

[0139] Through the embodiments of the present application, the role of the second virtual character in combat is greatly enhanced. The combination of the protection function control and the virtual protection shield enables the vehicle to respond flexibly when attacked, improving its survivability. Players can formulate defense strategies according to different attack situations, increasing the strategic and interesting nature of the battle. The navigation function control and the virtual navigation direction logo allow the team to plan the route more efficiently, cope with complex battlefield environments, and improve the efficiency of teamwork and the tactical depth of the game. At the same time, intuitive operation and clear visual feedback allow players to better immerse themselves in the game, improving the overall experience and competitiveness of the game.

[0140] As an alternative, Fig.10 As shown, in response to the second virtual character performing the target interaction operation, displaying the target animation effect in the user interface includes:

[0141] S206-1-1, in response to the second virtual character performing a first protection operation, displaying a first virtual protection shield in the user interface based on a first operation direction specified by the first protection operation, wherein the protection direction of the first virtual protection shield is determined by the first operation direction;

[0142] S206-1-2, in response to the second virtual character performing a second protection operation, displaying a second virtual protection shield in the user interface based on a second operation direction specified by the second protection operation, wherein the protection direction of the second virtual protection shield is determined by the second operation direction, and the first operation direction is different from the second operation direction.

[0143] Optionally, in an embodiment of the present application, the first protection operation may include but is not limited to the first operation of the second virtual character on the protection function control in the game, which is intended to generate and determine the direction of the first virtual protection shield. In an action-adventure game, it may be possible to slide a specific icon on the screen to a specified position, and the direction information of this position will be converted into the protection direction of the first virtual protection shield. Or in some role-playing games, a specific word is said through a voice command to trigger the protection function, and the direction of the protection is determined in combination with the direction data of the head query device, such as when the player shouts "front defense", the protection shield will be generated in the direction of the player's head. The first operation direction may include but is not limited to the vector information generated by the first protection operation for determining the protection angle and direction of the first virtual protection shield. In a flight shooting game, it may be determined according to the direction of the trajectory of the player's finger sliding on the screen. For example, if the player slides from the lower left corner of the screen to the upper right corner, the first operation direction is this diagonal direction, and the first virtual protection shield will be deployed and adjusted based on this direction to protect the vehicle from attacks from this direction.

[0144] Among them, the above-mentioned first virtual protective shield may include but is not limited to a visualized energy or physical barrier generated in the game according to the first protective operation and the first operation direction, which is used to protect the virtual vehicle. In a fantasy game, it may be a translucent circular shield with magic runes, and the flashing frequency and brightness of the runes will change with the energy state of the shield and the situation of being attacked. The color of the shield may also change according to its protective strength, such as blue for normal defense, orange for certain pressure, and red for imminent failure. Its size and shape may vary depending on the type of vehicle and the setting of the game scene. For example, for a small aircraft vehicle, the shield may be a small circle close to the fuselage; for a large land vehicle, the shield may be a larger rectangle or oval, covering the key parts of the vehicle.

[0145] Optionally, in an embodiment of the present application, the second protection operation may include but is not limited to the re-operation of the protection function control by the second virtual character when the first virtual protection shield is already displayed, in order to generate a new second virtual protection shield with a different protection direction. In a strategy war game, it may be that after clicking the switch protection mode button on the operation interface, a new protection direction is specified by dragging the mouse. Or in some driving simulation games, by pressing a specific shortcut key combination, the new direction is determined using the joystick of the game controller. The second operation direction may include but is not limited to the vector information determined by the second protection operation for setting the protection angle and orientation of the second virtual protection shield. In a racing game, if the vehicle encounters an attack threat from the side and rear, the player may first operate the protection function control to generate a first virtual protection shield facing the rear, and then draw a straight line from the center of the vehicle to the side attack source on the touch screen. The direction of this straight line is the second operation direction, and a second virtual protection shield facing the side attack source will be generated accordingly, thereby achieving effective defense against attacks from multiple directions.

[0146] Among them, the above-mentioned second virtual protective shield may include but is not limited to a visualized energy or physical barrier generated in the game according to the second protective operation and the second operation direction, which has a different protective direction from the first virtual protective shield and is used to protect the virtual vehicle. In modern warfare games, it may be different in appearance from the first virtual protective shield, such as different colors, textures or dynamic effects, to facilitate players to distinguish. For example, the first virtual protective shield is a metallic gray with an electric spark effect, while the second virtual protective shield may be a blue transparent energy shield with a light band effect of energy flow. Its protective capability and range may also be set differently according to game balance and scene requirements. For example, in some cases, the energy consumption of the second virtual protective shield is faster, but the protective strength is higher in a short period of time, which is suitable for dealing with sudden high-intensity attacks.

[0147] It should be noted that the first protection operation and the second protection operation may be achieved through different key combinations in action adventure games. For example, pressing the "A" key and then dragging the mouse to the left is the first protection operation, and pressing the "B" key and then dragging the mouse to the right is the second protection operation. The protection direction generated by each operation is completely different, providing players with a variety of options for dealing with complex attack environments.

[0148] In terms of the virtual shield, the first virtual shield may be a crystal shield emitting blue light with flowing runes on it to show its energy state, and the second virtual shield may be a golden shield with a wing pattern, which will flap as the protection state changes, which is not only more visually attractive, but also allows players to intuitively distinguish different protection states and directions. This application does not limit this.

[0149] As an optional solution, in response to the second virtual character performing the target interaction operation, displaying the target animation effect in the user interface includes:

[0150] In response to the second virtual character performing a first pressing operation, displaying a first virtual protective shield in the user interface based on a first pressing position of the first pressing operation, wherein the first operation direction is related to the first pressing position;

[0151] In response to the second virtual character performing a first drag operation, a second virtual shield is displayed in the user interface based on a first rotation angle associated with the first drag operation, wherein the second operation direction is related to the first rotation angle and the first operation direction.

[0152] Optionally, in an embodiment of the present application, the above-mentioned first pressing operation may include but is not limited to the click and press action performed by the second virtual character on the protection function control through a finger or other designated input device. In action games, it may be possible to quickly click a corner of the protection function control to activate a protection shield in a specific direction. For example, clicking the lower left corner area three times in a row will generate a protection shield in the corresponding direction. In a role-playing game, it may be possible to long press a specific icon to trigger the protection function, and the initial strength of the protection shield is determined according to the length of the pressing time. The above-mentioned first pressing position may include but is not limited to the specific coordinates or area where the player performs the first pressing operation on the protection function control. In a driving simulation game, if the protection function control is a circular operating panel, then pressing at the center of the circle may represent all-round protection, while pressing at the edge position corresponds to protection in different directions according to the angle scale of the edge. For example, pressing at a 30-degree position will generate a protection shield facing the 30-degree direction, and its operation is intuitive and easy for players to master.

[0153] The first virtual protective shield may include but is not limited to a visual energy or physical barrier generated in the game based on the first pressing operation and the first pressing position to protect the virtual vehicle. In a fantasy game, it may be a translucent shield with magic runes, and the style and color of the runes may vary according to the direction and strength of the protection. For example, a protective shield facing east may have a rune similar to a sunrise pattern, and as it is attacked, the rune will flash or change color, such as from blue to red to indicate an increase in protective pressure.

[0154] Optionally, in an embodiment of the present application, the above-mentioned first drag-and-drop operation may include but is not limited to twisting, turning and other operations performed by the second virtual character on the protection function control. In a strategy game, the direction of the shield may be adjusted by rotating a knob with a direction mark. In some racing games, the angle and direction of the shield may be changed by sliding a finger on the touch screen and rotating around a center point. The above-mentioned first rotation angle may include but is not limited to the angle value generated by the protection rotation operation, which is used to determine the direction change of the second virtual shield relative to the first virtual shield. In a flight shooting game, if the first virtual shield is facing forward, the player rotates the pointer on the protection function control 45 degrees through a rotation operation, then the second virtual shield will rotate 45 degrees in the corresponding direction based on the first virtual shield, thereby achieving more accurate defense against attacks at different angles, adding more flexibility to the game's combat strategy.

[0155] It should be noted that the above-mentioned first rotation angle can be understood as pressing and moving the protection function control to determine the angle between a first line between the pressing position before the movement and the normal of the protection function control and a second line between the pressing position after the movement and the normal of the protection function control.

[0156] Among them, the above-mentioned second virtual protective shield may include but is not limited to a visualized energy or physical barrier generated in the game according to the first drag movement operation, the first rotation angle and the first operation direction, which has a different direction from the first virtual protective shield and is used to protect the virtual vehicle. In modern war games, it may have subtle differences in appearance from the first virtual protective shield, such as different color depth, glossiness, etc., so that players can quickly distinguish them. At the same time, its energy consumption and defense strength may also vary according to the rotation angle and game settings. For example, the larger the rotation angle, the faster the energy consumption may be, but the defense strength may be improved in a short time to cope with complex and changing combat situations.

[0157] For example, taking a shooting game as an example, the process includes but is not limited to the following:

[0158] S1: After the game is started, the player enters a tense and exciting battle map, and the second virtual character boards the vehicle driven by the first virtual character. At this time, the protection function control is clearly displayed in the lower right corner of the user interface. It is a circular touch panel, which is equally divided into 36 small areas. Each area corresponds to a different protection direction angle, and there is a central rotatable disc for subsequent operations.

[0159] S2: Fig.13 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, such as Fig.13As shown, when encountering enemy fire attack from the left side at 45 degrees, the second virtual character finds a small area corresponding to the left side at 45 degrees on the protection function control and performs a quick pressing operation 1302. This small area is located at the upper left corner edge of the circular panel. Based on this operation, a blue translucent first virtual protection shield 1304 instantly appears at 45 degrees to the left side of the vehicle, and its energy display bar is initially full of 100 points. There is a dynamic energy streamer effect on the protection shield, indicating that it is in an activated state.

[0160] S3: As the battle continues, the enemy changes its attack strategy and launches an attack from a 30-degree angle behind the first virtual shield. At this time, the second virtual character, with the first virtual shield already displayed, Fig.13 As shown, a first drag and move operation 1306 is performed on the rotatable disk in the center of the protection function control. The disk is rotated 30 degrees clockwise by the finger, and based on this first rotation angle, a green translucent second virtual protection shield 1308 appears 30 degrees behind the first virtual protection shield. The energy display bar of the second virtual protection shield is initially 80 points, and its protection strength is 20% higher than that of the first virtual protection shield in a short time to cope with the new attack direction, but the energy consumption speed is also 30% faster than that of the first virtual protection shield.

[0161] S4: During the battle, if the first virtual shield is attacked intensively, its defense capability needs to be enhanced. The second virtual character finds the initial pressing area corresponding to the first virtual shield on the protection function control again and performs a long press operation. For every one second of long press, the energy limit of the first virtual shield increases by 10 points, up to a maximum of 150 points. At the same time, its defense strength increases by 30% in the next 10 seconds, but the energy consumption rate will also increase by 50% during this period.

[0162] Through the embodiments of the present application, a rich variety of protection operation methods are provided for players. The second virtual character can respond quickly according to changes in the enemy's attack direction, and accurately adjust the position and direction of the virtual protective shield through the first pressing operation and the first dragging and moving operation, which greatly improves the survivability of the vehicle in combat. The energy and strength settings of different virtual protective shields increase the strategy and fun of the game. Players need to reasonably allocate resources and operate the protective shield according to the actual combat situation. At the same time, the intuitive operation interface and clear visual feedback allow players to better immerse themselves in the combat atmosphere of the game, enhance the overall experience and competitiveness of the game, and make the combat process of the game more exciting and challenging.

[0163] As an alternative, Fig.10 As shown, in response to the second virtual character performing the target interaction operation, displaying the target animation effect in the user interface includes:

[0164] S206-2-1, in response to the second virtual character performing the first navigation operation, displaying a first virtual navigation direction indicator in the user interface based on a third operation direction specified by the first navigation operation, wherein the navigation direction of the first virtual navigation direction indicator is determined by the third operation direction;

[0165] S206-2-2, in response to the second virtual character performing a second navigation operation, a second virtual navigation direction identifier is displayed in the user interface based on a fourth operation direction specified by the second navigation operation, wherein the navigation direction of the second virtual navigation direction identifier is determined by the fourth operation direction, and the third operation direction is different from the fourth operation direction.

[0166] Optionally, in an embodiment of the present application, the first navigation operation may include but is not limited to the first operation of the second virtual character on the navigation function control, the purpose of which is to determine and display the navigation direction of the first virtual navigation direction mark. In a role-playing game, it may be to click on the icon of the destination on the map, and then the system automatically calculates a path based on the position clicked by the player and the current vehicle position, and displays it with the first virtual navigation direction mark. In a strategy game, it may be by dragging an icon representing a vehicle to the target area, and the direction of the trajectory generated at the same time is the third operation direction, and the first virtual navigation direction mark appears accordingly. The third operation direction may include but is not limited to the vector information generated by the first navigation operation for determining the direction of the first virtual navigation direction mark. In a sailing game, if the player draws a straight line from the current port position to the target island on the navigation map, the direction of this straight line is the third operation direction, and the first virtual navigation direction mark will be displayed on the user interface as a line with an arrow in this direction, the arrow pointing to the target island, and the color and thickness of the line may vary according to the distance and route difficulty.

[0167] Among them, the above-mentioned first virtual navigation direction mark may include but is not limited to a visual element generated in the game according to the first navigation operation and the third operation direction, used to indicate the direction of travel of the vehicle. In a flight game, it may be an arrow with dynamic light and shadow effects, and the size of the arrow will change with the distance to the target, and the closer it is, the larger it will be. Its color may also vary depending on the flight environment, such as blue in clear weather and yellow in bad weather, so that players can intuitively understand the navigation information.

[0168] Optionally, in an embodiment of the present application, the second navigation operation may include but is not limited to the re-operation of the second virtual character on the navigation function control when the first virtual navigation direction mark is already displayed, so as to generate a new second virtual navigation direction mark with a different navigation direction. In a racing game, it may be that an emergency situation is found on the road ahead during the game, such as an obstacle or interference from an opponent. The player clicks the alternate route button on the map and then selects a new target point. The direction information generated in this process is the fourth operation direction. The fourth operation direction may include but is not limited to the vector information determined by the second navigation operation for setting the direction of the second virtual navigation direction mark. In a war game, if the vehicle needs to change the marching route to avoid the enemy's ambush area during the mission, the player re-plans the path on the map of the navigation function control, draws a broken line from the current position to the new safe area, and the direction change of this broken line is the fourth operation direction. The second virtual navigation direction mark will be adjusted according to this direction to guide the vehicle to the new destination.

[0169] The second virtual navigation direction mark may include but is not limited to a visualization element generated in the game according to the second navigation operation and the fourth operation direction, which has a different navigation direction from the first virtual navigation direction mark and is used to indicate the direction of travel of the vehicle. In a science fiction game, it may be different in appearance from the first virtual navigation direction mark, for example, the first virtual navigation direction mark is an ordinary arrow, while the second virtual navigation direction mark is an arrow with a special mark or flashing effect to highlight it as a new navigation direction, so as to facilitate players to quickly identify and distinguish it in complex game scenes.

[0170] It should be noted that the first navigation operation and the second navigation operation may be achieved through different key combinations in action adventure games. For example, pressing the "W" key and right-clicking a point on the map is the first navigation operation to set the initial direction; while pressing the "E" key and clicking another point again is the second navigation operation to change the navigation direction. This allows players to quickly respond to various emergencies in the game and re-plan their routes.

[0171] In terms of virtual navigation direction signs, their presentation forms also have their own characteristics. In fantasy games, the first virtual navigation direction sign may be a magic arrow flashing blue light, and the brightness of the light will change as the distance from the target approaches. The second virtual navigation direction sign may be a compass needle with golden runes, and the runes will flash different frequencies according to the correctness of the direction, providing players with more intuitive navigation information. This application does not limit this.

[0172] As an optional scheme, in response to the second virtual character performing a target interaction operation, a target animation effect is displayed in the user interface, including: in response to the second virtual character performing a second press operation, displaying a first virtual navigation direction indicator in the user interface based on a second press position of the second press operation, wherein a third operation direction is related to the second press position; in response to the second virtual character performing a second drag operation, displaying a second virtual navigation direction indicator in the user interface based on a second rotation angle associated with the second drag operation, wherein a fourth operation direction is related to the second rotation angle and the third operation direction.

[0173] Optionally, in an embodiment of the present application, the second pressing operation may include but is not limited to the click and press action of the second virtual character on the navigation function control through a finger or a designated input device. In an action adventure game, it may be to quickly click a specific icon on the navigation function control to activate the navigation function, and determine the initial direction according to the click position. For example, clicking the icon in the upper left corner may represent navigation to the northeast, and clicking the icon in the lower right corner may represent navigation to the southwest. In a role-playing game, it may be to long press a certain area to call up a detailed navigation menu, and then perform further operations. The second pressing position may include but is not limited to the specific coordinates or area where the player performs the second pressing operation on the navigation function control. In a racing game, if the navigation function control is a circular operating disk, then the pressing at the center position may represent the straight forward direction, and the pressing at the edge position corresponds to navigation in different directions according to the angle scale of the edge. For example, pressing at a 60-degree position will generate a first virtual navigation direction mark facing the 60-degree direction. Its operation is simple and intuitive, which is convenient for players to get started quickly.

[0174] Among them, the above-mentioned first virtual navigation direction mark may include but is not limited to a visual element generated in the game according to the second pressing operation and the second pressing position, which is used to indicate the direction of travel of the vehicle. In a flight game, it may be an arrow with dynamic light and shadow effects, and the color of the arrow will vary depending on the flight environment and the safety of the route. For example, in a safe airspace, the arrow is green, and in a dangerous area it becomes red, and the size of the arrow will change with the distance from the target, the closer it is, the larger it will be, providing players with clear navigation information.

[0175] Optionally, in an embodiment of the present application, the second drag-and-drop operation may include, but is not limited to, twisting and rotating operations performed by the second virtual character on the navigation function control. In a strategy game, the navigation direction may be adjusted by rotating a knob with a direction mark. In some science fiction games, the navigation direction and angle may be changed by sliding a finger on a touch screen and rotating around a center point. The second rotation angle may include, but is not limited to, the angle value generated by the second drag-and-drop operation, which is used to determine the direction change of the second virtual navigation direction mark relative to the first virtual navigation direction mark. In a war game, if the first virtual navigation direction mark is facing forward, the player rotates the knob on the navigation function control 45 degrees through a rotation operation, then the second virtual navigation direction mark will be rotated 45 degrees in the corresponding direction based on the first virtual navigation direction mark, thereby achieving more accurate navigation of different angles and directions, increasing the strategy and flexibility of the game.

[0176] It should be noted that the above-mentioned second rotation angle can be understood as pressing and moving the navigation function control to determine the angle between the third line between the pressing position before movement and the normal of the navigation function control and the fourth line between the pressing position after movement and the normal of the navigation function control.

[0177] Among them, the above-mentioned second virtual navigation direction mark may include but is not limited to a visualization element generated in the game according to the second drag movement operation, the second rotation angle and the third operation direction, which has a different direction from the first virtual navigation direction mark and is used to indicate the direction of travel of the vehicle. In modern warfare games, it may have subtle differences in appearance from the first virtual navigation direction mark, such as different color depth, glossiness, etc., so that players can quickly distinguish them. At the same time, the dynamic effects displayed may also be different. For example, the first virtual navigation direction mark is a steady arrow, while the second virtual navigation direction mark may have a flashing light and shadow effect to highlight it as a new navigation direction and better guide players to operate in complex game scenes.

[0178] For example, taking a shooting game as an example, the process includes but is not limited to the following:

[0179] S1: At the beginning of the game, the second virtual character controlled by the player boards the armed vehicle driven by the first virtual character. At this time, in the upper right corner of the game interface, a circular navigation function control is clearly visible. The control is divided into 12 sector areas, each area represents a 30-degree direction range, and there is a 360-degree rotating pointer at the center of the circle.

[0180] S2: During the game, the team receives a task to go to point A on the map to resupply supplies. The second virtual character performs a second press operation on the navigation function control. After observation, point A on the map is roughly located in the northeast direction of the current vehicle. Fig.14 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, such as Fig.14 As shown, the second virtual character then clicks on the sector area corresponding to the northeast direction (i.e., 45 degrees to 75 degrees) on the navigation function control. Based on this operation, a blue line extending from the vehicle position to point A appears in the user interface, with a flashing blue arrow at the end of the line, which is the first virtual navigation direction indicator. Its navigation direction (third operation direction) is determined by the second pressed position, guiding the vehicle to move toward point A.

[0181] S3: The vehicle was on its way to point A when the road ahead was suddenly blocked by the enemy. When the first virtual navigation direction mark has been displayed, the second virtual character needs to re-plan the route. Therefore, a second drag-and-move operation is performed on the navigation function control. Drag the pointer at the center of the circle on the screen with your finger and rotate it 90 degrees clockwise to adjust the navigation direction that originally pointed to the northeast to the southeast. Based on this second rotation angle, a new green line appears in the user interface with a flashing green arrow at the end of the line, which is the second virtual navigation direction mark. Its navigation direction (the fourth operating direction) is determined by the second rotation angle and the third operating direction. The vehicle will move toward the backup route in the southeast direction to avoid enemy fire.

[0182] S4: If you find that there are a small number of enemy obstacles on the alternative route while traveling along the new route. The second virtual character operates the navigation function control again. First perform the second press operation, click on the fan-shaped area on the navigation function control that deviates slightly from the southeast direction (for example, 135 degrees-165 degrees), and redetermine the third operation direction. Then, perform the second drag and move operation, rotate the pointer 30 degrees counterclockwise, and adjust the second rotation angle. Based on this series of operations, a new yellow line and yellow arrow appear in the user interface, forming a new second virtual navigation direction mark. The first virtual character controls the vehicle to flexibly change the route according to the new navigation direction and cleverly bypass the enemy.

[0183] Through the embodiments of the present application, the strategy and flexibility of the game are greatly improved. In the fierce shooting game battle scene, the player can quickly and accurately adjust the direction of the vehicle according to the real-time changing battlefield situation. The combination of the second press operation and the second drag and move operation gives the player a rich selection of operations and enhances the player's sense of control over the game. At the same time, virtual navigation direction signs of different colors and shapes provide players with clear and intuitive visual guidance, allowing players to make decisions quickly. This design not only enhances the player's gaming experience, but also increases the competitiveness and fun of the game, allowing players to immerse themselves more deeply in the tense and exciting combat atmosphere in the game.

[0184] As an optional solution, in response to the second virtual character riding the target vehicle driven by the first virtual character, obtaining the target interaction operation in the user interface includes: in response to the second virtual character riding the target vehicle driven by the first virtual character, obtaining the target interaction operation in the user interface includes: in response to multiple second virtual characters all riding the target vehicle driven by the first virtual character, obtaining the target interaction operation in multiple user interfaces corresponding to multiple second virtual characters respectively, wherein the target virtual function is set to allow multiple second virtual characters to share;

[0185] In response to the second virtual character performing the target interaction operation, displaying the target animation effect in the user interface includes: in response to multiple second virtual characters respectively performing the target interaction operation, displaying the target animation effect in the user interface at the triggering time of the target interaction operation respectively.

[0186] Optionally, in an embodiment of the present application, the above-mentioned multiple second virtual characters refer to multiple character images riding the same target vehicle in the same game scene. Specifically, they can be characters with different tasks. Taking a team-based shooting game as an example, there may be a character in the team who specializes in medical assistance and carries various medical equipment with him. Once a teammate is injured in a fierce exchange of fire, he can immediately start treatment on the vehicle to stabilize the teammate's condition. There are also characters who are proficient in electronic warfare. With the help of advanced electronic equipment carried by the vehicle, they invade the enemy's electronic system, interfere with enemy communications and radars, and create tactical advantages for the team. In strategy games, multiple second virtual characters have a more detailed division of labor. Some are responsible for resource collection and quickly carry out collection work after the vehicle arrives at the resource point; some focus on the construction of fortifications, and use the materials transported by the vehicle to quickly build defense facilities at key locations to consolidate the team's strongholds.

[0187] Among them, the above-mentioned multiple user interfaces are essentially the game screen display areas seen by different players on their respective game devices. In a multiplayer online game environment, each player's device screen presents an independent user interface, showing the perspective of the character they control. Just like in a massively multiplayer online role-playing game, the second virtual character controlled by player A is in a bustling city, and its interface displays the bustling street scenes, various buildings, and operation buttons for skill release and item management in the city. The character controlled by player B is exploring a deep forest, and its interface presents dense forests, winding paths, and operation areas related to exploration. Due to the differences in the positions and perspectives of the characters, the content of the two interfaces is completely different.

[0188] In addition, the above-mentioned target virtual function is set to allow multiple second virtual characters to share, indicating a carefully designed special function in the game that can be used simultaneously by multiple second virtual characters riding the vehicle. In science fiction adventure games, the target vehicle is often equipped with an energy shield function, and multiple second virtual characters can work together. Some are responsible for adjusting the strength of the shield and reasonably distributing energy according to the intensity of the enemy's attack; some are responsible for changing the direction of the shield to accurately resist the enemy's attacks from different directions. In competitive games, the vehicle's acceleration function can also be activated by multiple second virtual characters in coordination. When the game enters a white-hot stage, the players press specific buttons at the same time, and the vehicle instantly releases powerful power, rushing to the target location like an arrow from a string, helping the team to seize the initiative in the game.

[0189] In addition, the trigger time of the above-mentioned target interaction operation refers to the precise moment when the second virtual character operates the target control. In action games, the player controls the second virtual character to ride a vehicle, facing the intensive attack of the enemy's attack props, and clicks the defense button when it is about to be hit by the attack props. The time of this click action is the trigger time of the target interaction operation. In strategy games, players pay close attention to the enemy's dynamics. When they find that the enemy's army is approaching and has obvious offensive intentions, they immediately operate the target control to issue a retreat order. The time when the order is issued is the trigger time. The system will display the corresponding target animation effect in the user interface based on this time point.

[0190] It should be noted that in the case where the target virtual function allows multiple second virtual characters to share, in role-playing games, the target vehicle is a flying magic carpet, and multiple second virtual characters ride on it. Its target virtual function may be group invisibility. When multiple characters operate the target control at the same time to activate this function, the magic carpet and all passengers enter the invisible state. In music rhythm games, the target vehicle is a mobile platform on the stage, and multiple second virtual characters correspond to different instrument players. The target virtual function can be accelerated performance by all. At the critical moment, multiple characters operate simultaneously to speed up the performance rhythm and set off the climax of the performance.

[0191] As an optional scheme, in response to multiple second virtual characters respectively performing target interaction operations, target animation effects are displayed in the user interface at the trigger time of the target interaction operations, including: in response to a first-rank virtual character performing a first interaction operation, the target animation effect corresponding to the first interaction operation is displayed at a first trigger time in the user interface, wherein the first-rank virtual character corresponds to the first trigger time; in response to a second-rank virtual character performing a second interaction operation, the target animation effect corresponding to the second interaction operation is displayed at a second trigger time in the user interface, wherein the second trigger time is later than the first trigger time, and the second-rank virtual character corresponds to the second trigger time.

[0192] Optionally, in an embodiment of the present application, the above-mentioned first-ranked virtual character may include but is not limited to a character image that is preferentially operated in a game or a specific virtual scene. For example, in some team competitive games, the virtual character that first operates the target control triggers a series of specific effects and feedback. This setting helps to clarify the order of operations, avoid operational conflicts, and ensure the orderly progress of the game or virtual scene. In a game scene simulating a war, after the first-ranked virtual character performs an operation on a "attack initiation control", a series of target animation effects such as offensive animation effects and virtual weapon preparation effects will be triggered according to predetermined rules and logic, and these effects will be displayed on the user interface on time at the corresponding first trigger time, giving players clear visual feedback and operational guidance, enhancing the strategy and playability of the game.

[0193] Among them, the above-mentioned first interactive operation may include but is not limited to various operation modes such as clicking, sliding, long pressing, and double-clicking on the target control. Taking common mobile games as an example, players control virtual characters to click skill buttons in the game interface, drag prop icons to designated locations, and long press the screen to realize character charging. These operations all belong to the category of the first interactive operation. Different interactive operations usually correspond to different functions and effects. For example, in a racing game, the first interactive operation of clicking the acceleration button may instantly increase the speed of the car, and display the animation effect of the increased speed and the special effects of the engine roaring on the user interface; while the interactive operation of sliding the screen to adjust the perspective will change the player's field of view, and accordingly display the animation process of the perspective switching on the interface, including the translation and rotation of the scene and other dynamic effects. The display time of these effects is the first trigger time, which is closely related to the first interactive operation, providing players with intuitive operation feedback and improving the fluency and immersion of the game experience.

[0194] In addition, the above-mentioned first trigger time may include but is not limited to the precise time point or time interval pre-set by the system for displaying the corresponding target animation effect after the virtual character performs the interactive operation. In action games, when the player controls the character to perform an attack operation, the first trigger time may be the moment after pressing the attack button. At this time, the system will immediately play the animation effect of the attack action on the user interface, such as the smooth display of the character's sword swinging, punching and other actions. This moment is the first trigger time. In some strategy games, after the player issues a building construction instruction (the first interactive operation), the first trigger time may be a short delay. During this time interval, the system will display the animation process of the gradual accumulation of building materials and the gradual construction of the building frame to simulate the real construction process. The precise setting of the first trigger time is crucial to the rhythm of the game and the timeliness of the operation feedback. It allows players to clearly feel the direct consequences of their operations and enhance the interactivity and realism of the game.

[0195] Optionally, in an embodiment of the present application, the second-priority virtual character may include but is not limited to a character that is ranked after the first-priority virtual character in the game or virtual scene operation sequence. For example, in a multiplayer online battle competition game, the character that first performs the target interaction operation is considered the first-priority virtual character, and after the first-priority virtual character performs the target interaction operation, the character that performs the target interaction operation is considered the second-priority virtual character. For some target virtual functions, only when the first-priority virtual character completes the target interaction operation can the second-priority virtual character continue to operate the target control. This order setting increases the difficulty and challenge of the game, and also makes the cooperation between players closer and more critical.

[0196] Among them, the above-mentioned second interactive operation may include but is not limited to an operation behavior that is similar to the first interactive operation but different in operation timing, operation method or operation object. In a game scene, the first interactive operation may be that the player uses the left mouse button to click on the target control to select a virtual weapon, and the second interactive operation may be that the player uses the right mouse button to click on the same target control to switch the shooting mode of the virtual weapon. For example, in some simulation construction games, the first interactive operation is to click on the building blueprint to place it, and the second interactive operation may be to long press the blueprint to rotate or adjust the angle. Different interactive operations will trigger different effects and corresponding animation displays. In this case, the second interactive operation will display the corresponding target animation effect at its corresponding second trigger time, such as special effects animation when the virtual weapon shooting mode is switched, dynamic light and shadow effects when the building blueprint is rotated, etc. These animation effects and operation feedback provide players with a diverse operating experience and rich game functions.

[0197] Among them, the above-mentioned second trigger time may include but is not limited to a time point or time interval set by the system according to game rules and logic for displaying the corresponding target animation effect after the second-ranked virtual character performs the second interactive operation, and the time is later than the first trigger time.

[0198] It should be noted that in different types of game scenarios, there may be many situations in which the first-priority virtual characters and the second-priority virtual characters are defined. In role-playing games, they may be distinguished based on the level of the characters or the plot settings. For example, a high-level magician, as the first-priority virtual character, clicks on the magic release control, which may instantly trigger a dazzling magic special effect animation effect on the battle interface, while a low-level warrior, as the second-priority virtual character, drags the defense control at the right time after the magician's skill is released, and then displays the defense animation effect of the shield unfolding at a later second trigger time.

[0199] For example, Fig.15is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, such as Fig.15 As shown, taking a shooting game as an example, it includes but is not limited to the following process, and the target virtual functions include shooting with virtual weapons, zooming in and out with a scope, firing anti-vehicle virtual weapons, and first aid:

[0200] S1: In a game match, the first virtual character performs a click operation 1502 (first interactive operation) on the shooting control. At this time, the first trigger time set by the system is within 0.1 seconds after the click operation. The corresponding target animation effect is that the virtual weapon of the virtual vehicle fires a virtual bullet, produces a flashing fire effect, and displays an animation of the bullet trajectory on the screen, accompanied by a gunshot sound effect, so that the player can instantly feel the feedback of the shooting operation, enhance the realism and timeliness of the operation, and enable the player to quickly determine whether his attack is effective.

[0201] S2: Next, the second virtual character performs a sliding operation 1504 (second interactive operation) on the zoom control, and the second trigger time is about 2 seconds after the first virtual character shoots. The target animation effect at this time is that the field of view changes, and the dynamic effect of the camera zooming in or out is clearly presented, and the prompt information of the current zoom multiple is displayed at the edge of the screen. Through clear animation and prompt information, it helps players better grasp the operation details and improve shooting accuracy.

[0202] S3: In the subsequent process, if the enemy has a vehicle, the first virtual character can switch to an anti-vehicle virtual weapon and perform a long press operation 1506 (a new first interactive operation) on the launch control. The first trigger time is 0.5 seconds after the long press. The target animation effect is the launch of the anti-vehicle virtual weapon, accompanied by a strong recoil animation flying towards the target, and there are light and shadow effects on the flight path to enhance the visual effect. When facing different enemies and scenes, players can use the unique operations of different characters and corresponding animation feedback to quickly respond to threats and enrich the game combat strategy.

[0203] S4: Subsequently, the second-ranked virtual character performs a click operation 1508 (a new second interactive operation) on the first aid control, and the second trigger time is about 3 seconds after the anti-vehicle virtual weapon is fired. The target animation effect at this time is that the health status of teammates is clearly displayed on the screen in the form of dynamic numbers and blood bars, and if a teammate is injured, there will be a flashing warning light effect, so that treatment operations can be performed at the right time to promote team collaboration and maintain team combat capabilities.

[0204] Through the embodiments of the present application, different target virtual functions of the target vehicle are determined, and operations are performed according to different operation sequences, trigger times, and target animation effects. This can improve the strategy of the game, the accuracy of operation feedback, and the closeness of teamwork in the game, and bring players a richer and more immersive shooting game experience.

[0205] As an optional scheme, in response to a second-order virtual character performing a second interactive operation, a target animation effect corresponding to the second interactive operation is displayed at a second trigger time in the user interface, including: in response to a second-order virtual character performing a second interactive operation, canceling the display of the target animation effect corresponding to the first interactive operation at the second trigger time; and displaying the target animation effect corresponding to the second interactive operation in the user interface.

[0206] Optionally, in the embodiment of the present application, the target animation effect corresponding to the first interactive operation may include, but is not limited to, a visualization effect generated in the game due to the first-ranked virtual character performing the first interactive operation. The target animation effect corresponding to the second interactive operation may include, but is not limited to, a visualization effect generated in the game due to the second-ranked virtual character performing the second interactive operation.

[0207] For example, Fig.16 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, such as Fig.16 As shown, taking a shooting game application scenario as an example, it includes but is not limited to the following processes:

[0208] S1: At the beginning of the game, the first-ranked virtual character and the second-ranked virtual character board the vehicle together. In the lower right corner of the game interface, there is a target control area composed of multiple circular icons, each of which corresponds to a different function.

[0209] S2: The first virtual character finds a group of enemies gathering in front of him, so at 15 minutes and 30 seconds, he clicks the "shield" icon in the target control (the first interactive operation). The game system immediately records the first trigger time of 15 minutes and 30 seconds, and displays the target animation effect corresponding to the first interactive operation in the user interface. At 15 minutes and 30 seconds and 05 milliseconds, the virtual shield is displayed.

[0210] S3: However, the second-ranked virtual character finds that the enemies in front have been basically eliminated, and a group of enemies are coming from the back. At this time, the second-ranked virtual character long presses the "shield" icon in the target control at 15 minutes, 30 seconds and 10 milliseconds (the second interactive operation). The game system records this second trigger time of 15 minutes, 30 seconds and 10 milliseconds, and first cancels the target animation effect of the virtual shield corresponding to the first interactive operation at this time point of 15 minutes, 30 seconds and 10 milliseconds. Then, the target animation effect of the virtual shield corresponding to the second interactive operation is displayed in the user interface.

[0211] Through the embodiments of the present application, close collaboration between characters and consistency of operations are achieved. The second-ranked virtual character can respond in a timely manner according to the actions of the first-ranked virtual character and the battlefield situation, and cancel or change the previous target animation effect by executing the second interactive operation, while displaying the new target animation effect. This design increases the strategy and fun of the game. Players need to reasonably arrange the operation sequence and timing of the two characters according to different situations. Different interactive operations and target animation effects not only enrich the visual experience of the game, but also allow players to immerse themselves more deeply in the combat atmosphere of the game. At the same time, accurate trigger time recording and operation response ensure the smoothness and real-time nature of the game, and improve the player's gaming experience and competitiveness.

[0212] As an optional scheme, in response to multiple second virtual characters all riding on the target vehicle driven by the first virtual character, after obtaining the target interaction operation in multiple user interfaces corresponding to the multiple second virtual characters respectively, the above method also includes: in response to multiple second virtual characters simultaneously performing the target interaction operations respectively, displaying the target animation effect in the user interface based on the first triggered target interaction operation; displaying a first prompt message on the user interface of the untriggered virtual character, wherein the first prompt message is used to indicate that the target interaction operation cannot be performed, and the untriggered virtual character represents the second virtual character corresponding to the untriggered target interaction operation; in response to the display of the target animation effect meeting a preset condition, displaying a second prompt message on the user interface of the untriggered virtual character, wherein the second prompt message is used to indicate that the target interaction operation is allowed to be performed.

[0213] Optionally, in an embodiment of the present application, the above-mentioned first triggered target interactive operation may include but is not limited to the first completed operation recorded by the game system when multiple second virtual characters operate the target control at the same time. The above-mentioned first prompt message may include but is not limited to the prompt information displayed on the user interface of these untriggered virtual characters when the target control fails for some virtual characters due to specific reasons in the game. For example, on the user interface corresponding to these characters, "Invalid, please try again later" may be displayed in a striking red font, or the player may be informed in the form of a voice broadcast that "Currently unavailable" to let the player know the current operation restriction.

[0214] Among them, the above-mentioned untriggered virtual characters may include but are not limited to characters whose operation instructions are not successfully recognized or responded to by the game system when multiple second virtual characters operate the target controls at the same time. The above-mentioned preset conditions may include but are not limited to a series of rules pre-set by the game developer for determining whether the target animation effect has reached a specific state. For example, in the game, when the duration of the skill displayed by the target animation effect reaches a certain length of time, such as the stealth skill lasting for 10 seconds; or the range of the skill covers a specific area, such as the healing skill successfully covers the area where the entire team is located; or the damage caused by the skill to the enemy reaches a certain value, such as the electromagnetic interference skill that paralyzes 50% of the enemy's virtual weapon system, if one of these conditions is met, it can be considered that the display of the target animation effect meets the preset conditions.

[0215] In addition, the second prompt message may include, but is not limited to, a notification message displayed on the user interface of the virtual character that was not triggered before, when the target control is restored to normal from the invalid state in the game. For example, when the target control is restored to normal operation, the user interface of the character whose operation was not responded to before may display "The target control has been restored to normal, and the operation can continue" in green flashing font, or inform the player that "it is normal" in the form of a pop-up window, so that the player can resume the operation of the target control in time.

[0216] For example, taking a shooting game application scenario as an example, the process includes but is not limited to the following:

[0217] S1: At the beginning of the game, the five second virtual characters board the virtual vehicle together with the first virtual character. On the operation interface of the virtual vehicle, the target control is presented as a row of icons of different colors and shapes, distributed on the left side of the screen.

[0218] S2: When the team was attacked by a large-scale enemy fleet, multiple second virtual characters took actions on the target controls at the same time. The second virtual character A clicked the "Emergency Treatment" icon at 15 minutes 20 seconds 05 milliseconds, trying to restore the health of the injured teammate; the second virtual character B long-pressed the "Electromagnetic Interference Transmit" icon at almost the same time, hoping to interfere with the enemy's virtual vehicle electronic system; the second virtual character C clicked the "Full Ammunition Supply" icon; the second virtual character D clicked the "Battlefield Scan Start" icon. The operation of the second virtual character A was first recognized by the system and became the first triggered target interaction operation. The game system immediately displayed the target animation effect corresponding to the operation in the user interface, and the teammates' health bars began to rise.

[0219] S3: At this time, the operation instructions of the second virtual characters B, C, and D are not received by the system, and they become untriggered virtual characters. The game system quickly displays the first prompt message on the user interface of these four untriggered virtual characters. It displays "Vehicle communication is occupied, currently unable to operate, please wait for recovery" in red bold font, accompanied by a short alarm sound, so that the player can clearly know the abnormal operation.

[0220] S4: As the healing skill triggered by the second virtual character A continues to take effect, at 15 minutes and 30 seconds, the preset conditions are met, for example, the health of teammates is restored to more than 70%. The game system then displays a second prompt message on the user interface of the four virtual characters that have not been triggered. It displays "Vehicle communication is normal, combat operation can continue" in green flashing font, and a prompt sound is issued at the same time, informing the player that the target control can be operated again.

[0221] Through the embodiments of the present application, the interactivity and strategy of teamwork are greatly enhanced. Multiple second virtual characters can operate the target control at the same time. The first triggered target interaction operation determines the display of the target animation effect, which increases the sense of urgency and uncertainty of the operation, prompting players to respond quickly at critical moments. When the target control fails and recovers, the player is informed in time through the first prompt message and the second prompt message, ensuring that the player has a clear understanding of the game status. This not only enhances the fun and tension of the game, but also cultivates the teamwork ability between players. Different target interaction operations and corresponding animation effects enrich the visual experience of the game and immerse players more deeply in the fierce battle atmosphere. At the same time, accurate trigger time judgment and system response mechanism ensure the smoothness and real-time nature of the game, further improving the player's gaming experience and competitiveness.

[0222] As an optional solution, in response to the plurality of second virtual characters all riding on the target vehicle driven by the first virtual character, after acquiring the target interaction operation in the plurality of user interfaces respectively corresponding to the plurality of second virtual characters, the method further includes:

[0223] In response to the plurality of second virtual characters performing target interaction operations respectively and simultaneously, displaying a target animation effect in the user interface based on the first triggered target interaction operation;

[0224] Displaying a target control of a first form on the user interface of the untriggered virtual character, wherein the target control of the first form is used to indicate that the target interaction operation cannot be performed, and the untriggered virtual character represents a second virtual character corresponding to the untriggered target interaction operation;

[0225] In response to the display of the target animation effect satisfying a preset condition, a target control of a second form is displayed on the user interface of the virtual character that is not triggered, wherein the target control of the second form is used to indicate that the target interactive operation is allowed to be performed.

[0226] Optionally, in the embodiment of the present application, the above-mentioned multiple second virtual characters may include but are not limited to multiple characters controlled by players who simultaneously board the same teammate's driving vehicle and perform specific operations in the game scene, including but not limited to when multiple players are on a vehicle, the characters controlled by these players riding the vehicle are multiple second virtual characters, and they can perform different or the same target interaction operations on the vehicle, such as some players are responsible for adjusting the defense shield angle, and some players are responsible for marking the route suggestions, etc. In the actual game process, these second virtual characters assist the driver through their respective operations to improve the team's response ability in battle, and their operation timing and operation content will affect the tactical execution effect of the entire team.

[0227] Optionally, in an embodiment of the present application, the above-mentioned first triggered target interaction operation may include but is not limited to the interactive action that first completes the input of the operation instruction and is recognized by the system when multiple second virtual characters perform target interaction operations at the same time, including but not limited to the first operation of dragging the navigation knob to mark the direction of travel or the first operation of dragging the shield adjustment knob to change the defense angle when multiple passengers want to operate. For example, in the game, there are three passengers on the vehicle. At the tense moment of encountering an enemy attack, the three players all want to adjust the shield angle for defense, but one of the players reacts faster and drags the shield adjustment knob first. This operation is the first triggered target interaction operation. The system will display the target animation effect based on this first triggered operation, such as a dynamic display animation when the shield rotates quickly to a specified angle, so that players can see the instant feedback of the operation more intuitively, and it also helps team members understand the current changes in defense status.

[0228] Optionally, in an embodiment of the present application, the above-mentioned target animation effect may include but is not limited to the dynamic visual effects presented by the system on the user interface in order to display the execution process or results of the target interactive operation in the game, including but not limited to the shield rotation animation and route marking dynamic generation animation displayed on the user interface when the passenger operates the defense shield or the guidance function. Taking the shield rotation animation as an example, when the passenger operates the shield adjustment knob, the system will display the process of the shield rotating quickly from the current angle to the new set angle in a smooth animation form. This animation not only allows players to see the real-time changes in the operation, but also enhances the immersion of the game. Another example is the dynamic generation animation of the route marking. When the passenger marks the direction of travel on the map through the navigation knob, a route with dynamic effects extends from the vehicle position to the marked point, allowing the player to clearly see the planning process of the suggested route. These animation effects are based on the first triggered target interactive operation display, which can help players better understand the operation feedback in the game.

[0229] Optionally, in an embodiment of the present application, the above-mentioned untriggered virtual characters may include, but are not limited to, characters controlled by players who have not yet executed or triggered specific target interaction operations among multiple second virtual characters, including but not limited to multiple passengers on a vehicle, and some players have not yet adjusted the shield angle, marked the route, etc. The characters corresponding to these players are untriggered virtual characters. Assuming that there are four passengers on a vehicle, two of whom have operated the navigation knob to mark the route, and the other two players have not performed any target interaction operations, then the characters controlled by these two unoperated players are untriggered virtual characters. In the game, the user interfaces of these untriggered virtual characters will display target controls in different states according to the game logic to prompt the player's current operating authority and status.

[0230] Optionally, in an embodiment of the present application, the above-mentioned first form of target control may include but is not limited to a specific graphic, icon or combination of interface elements displayed on the user interface of the virtual character that is not triggered, which is used to intuitively inform the player that the target interactive operation cannot be performed at present, including but not limited to a dim, blurred or shield adjustment knob and navigation knob with a prohibition mark displayed on the user interface when the player riding the vehicle has not met the operation conditions. For example, at the beginning of the game, when the vehicle is just started, the system may be set to not allow the shield angle to be adjusted before the vehicle reaches a certain speed. At this time, on the player interface where the operation is not triggered, the shield adjustment knob will be displayed in gray, and the transparency will be reduced, so that the player can understand at a glance that this operation cannot be performed at present. This first form of target control design can clearly guide the player's operation, avoid the player from performing invalid operations at inappropriate times, and ensure the logic and fluency of the game operation.

[0231] Optionally, in an embodiment of the present application, the above-mentioned second form of target control may include but is not limited to a graphic, icon or combination of interface elements displayed on a user interface that does not trigger a virtual character when a specific condition is met, indicating that the player is now allowed to perform target interactive operations, including but not limited to when the target animation effect shows that the preset conditions are met, the shield adjustment knob and navigation knob that were originally displayed as an inoperable state (first form) become a normal operable state, such as brightening the color, removing the prohibition mark, etc. For example, in the game, when the vehicle successfully avoids an enemy attack wave, the system sets this as the preset condition being met. At this time, on the player interface that has not been operated before, the originally dim shield adjustment knob will instantly become bright, and can be dragged normally, which means that the player can now perform the target interactive operation of adjusting the shield angle. The second form of target control can promptly inform the player of changes in operating permissions and encourage players to actively participate in the tactical coordination of the game.

[0232] Optionally, in an embodiment of the present application, the above-mentioned preset conditions may include, but are not limited to, a series of rules and standards pre-set by the game system for determining whether to change the form of the target control, whether to allow the execution of target interactive operations, etc., including but not limited to conditions such as the target animation effect is fully played, the vehicle travels to a specific area, and the team eliminates a certain number of enemies. For example, the system sets that when the player successfully resists three enemy attacks by operating the shield, and the corresponding shield rotation animation is fully displayed, it is considered that the preset condition is met. At this time, the target control on the user interface that has not triggered the virtual character will change from the first form to the second form, allowing the player to operate. For another example, when the vehicle enters the safe zone, it can also be set as a preset condition to be achieved, which allows players who have not yet operated on the vehicle to perform target interactive operations. The setting of such preset conditions increases the strategy and fun of the game operation, and requires players to grasp the timing of the operation according to the changes in the game process.

[0233] As an optional solution, in response to the second virtual character riding on the target vehicle driven by the first virtual character, obtaining the target interaction operation in the user interface includes at least one of the following:

[0234] In response to the second virtual character riding on the target vehicle driven by the first virtual character, when the first virtual character and the second virtual character correspond to different user interfaces respectively, displaying a target control in the user interface corresponding to the second virtual character, and acquiring a target interaction operation for the target control;

[0235] In response to the second virtual character riding on the target vehicle driven by the first virtual character, when the first virtual character and the second virtual character correspond to the same user interface, displaying a target control in the same user interface, and acquiring a target interaction operation for the target control;

[0236] In response to the second virtual character riding on the target vehicle driven by the first virtual character, when the first virtual character and the second virtual character correspond to different user interfaces respectively, a target control of a first form is displayed in the user interface corresponding to the first virtual character, and a target control of a second form is displayed in the user interface corresponding to the second virtual character, and a target interaction operation for the target control of the second form is obtained, wherein the target control of the first form is used to indicate that the target interaction operation cannot be performed, and the target control of the second form is used to indicate that the target interaction operation is allowed to be performed.

[0237] Optionally, in an embodiment of the present application, the above-mentioned different user interfaces may include, but are not limited to, interfaces with differentiated display content and operation areas provided for different player characters in the game, including but not limited to interfaces with different key display information and operation permissions seen by the first virtual character (driver) and the second virtual character (passenger). In the actual game scene, when player A drives a vehicle and player B rides, player A's user interface may focus more on the vehicle's control information, such as vehicle speed, fuel volume, etc., while displaying the route planning on the map and the approximate location of the surrounding enemies, so that it is convenient for him to focus on driving and responding to sudden combat situations. Player B's user interface focuses on displaying operation controls related to defense and navigation, such as shield adjustment knobs and navigation knobs, to achieve its auxiliary combat function. There are differences in the layout, display content and operable area of ​​these two interfaces, which helps different roles to perform their duties and improve teamwork efficiency. For example, when encountering an enemy attack, the driver focuses on driving the vehicle to avoid the attack, and the passenger operates the defense shield through the controls on his own interface to resist the enemy's attack. The two do not interfere with each other and work closely together.

[0238] Optionally, in an embodiment of the present application, the same user interface may include, but is not limited to, an interface that provides a unified display and operation area for different player characters in the game, including but not limited to the same interface layout seen by the first virtual character and the second virtual character in certain special game modes or specific scenes. For example, in some special gameplays of cooperative puzzle solving, the tasks of vehicle driving and riding characters are closely related, and the same user interface may be used to promote cooperation between the two parties. On this interface, both the basic status information of the vehicle, such as speed, driving direction, etc., will be displayed to facilitate driver control, and defense and navigation-related operation controls, such as shield adjustment buttons and route marking options, will also be displayed for passengers to use. This design enables both parties to understand each other's operating intentions more intuitively and cooperate in time. For example, when facing the dual dilemma of road obstacles and enemy ambushes ahead, the driver can see the route suggestions marked by the passengers to avoid the enemy, and the passengers can also see the driving operation adjustments made by the driver to avoid obstacles, and then more accurately adjust the angle of the defense shield to jointly deal with the crisis.

[0239] Optionally, in an embodiment of the present application, the above-mentioned target control may include, but is not limited to, various graphical elements for triggering target interaction operations in the game user interface, including, but not limited to, shield adjustment knobs, navigation knobs, etc. These controls are the key entrances for players to interact with the game and realize specific tactical functions. Taking the shield adjustment knob as an example, it usually appears in the user interface as a circular or circular-like icon, and the player drags the knob to change the shield angle centered on the vehicle. In a fierce battle, when the enemy attacks from different directions, the rider can quickly operate the shield adjustment knob to rotate the shield to the appropriate angle to resist the enemy's attack. The navigation knob is used for players to mark route suggestions. It may be presented in the form of arrows or icons with direction indications. Players operate it to select and mark the suggested direction of travel on the map to help drivers plan a more reasonable route. The design and layout of these target controls directly affect the player's operating experience and the execution effect of game tactics.

[0240] As an optional scheme, in response to the second virtual character riding on the target vehicle driven by the first virtual character, a target interaction operation is obtained in the user interface, including at least one of the following: in response to the second virtual character riding on the target vehicle driven by the first virtual character, a target interaction operation triggered by a keyboard and mouse device is obtained in the user interface; in response to the second virtual character riding on the target vehicle driven by the first virtual character, a target interaction operation triggered by a touch operation performed on a target control is obtained in the user interface; in response to the second virtual character riding on the target vehicle driven by the first virtual character, a target interaction operation triggered by a handle device is obtained in the user interface.

[0241] Optionally, in an embodiment of the present application, the above-mentioned keyboard and mouse device may include but is not limited to a keyboard and mouse combination device for players to interact with the game, including but not limited to a standard computer keyboard and mouse used by players in a PC game scenario. During the game, the player realizes various functions through the coordinated operation of the keyboard and mouse. For example, when riding in a vehicle driven by a teammate, the player can use the precise movement of the mouse to control the game perspective in order to better observe the surrounding environment. For the "defense" function in the target interaction operation, the player can activate the shield adjustment interface by pressing a pre-set key on the keyboard, and then click and drag the mouse to accurately adjust the angle of the shield so that it can withstand enemy attacks from different directions. In terms of the "guidance" function, the player can use the mouse to click and drag on the map interface to mark the recommended route, and can also use keyboard shortcuts to quickly switch the zoom ratio of the map and plan the route more carefully. The operation mode of the keyboard and mouse device has high precision and flexibility, which is suitable for players who are accustomed to playing games with PC devices, enabling them to perform target interaction operations more efficiently in the game and improve the effect of teamwork.

[0242] Optionally, in an embodiment of the present application, the above-mentioned touch operation may include but is not limited to various operations performed by the player on the touch screen device by touching the screen with a finger, including but not limited to the player's operation mode in the mobile phone game scene. When the player rides the target vehicle as the second virtual character, the touch operation becomes an important way to obtain the target interactive operation. For example, when executing the "defense" function, the player can directly find the shield adjustment area on the mobile phone screen with a finger, rotate the shield by sliding the finger, and adjust the defense angle. When performing the "direction" operation, the player can click and drag with a finger in the map interface on the screen to mark the direction of travel. Moreover, the touch operation also supports some quick gestures, such as pinching the map to zoom in and out, which is convenient for players to quickly view global or local map information and better plan routes. The advantage of the touch operation is that it is direct and convenient, conforms to the operating habits of mobile phone users, and allows players to easily implement various target interactive operations on mobile devices, enhances the portability and operability of the game, and enables players to smoothly participate in teamwork in the game in different scenarios.

[0243] Optionally, in an embodiment of the present application, the above-mentioned handle device may include but is not limited to an external or built-in game handle for game control, including but not limited to a professional game handle used on a host platform (such as Xbox, PlayStation), and a Bluetooth handle that is partially adapted to a mobile phone or PC. Taking playing games on a host platform as an example, when a player rides a vehicle driven by a teammate, the various buttons and joysticks on the handle become tools for realizing target interactive operations. For example, the rotation of the game perspective can be controlled by the directional joystick on the handle, which is convenient for observing the surrounding situation. For the "defense" function, the player can press a specific button on the handle to turn on the shield adjustment mode, and then adjust the shield angle through the joystick or trigger button. In the "direction" operation, the player can use the directional keys on the handle to move the cursor in the map interface, select and mark the direction of travel. The design of the handle device takes ergonomics into consideration, and it is not easy to get tired after long-term operation. Moreover, its button layout has been carefully designed, and players can quickly and accurately perform various operations through muscle memory, providing players with a game experience different from keyboard and mouse and touch operations, meeting the diverse needs of different players for game operation methods, and helping to improve the comfort and fluency of players performing target interactive operations in the game.

[0244] As an optional solution, in response to the second virtual character performing a target interaction operation, a target animation effect is displayed in the user interface, including: in response to the second virtual character performing a target interaction operation, a target animation effect whose function direction is specified by the target interaction operation is displayed in the user interface.

[0245] It should be noted that in the game scene, after the second virtual character performs the target interaction operation, the functional orientation of the target animation effect may be diverse due to various factors, and this application does not limit this.

[0246] From the perspective of game types, different game types will have different settings for the functional orientation of the target animation effect. In shooting games, if the second virtual character operates the defensive shield, the functional orientation may be specified according to the enemy's attack direction. When the enemy attacks from the left, the functional orientation of the shield rotation animation is toward the left to resist the attack; in racing games, when the player operates the vehicle to drift and other interactions, the functional orientation of the target animation effect may be related to the direction of the curve, and the vehicle drift animation will tilt toward the inside of the curve to show the drift effect. In strategy games, when the character performs interactive operations to build a building, the functional orientation of the target animation effect may be the layout direction of the building plan, such as building a city wall from left to right.

[0247] From the perspective of game props, the use of different props will result in different functional directions of the target animation effects. For example, in a fantasy adventure game, if the second virtual character uses a magic staff to release attack magic, the functional direction will be different depending on the type of staff. The attack animation of an ice staff may be to shoot ice spikes straight forward from the front of the staff, with the functional direction being straight ahead; while the animation of a wind staff may be fan-shaped and spread out to the surroundings, with the functional direction being the fan-shaped area centered on the character. In science fiction games, when using an energy shield prop, if it is an all-round shield, the functional direction of the animation is 360 degrees around the character; if it is a directional shield, the functional direction is the direction specified by the player, such as the front or the back.

[0248] From the perspective of player operation, different player operation methods will affect the functional direction of the target animation effect. In action games, the player controls the second virtual character to attack with a melee weapon. If the player quickly swings the weapon to the left, the functional direction of the attack animation is to the left; if the player charges and then chops upward, the functional direction of the animation is diagonally upward. In a simulation business game, the player controls the character to plant crops. If the player clicks on the field to plant from the bottom up, the functional direction of the planting animation is to show the growth of crops from the bottom up in sequence; if the player chooses to plant from the corner to the surrounding areas, the functional direction of the animation will expand to the surrounding areas with the corner as the center.

[0249] As an optional scheme, in response to the second virtual character performing a target interaction operation, a target animation effect is displayed in the user interface, including: in response to the second virtual character performing a target interaction operation, a target animation effect is displayed in the user interface; in response to the target interaction operation, a display effect of a target control is updated in the user interface, wherein the display effect of the target control is used to prompt the status of the target virtual function.

[0250] Optionally, in an embodiment of the present application, the above display effects may include but are not limited to changes in the appearance, color, shape or dynamic performance of the target control, so as to convey the real-time status of the target virtual function. For example, when the target virtual function is "shield energy", the target control may be displayed as a circular energy bar. As the shield energy is consumed, the energy bar gradually decreases from full, and the color changes from green to yellow and then to red, which intuitively indicates that the shield is about to run out. For another example, if the target virtual function is "virtual weapon charging", the target control may be in the form of a progress bar, constantly filling in color to show the charging progress. When the charging is completed, the progress bar turns gold and flashes, informing the player that the virtual weapon is ready to use.

[0251] For example, taking a shooting game application scenario as an example, the process includes but is not limited to the following:

[0252] S1: At the beginning of the game, the second virtual character is in the game scene. In the lower right corner of the game interface, the target controls are presented as a group of square icons.

[0253] S2: During the exchange of fire with the enemy, I found that the enemy's firepower was fierce, so I started to activate the virtual shield. Fig.17 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, such as Fig.17 As shown, the second virtual character clicks the "shield" icon 1702 in the target control (target interaction operation). At this time, the game system responds immediately and displays the target animation effect in the user interface. At the same time, the display effect of the target control is updated in the user interface, and the "shield" icon changes from an unavailable state to an available state, and the distribution position of the matrix diagram in the icon can be used to indicate the defense direction of the shield, and the color of the shield can be used to indicate the carrying capacity of the shield. In addition, the carrying capacity of the shield can also be indicated by icon 1704 in the user interface, and icon 1704 can be displayed in the user interface of the first virtual character at the same time.

[0254] The embodiments of the present application greatly enhance the player's operating experience and the immersiveness of the game. The interactive operation of the player on the target control can immediately feedback clear animation effects, allowing players to intuitively see the process of performing skills and actions, and enhance the fun of the game. At the same time, the update of the target control display effect prompts the target virtual function status in real time, allowing players to grasp key game information at any time, such as the number of ammunition, skill cooling time, etc., so as to make more reasonable combat decisions. This not only improves the strategy of the game, but also ensures the smoothness and real-time nature of the game, promotes players to better integrate into the fierce battle scenes, and enhances the competitiveness and overall entertainment value of the game.

[0255] As an optional scheme, in response to the second virtual character performing a target interaction operation, a target animation effect is displayed in the user interface, including: in response to the second virtual character performing a target interaction operation, a target animation effect is displayed in the user interface; in response to the target interaction operation, a status indicator control is displayed in the user interface, wherein the status indicator control is used to display the status of the target virtual function, and the user interface includes a user interface corresponding to the first virtual character.

[0256] Optionally, in the embodiment of the present application, the above-mentioned status indication control may include but is not limited to a visual component specifically used to display the real-time status of the target virtual function in the game interface. For example, in a shooting game, Fig.18 is a schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application, such as Fig.18As shown, when the target virtual function is "virtual weapon overheating status", the status indicator control may be an icon 1804 located in the corner of the screen, and different colors and patterns inside the icon will indicate the degree of overheating of the virtual weapon. When the virtual weapon is working normally, the icon is displayed in blue and stable; as the virtual weapon continues to shoot, the icon color gradually changes to yellow, and a dynamic pattern similar to rising heat appears inside, indicating that the virtual weapon is about to overheat; when the virtual weapon is overheated, the icon turns red and flashes, reminding the player to stop shooting and wait for cooling.

[0257] It should be noted that the above-mentioned target control can be set to be displayed only on the user interface corresponding to the second virtual character, while the status indication control is set to be displayed on both the user interfaces corresponding to the first virtual character and the second virtual character.

[0258] Through the embodiments of the present application, the information sharing and game experience between players are greatly enhanced. The target animation effect generated by the interactive operation of the player on the target control allows the player to intuitively feel the display of skills and actions, increasing the fun and immersion of the game. The display of the status indicator control can show the status of the target virtual function to the players, including teammates, in real time, so that the players can grasp the key information at any time. This helps players to better formulate tactical strategies, such as avoiding blind charging when the skill is cooling down, and rationally planning the shooting rhythm. At the same time, the status indicator control is synchronously displayed in the user interface corresponding to multiple characters, which promotes collaboration and cooperation between team members, improves the competitiveness and overall entertainment value of the game. In addition, this real-time feedback mechanism ensures the smoothness and real-time nature of the game, allowing players to integrate more deeply into the battle scene.

[0259] The present application is further explained below with reference to specific examples:

[0260] In the game design, when the player, as a passenger, boards a vehicle driven by a teammate, the main operation is limited to shooting and attacking the enemy, lacking a rich tactical choice. In this mode, the passenger's operation is relatively simple, and it is difficult to effectively participate in tactical decision-making; while the driver needs to bear the dual pressure of vehicle control and route selection, resulting in an imbalance in the operation intensity of the two, affecting the fluency and combat efficiency of team collaboration. To solve the above problems, the present application proposes an innovative ride interaction system, which provides passengers with two additional strategic operation functions, namely, the "defense" function and the "guidance" function. The "defense" function allows the passenger to control a rotatable shield centered on the vehicle to form a protective barrier at a specific angle to resist enemy attacks from a specific direction. The shield can be adjusted within a range of 360 degrees, so that the passenger can flexibly adjust the defense angle according to the needs of the battle situation, thereby significantly improving the survivability of the vehicle and ensuring the team's defensive advantage in fierce battles. The "guidance" function allows the passenger to use a specific navigation control device to select and suggest the direction of travel on the map in real time, helping the driver to optimize the route and improve the team's mobility and reaction speed. This system integrates navigation and defense functions into the passengers' operations, allowing them to take on more tactical responsibilities in combat scenarios, no longer limited to simple shooting tasks. This design not only balances the operating load of the passengers and the driver, but also enables team members to divide the work and cooperate more effectively, forming multi-level and deeply interactive tactical strategies, improving overall combat efficiency and the immersion of the game experience.

[0261] The implementation steps are as follows: When the player enters the vehicle driven by a teammate as a passenger, the system unlocks at least two operating functions for the passenger, such as "defense" and "guidance". In the "defense" operation, the passenger gains control of the vehicle's defense shield, which is centered on the vehicle and can rotate 360 ​​degrees. The user interface provides a direction adjustment interface for the passenger, in which the passenger selects a specific defense angle, and the shield will rotate accordingly to form an angle-adjustable protective barrier. The protective barrier has a certain energy limit and can resist a certain amount of damage. The system determines whether the enemy attack is defended based on the direction of the barrier, thereby reducing the damage to the vehicle when attacked. During the battle, the passenger can adjust the angle of the protective barrier at any time according to the direction of the attack to achieve multi-angle and multi-directional defense needs. In the "guidance" operation, the passenger can select and mark the direction of travel in real time in the map interface by activating the navigation control device. The system will display available path options on the passenger's interface. Passengers can indicate the recommended route by clicking on a specific location on the map. This information will be fed back to the driver's display interface in the form of directional markers. After observation, the driver can decide whether to follow the path indicated by the passenger.

[0262] The system provides a shield adjustment knob on the passenger's interface. The passenger can accurately adjust the angle of the shield by dragging the knob on the interface to ensure that the direction of the protective barrier meets the current combat situation. The protective barrier has a preset energy limit, which is used to absorb and resist a certain amount of bullets or other types of attack damage. Each time an attack is successfully resisted, the system automatically calculates the consumption of the barrier energy. Once the shield energy drops to zero, the barrier will fail. During the activation of the barrier, the system will make a judgment based on the attack direction and the angle of the barrier. Only when the attack direction is within the barrier protection angle will it be successfully resisted by the barrier, thereby effectively reducing the direct damage to the vehicle. Fig.19 According to another optional virtual vehicle control method of the embodiment of the present application, Fig.19 , showing the rider adjusting the shield angle in the system interface and the protective barrier blocking attacks.

[0263] In combat, passengers can confirm the enemy's attack direction in real time and quickly adjust the direction of the protective barrier through the system interface to cover the key defense area. The system allows passengers to flexibly select the rotation angle of the barrier to deal with multi-directional attack threats. The barrier adjustment process is smooth and without delay, ensuring that passengers can quickly respond and switch defense directions in complex combat situations. The system will determine whether the attack direction is within the protection range based on the barrier angle set by the passenger. Fig. 20 A schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application is shown as follows: Fig. 20 The video shows how the rider adjusts the protective barrier based on the direction of the attack in the combat interface.

[0264] In the "Directions" operation, passengers drag the navigation knob on the interface to indicate their suggested direction of travel. The direction is displayed on the driver's screen in the form of an arrow. This process enables passengers to provide instant suggestions on the direction of travel, making the navigation operation of passengers more intuitive and efficient. Fig.21 A schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application is shown as follows: Fig.21 The illustration shows how passengers select and mark their routes in the map interface.

[0265] During the battle, the rider can adjust and update the direction of travel at any time using the navigation knob according to the current enemy situation and terrain conditions. The system will provide real-time feedback of the new direction to the driver. The rider's suggestions are presented with obvious direction markings, but the final path selection is determined by the driver. Fig. 22 A schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application is shown as follows: Fig. 22 A video showing the occupant adjusting direction and updating route suggestions is shown.

[0266] This application proposes a strategic interaction method when riding in a teammate's vehicle. The technical implementation method is as follows:

[0267] Adjust the protective barrier function. When the rider is in the vehicle, the vehicle will automatically activate the protective barrier function, and the system will provide a real-time barrier direction adjustment control on the interface. The rider can precisely adjust the angle of the protective barrier by dragging the direction indicator on the control. The system calculates and updates the current shield angle in real time to ensure that the protective barrier faces the most effective area. The adjustment of the barrier angle will be reflected immediately on the interface, ensuring that the rider can quickly respond to the battle situation.

[0268] Calculate shield energy consumption. During the activation of the protective barrier, the system will calculate the shield energy consumption in real time. Each time the shield successfully resists an attack, the system automatically reduces the shield energy value according to the intensity and type of the attack. When the energy value drops to zero, the system will notify the rider and disable the shield to prevent further energy consumption. This process shows the rider the current status of the shield through real-time feedback of the energy value.

[0269] To determine the match between the attack direction and the shield angle, the system detects the attack direction in real time and compares it with the angle of the protective barrier. Only when the attack direction is within the protective angle range of the shield can the attack be successfully blocked. At this time, the system will calculate and display the effect of the blockage, including the type of attack blocked and the damage reduction caused. This judgment process ensures the effectiveness and accuracy of the protective barrier.

[0270] Using the navigation function, when the passenger is riding in a vehicle, the system provides a navigation knob on the interface so that the player can use the "navigation" function. The passenger can drag the knob to select and indicate the direction of travel in real time. The selected direction will be displayed on the driver's screen in the form of an arrow mark as a suggestion for the route. The system will provide real-time feedback on the direction set by the passenger and pass it to the driver.

[0271] Update navigation direction. During the battle, the passenger can adjust the navigation knob to update the direction according to the current battle situation and terrain conditions. The system will feedback the new direction of travel in real time based on the passenger's operation and display it in the driver interface in the form of an arrow. When the navigation direction is updated, the driver can choose whether to adopt the suggestion and finally determine the route.

[0272] Fig.23 A schematic diagram of another optional virtual vehicle control method according to an embodiment of the present application is shown as follows: Fig.23 The system process includes but is not limited to the following steps:

[0273] S1: Detect the player riding a vehicle:

[0274] In the game scene, when the character controlled by the player gets on the vehicle driven by a teammate, the system will respond immediately. For example, in a team competition game, player A drives a vehicle to a resource-rich area, and after player B successfully gets on the vehicle, the system detects this. At this time, the relevant functional modules of the vehicle are activated, laying the foundation for subsequent operations.

[0275] S2: Activate shield barrier and guidance function:

[0276] Then, the vehicle automatically activates the protective barrier function and navigation guidance function. On the interface, player B can see the appearance of controls and navigation knobs specifically for adjusting the shield angle. Player B can use the shield controls to quickly adjust the shield direction to deal with attacks from different directions. At the same time, through the navigation knob, according to the map information and battlefield situation, it provides player A with reasonable route suggestions, such as guiding the vehicle to areas with weak enemy firepower or to favorable terrain for defense or attack, which greatly improves the team's response ability and mobility in battle.

[0277] S3: Shield knob direction change input and navigation knob direction change input are detected:

[0278] When the battle situation changes, player B will drag the shield knob and navigation knob according to the actual situation. For example, when the enemy attacks from the side, player B quickly drags the shield knob to change the shield's protection direction to ensure that the vehicle is protected from attack. At the same time, if an obstacle is found on the road ahead or a new strategic target appears, player B will adjust the navigation knob to change the recommended direction of travel. The system will capture these operation inputs in real time and update relevant information in a timely manner, so that the player's operations can quickly produce effects in the game, ensuring that the team can flexibly respond to various emergencies.

[0279] S4: Change the shield barrier's protection direction and change the suggested direction in the driver's game interface:

[0280] The system quickly calculates and updates the shield angle based on player B's operation of the shield knob. On the screen, player B can see the real-time changes in the shield angle, ensuring that he can accurately adjust the shield to the best defensive position. For navigation direction, the recommended route adjusted by player B will be displayed on player A's screen with clear arrow marks. For example, player B finds a hidden trail that can avoid the enemy's main firepower. By operating the navigation knob, an arrow pointing to the trail will appear on player A's screen. Player A can decide whether to adopt this route based on the actual situation, thereby achieving efficient collaboration and information sharing among team members.

[0281] S5: Shield is attacked by bullets and whether the shield energy is empty:

[0282] During combat, if the vehicle is attacked by enemy bullets, the system will immediately compare the attack direction and shield angle. If the attack direction is within the shield protection range, the shield will successfully resist the attack. For example, in a fierce battle, the enemy's bullets are fired from the front, and player B has adjusted the shield to a suitable angle before. The system determines that the attack is blocked by the shield, and deducts the corresponding shield energy according to the power of the bullet. The system will continue to detect the shield energy. When the energy drops to zero, it will promptly notify player B that the shield is invalid. At this time, the player needs to respond to the enemy's attack more cautiously, or look for opportunities to replenish the shield energy to maintain the vehicle's defense capabilities.

[0283] S6: Block bullet damage and deduct shield energy:

[0284] Each time the shield successfully resists an attack, the system will deduct shield energy according to established rules. Taking a medium-intensity attack as an example, the system may deduct 20 points of shield energy (assuming the initial shield energy is 100 points). Player B can understand the remaining shield energy in real time through the energy display bar on the interface. As the battle continues, if the shield energy continues to decrease, Player B needs to use the shield more reasonably to avoid the shield from failure at critical moments. At the same time, he also needs to pay attention to whether there are resources or opportunities on the battlefield to replenish the shield energy, such as obtaining shield energy supplies after occupying a specific area, etc., to ensure the safety of the vehicle and the team.

[0285] It should be noted that when passengers are riding in the vehicle, the vehicle will automatically activate the protective barrier function and navigation guidance function, and the system will provide a real-time barrier direction adjustment control and direction indication control on the interface. Passengers can drag the controls to accurately adjust the angle of the protective barrier and the recommended direction of travel.

[0286] The rider can precisely adjust the angle of the shield by dragging the direction indicator on the controls. The system calculates and updates the current shield angle in real time to protect against bullets in the direction the shield is facing.

[0287] The occupant can select and indicate the direction of travel in real time by dragging the knob. The selected direction will be displayed on the driver's screen in the form of an arrow mark as a suggestion for the route.

[0288] Riders can precisely adjust the angle of the barrier by dragging a directional indicator on the controls.

[0289] The system detects the attack direction in real time and compares it with the angle of the protective barrier. The attack can only be successfully blocked when the attack direction is within the protection angle range of the shield.

[0290] Riders can adjust the suggested direction of travel in real time by dragging the knob.

[0291] The system calculates and updates the current shield angle in real time. The adjustment of the shield angle will be reflected instantly on the interface, ensuring that the rider can respond quickly to the battle situation.

[0292] While the barrier is active, the system calculates the shield's energy consumption in real time. Each time the shield successfully blocks an attack, the system automatically reduces the shield's energy value based on the strength and type of the attack. When the energy value drops to zero, the system notifies the rider and disables the shield to prevent further energy consumption.

[0293] The selected direction is displayed on the driver's screen as an arrow mark as a suggestion for the route to take. The system provides real-time feedback on the direction set by the occupant and passes it on to the driver.

[0294] Each time the shield successfully blocks an attack, the system automatically reduces the shield's energy value based on the strength and type of the attack. When the energy value drops to zero, the system notifies the rider and disables the shield to prevent further energy consumption. This process shows the rider the current status of the shield through real-time feedback of the energy value.

[0295] This application provides players with two additional tactical functions of "defense" and "guidance" through an innovative ride interaction system, achieving the following beneficial effects: 1. Improve teamwork efficiency: Through the introduction of defense and guidance functions, passengers can take on more task responsibilities in battle, thereby effectively sharing the pressure of the driver, promoting better cooperation between passengers and drivers, and enhancing the overall efficiency of team operations. 2. Balance the operation load: By integrating the "defense" and "guidance" functions into the operation of the passengers, the system not only enriches the operation content of the passengers, but also balances the operation burden between the passengers and the driver, avoiding the imbalance of operation intensity in the original mode. 3. Improve tactical flexibility: The defense function enables the passengers to adjust the shield angle in real time according to the battle situation to resist enemy attacks from different directions, and the guidance function helps the driver optimize the route. Through the cooperation of these functions, the team can respond to complex combat environments and tactical needs more flexibly. 4. Enhance combat immersion: By integrating more tactical operations into the game process, the participation of passengers is improved, thereby enhancing the player's immersion in the game, making the combat experience more diverse and profound.

[0296] In addition to the vehicle combat system mentioned in this case, this application can also bring the above beneficial effects in other tactical interactive designs.

[0297] It is understandable that in the specific implementation of this application, related data such as user information is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.

[0298] It should be noted that, for the aforementioned method embodiments, for the sake of simplicity, they are all expressed as a series of action combinations, but those skilled in the art should be aware that the present application is not limited by the described order of actions, because according to the present application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.

[0299] According to another aspect of the embodiments of the present application, a virtual vehicle control device for implementing the above virtual vehicle control method is also provided. Fig.24 The device includes: a first display module 2402, which is used to display a target vehicle in a user interface, wherein the target vehicle represents a virtual vehicle driven by a first virtual character to carry a second virtual character for movement; an acquisition module 2404, which is used to display a target control in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character, and to acquire a target interaction operation in the user interface, wherein the target interaction operation control is used to control a target virtual function, and the target virtual function represents a virtual function that the second virtual character is allowed to use and the first virtual character is prohibited from using; the target virtual function represents a virtual function that the second virtual character is allowed to use and the first virtual character is not allowed to use; a second display module 2406, which is used to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in response to the second virtual character performing the target interaction operation, wherein the target animation effect represents an animation effect corresponding to the target virtual function and whose function direction is specified by the target interaction operation.

[0300] As an optional solution, the device is used to display a target control in the user interface and obtain a target interaction operation in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character in at least one of the following ways: displaying a protection function control in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character; obtaining a protection function interaction operation in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character, wherein the target control includes the protection function control, and the protection function control protection function interaction operation is used to control the The target vehicle has a protective shield function, the target virtual function includes the protective shield function, and the protective shield function is used to block virtual damage caused by a virtual attack operation launched against the target vehicle; in response to the second virtual character riding the target vehicle driven by the first virtual character, a navigation function control is displayed in the user interface, and a navigation function interaction operation is obtained in the user interface, wherein the target control includes the navigation function control, and the navigation function interaction operation of the navigation function control is used to control the navigation function of the target vehicle, and the target virtual function includes the navigation function, and the navigation function is used to suggest the moving direction of the target vehicle to the first virtual character.

[0301] As an optional scheme, the device is used to display a target animation effect in the user interface in response to the second virtual character performing the target interaction operation on the target control in the following manner: when the protection function control is displayed in the user interface, in response to the second virtual character performing the protection function interaction operation on the protection function control, a virtual protection shield is displayed in the user interface, wherein the virtual protection shield is configured to allow rotation around the virtual vehicle, and the rotation angle of the virtual protection shield is specified by the protection function interaction operation; when the navigation function control is displayed in the user interface, in response to the second virtual character performing the navigation function interaction operation on the navigation function control, a virtual navigation direction marker is displayed in the user interface, wherein the virtual navigation direction marker is configured to allow rotation around the virtual vehicle, and the rotation angle of the virtual navigation direction marker is specified by the navigation function interaction operation.

[0302] As an optional scheme, the device is used to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in the following manner: in response to the second virtual character performing a first protection operation on the protection function control, displaying a first virtual protection shield in the user interface based on a first operation direction specified by the first protection operation, when the protection function control is displayed in the user interface, wherein the protection direction of the first virtual protection shield is determined by the first operation direction; in response to the second virtual character performing a second protection operation on the protection function control, displaying the second virtual protection shield in the user interface based on a second operation direction specified by the second protection operation, when the first virtual protection shield is already displayed in the user interface.

[0303] As an optional solution, the device is used to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in the following manner: when the protection function control is displayed in the user interface, in response to the second virtual character performing a first pressing operation of a protection pressing operation on the protection function control, the first virtual protection shield is displayed in the user interface based on a first pressing position of the protection pressing operation of the first pressing operation on the protection function control, wherein the first operation direction is related to the first pressing position; when the first virtual protection shield is already displayed in the user interface, in response to the second virtual character performing a first drag-and-drop operation of a protection rotation operation on the protection function control, the second virtual protection shield is displayed in the user interface based on a first rotation angle on the protection function control associated with the first drag-and-drop operation of the protection rotation operation, wherein the second operation direction is related to the first rotation angle and the first operation direction.

[0304] As an optional scheme, the device is used to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in the following manner: in response to the second virtual character performing a first navigation operation on the navigation function control, when the navigation function control is displayed in the user interface, a first virtual navigation direction identifier is displayed in the user interface based on a third operation direction specified by the first navigation operation, wherein the navigation direction of the first virtual navigation direction identifier is determined by the third operation direction; in response to the second virtual character performing a second navigation operation on the navigation function control, when the first virtual navigation direction identifier is already displayed in the user interface, the second virtual navigation direction identifier is displayed in the user interface based on a fourth operation direction specified by the second navigation operation, wherein the navigation direction of the second virtual navigation direction identifier is determined by the fourth operation direction, and the third operation direction is different from the fourth operation direction.

[0305] As an optional scheme, the device is used to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in the following manner: in response to the second virtual character performing a navigation press operation (a second press operation) on the navigation function control, displaying the first virtual navigation direction identifier in the user interface based on a second press position on the navigation function control of the second press operation, wherein the third operation direction is related to the second press position; when the first virtual navigation direction identifier is already displayed in the user interface, in response to the second virtual character performing a navigation rotation operation (a second drag-and-move operation) on the navigation function control, displaying the second virtual navigation direction identifier in the user interface based on a second rotation angle on the navigation function control associated with the second drag-and-move operation of the navigation rotation operation, wherein the fourth operation direction is related to the second rotation angle and the third operation direction.

[0306] As an optional scheme, the device is used to display a target control in the user interface and obtain a target interaction operation in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character in the following manner: in response to multiple second virtual characters all riding the target vehicle driven by the first virtual character, display the target control in multiple user interfaces corresponding to multiple second virtual characters respectively and obtain the target interaction operation in multiple user interfaces corresponding to multiple second virtual characters respectively, wherein the target virtual function is configured to allow multiple second virtual characters to share; the device is used to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in response to the second virtual character performing the target interaction operation: in response to multiple second virtual characters respectively performing the target interaction operation on the target control in response to multiple second virtual characters respectively performing the target interaction operation, display the target animation effect in the user interface at the trigger time of the target interaction operation.

[0307] As an optional scheme, the device is used to respond to multiple second virtual characters performing the target interaction operations on the target control respectively in the following manner: in response to multiple second virtual characters performing the target interaction operations respectively, displaying the target animation effect in the user interface at the trigger time of the target interaction operation respectively: in response to a first-rank virtual character performing a first interaction operation on the target control, displaying the target animation effect corresponding to the first interaction operation at a first trigger time in the user interface, wherein the first-rank virtual character corresponds to the first trigger time; in response to a second-rank virtual character performing a second interaction operation on the target control, displaying the target animation effect corresponding to the second interaction operation at a second trigger time in the user interface, wherein the second trigger time is later than the first trigger time, and the second-rank virtual character corresponds to the second trigger time.

[0308] As an optional scheme, the device is used to display the target animation effect corresponding to the second interaction operation at a second trigger time in the user interface in response to a second-order virtual character performing a second interaction operation on the target control in the following manner: in response to a second-order virtual character performing a second interaction operation on the target control, canceling the display of the target animation effect corresponding to the first interaction operation at the second trigger time; and displaying the target animation effect corresponding to the second interaction operation in the user interface.

[0309] As an optional solution, the device is also used for: in response to multiple second virtual characters all riding the target vehicle driven by the first virtual character, displaying the target control in multiple user interfaces corresponding to the multiple second virtual characters respectively; after obtaining the target interaction operation in the multiple user interfaces corresponding to the multiple second virtual characters respectively, in response to multiple second virtual characters simultaneously performing the target interaction operation on the target control respectively, displaying the target animation effect in the user interface based on the first triggered target interaction operation; displaying a first prompt message on the user interface of the untriggered virtual character, wherein the first prompt message is used to indicate that the target interaction operation cannot be performed and the target control has expired, and the untriggered virtual character represents the second virtual character corresponding to the untriggered target interaction operation; in response to the display of the target animation effect meeting a preset condition, displaying a second prompt message on the user interface of the untriggered virtual character, wherein the second prompt message is used to indicate that the target interaction operation is allowed to be performed and the target control has returned to normal.

[0310] As an optional scheme, the device is also used for: in response to multiple second virtual characters all riding the target vehicle driven by the first virtual character, after obtaining the target interaction operation in the multiple user interfaces corresponding to the multiple second virtual characters respectively, in response to multiple second virtual characters simultaneously performing the target interaction operations respectively, displaying the target animation effect in the user interface based on the first triggered target interaction operation; displaying a first form of target control on the user interface of the untriggered virtual character, wherein the first form of target control is used to indicate that the target interaction operation cannot be performed, and the untriggered virtual character represents the second virtual character corresponding to the untriggered target interaction operation; in response to the display of the target animation effect satisfying a preset condition, displaying a second form of target control on the user interface of the untriggered virtual character, wherein the second form of target control is used to indicate that the target interaction operation is allowed to be performed.

[0311] As an optional solution, the device is used to obtain a target interaction operation in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character in at least one of the following ways: in response to the second virtual character riding the target vehicle driven by the first virtual character, when the first virtual character and the second virtual character respectively correspond to different user interfaces, display a target control in the user interface corresponding to the second virtual character, and obtain the target interaction operation for the target control; in response to the second virtual character riding the target vehicle driven by the first virtual character, when the first virtual character and the second virtual character respectively correspond to the same user interface, display a target control in the same user interface, and obtain the target interaction operation for the target control; in response to the second virtual character riding the target vehicle driven by the first virtual character, when the first virtual character and the second virtual character respectively correspond to different user interfaces, display a first form of target control in the user interface corresponding to the first virtual character, display a second form of target control in the user interface corresponding to the second virtual character, and obtain the target interaction operation for the second form of target control, wherein the first form of target control is used to indicate that the target interaction operation cannot be performed, and the second form of target control is used to indicate that the target interaction operation is allowed to be performed.

[0312] As an optional scheme, the device is used to obtain the target interaction operation in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character in at least one of the following ways: in response to the second virtual character riding the target vehicle driven by the first virtual character, obtaining the target interaction operation triggered by the keyboard and mouse device in the user interface; in response to the second virtual character riding the target vehicle driven by the first virtual character, obtaining the target interaction operation triggered by the touch operation performed on the target control in the user interface; in response to the second virtual character riding the target vehicle driven by the first virtual character, obtaining the target interaction operation triggered by the handle device in the user interface.

[0313] As an optional scheme, the device is used to display a target animation effect in the user interface in response to the second virtual character performing the target interaction operation in the following manner: in response to the second virtual character performing the target interaction operation, displaying the target animation effect with a functional direction specified by the target interaction operation in the user interface.

[0314] As an optional scheme, the device is used to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in the following manner: displaying the target animation effect in the user interface in response to the second virtual character performing the target interaction operation on the target control; updating the display effect of the target control in the user interface in response to the target interaction operation, wherein the display effect of the target control is used to prompt the status of the target virtual function.

[0315] As an optional scheme, the device is used to display a target animation effect in the user interface in response to the second virtual character performing a target interaction operation on the target control in the following manner: displaying the target animation effect in the user interface in response to the second virtual character performing the target interaction operation on the target control; displaying a status indication control in the user interface in response to the target interaction operation, wherein the status indication control is used to display the status of the target virtual function, and the user interface includes a user interface corresponding to the first virtual character.

[0316] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program with a predetermined function, and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.

[0317] Regarding the device in the above embodiment, the specific manner in which each module performs operations has been described in detail in the embodiment of the method, and will not be elaborated here.

[0318] According to one aspect of the present application, a computer program product is provided. The computer program product includes a computer program.

[0319] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0320] Fig.25 The structure block diagram of a computer system for implementing an electronic device according to an embodiment of the present application is schematically shown.

[0321] It should be noted that Fig.25 The computer system 2500 of the electronic device shown is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present application.

[0322] like Fig.25 As shown, the computer system 2500 includes a central processing unit 2501 (CPU), which can perform various appropriate actions and processes according to the program stored in the read-only memory 2502 (ROM) or the program loaded from the storage part 2508 to the random access memory 2503 (RAM). Various programs and data required for system operation are also stored in the random access memory 2503. The central processing unit 2501, the read-only memory 2502 and the random access memory 2503 are connected to each other through a bus 2504. The input / output interface 2505 (Input / Output interface, i.e., I / O interface) is also connected to the bus 2504.

[0323] The following components are connected to the input / output interface 2505: an input section 2506 including a keyboard, a mouse, etc.; an output section 2507 including a cathode ray tube (CRT), a liquid crystal display (LCD), etc., and a speaker; a storage section 2508 including a hard disk, etc.; and a communication section 2509 including a network interface card such as a local area network card, a modem, etc. The communication section 2509 performs communication processing via a network such as the Internet. A drive 2510 is also connected to the input / output interface 2505 as needed. A removable medium 2511, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is installed on the drive 2510 as needed so that a computer program read therefrom is installed into the storage section 2508 as needed.

[0324] In particular, according to an embodiment of the present application, the process described in each method flow chart can be implemented as a computer software program. For example, an embodiment of the present application includes a computer program product, which includes a computer program carried on a computer readable medium, and the computer program contains a program code for executing the method shown in the flow chart. In such an embodiment, the computer program can be downloaded and installed from the network through the communication part 2509, and / or installed from the removable medium 2511. When the computer program is executed by the central processor 2501, various functions defined in the system of the present application are executed.

[0325] In such an embodiment, the computer program can be downloaded and installed from the network through the communication part 2509, and / or installed from the removable medium 2511. When the computer program is executed by the central processor 2501, various functions provided by the embodiment of the present application are performed.

[0326] According to another aspect of the embodiment of the present application, an electronic device for implementing the above-mentioned virtual vehicle control method is also provided. The electronic device may be Figure 1 The terminal device or server shown in the figure. This embodiment is described by taking the electronic device as a terminal device as an example. Fig.26 As shown, the electronic device includes a memory 2602 and a processor 2604, wherein the memory 2602 stores a computer program, and the processor 2604 is configured to execute the steps in any one of the above method embodiments through the computer program.

[0327] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.

[0328] Optionally, in this embodiment, the above-mentioned processor can be configured to execute the methods in each embodiment of the present application through a computer program.

[0329] Alternatively, a person skilled in the art may understand that: Fig.26 The structure shown is for illustration only. Fig.26 The structure of the electronic device is not limited. Fig.26 More or fewer components (such as network interfaces, etc.) as shown in, or with Fig.26 Different configurations are shown.

[0330] Among them, the memory 2602 can be used to store software programs and modules, such as the program instructions / modules corresponding to the control method and device of the virtual vehicle in the embodiment of the present application. The processor 2604 executes various functional applications and data processing by running the software programs and modules stored in the memory 2602, that is, realizing the control method of the virtual vehicle mentioned above. The memory 2602 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 2602 may further include a memory remotely arranged relative to the processor 2604, and these remote memories may be connected to the terminal via a network. Examples of the above-mentioned networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof. Among them, the memory 2602 can be specifically used, but is not limited to, to store information such as instructions corresponding to the above-mentioned target interactive operations. As an example, such as Fig.26As shown, the above-mentioned memory 2602 may include but is not limited to the first display module 2402, the acquisition module 2404 and the second display module 2406 in the control device of the above-mentioned virtual vehicle. In addition, it may also include but is not limited to other module units in the control device of the above-mentioned virtual vehicle, which will not be repeated in this example.

[0331] Optionally, the transmission device 2606 is used to receive or send data via a network. Specific examples of the above-mentioned network may include a wired network and a wireless network. In one example, the transmission device 2606 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable so as to communicate with the Internet or a local area network. In one example, the transmission device 2606 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0332] In addition, the electronic device further includes: a display 2608 for displaying the user interface; and a connection bus 2610 for connecting various module components in the electronic device.

[0333] In other embodiments, the terminal device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the multiple nodes through network communication. The nodes may form a peer-to-peer network, and any form of computing device, such as a server, terminal or other electronic device, may become a node in the blockchain system by joining the peer-to-peer network.

[0334] According to one aspect of the present application, a computer-readable storage medium is provided, and a processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the virtual vehicle control method provided in various optional implementations of the above-mentioned virtual vehicle control aspects.

[0335] Optionally, in this embodiment, the above-mentioned computer-readable storage medium can be configured to store data for executing the methods in various embodiments of the present application.

[0336] Optionally, in this embodiment, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing hardware related to the terminal device through a program, and the program may be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a disk or an optical disk, etc.

[0337] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0338] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for one or more electronic devices to execute all or part of the steps of the methods described in each embodiment of the present application.

[0339] In the above embodiments of the present application, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.

[0340] In the several embodiments provided in the present application, it should be understood that the disclosed application can be implemented in other ways. Among them, the device embodiments described above are only 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 interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0341] 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.

[0342] In addition, each functional unit in each embodiment of 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. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0343] The above is only a preferred implementation of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.

Claims

1. A method for controlling a virtual vehicle, characterized in that: include: Displaying a target vehicle in a user interface, wherein the target vehicle represents a virtual vehicle driven by the first virtual character to carry the second virtual character for movement; In response to the second virtual character riding the target vehicle driven by the first virtual character, acquiring a target interaction operation in the user interface, wherein the target interaction operation is used to control a target virtual function, the target virtual function indicating a virtual function that the second virtual character is allowed to use but the first virtual character is not allowed to use; In response to the second virtual character performing the target interaction operation, a target animation effect is displayed in the user interface, wherein the target animation effect represents an animation effect corresponding to the target virtual function.

2. The method according to claim 1, characterized in that In response to the second virtual character riding the target vehicle driven by the first virtual character, acquiring a target interaction operation in the user interface includes at least one of the following: In response to the second virtual character riding the target vehicle driven by the first virtual character, obtaining a protection function interaction operation in the user interface, wherein the protection function interaction operation is used to control a protection shield function of the target vehicle, the target virtual function includes the protection shield function, and the protection shield function is used to block virtual damage caused by a virtual attack operation launched against the target vehicle; In response to the second virtual character riding on the target vehicle driven by the first virtual character, a navigation function interaction operation is obtained in the user interface, wherein the navigation function interaction operation is used to control the navigation function of the target vehicle, the target virtual function includes the navigation function, and the navigation function is used to suggest the moving direction of the target vehicle to the first virtual character.

3. The method according to claim 2, characterized in that In response to the second virtual character performing the target interaction operation, displaying a target animation effect in the user interface includes: In response to the second virtual character performing the protection function interaction operation, displaying a virtual protection shield in the user interface, wherein the virtual protection shield is configured to allow rotation around the virtual vehicle, and the rotation angle of the virtual protection shield is specified by the protection function interaction operation; In response to the second virtual character performing the navigation function interaction operation, a virtual navigation direction marker is displayed in the user interface, wherein the virtual navigation direction marker is configured to allow rotation around the virtual vehicle, and a rotation angle of the virtual navigation direction marker is specified by the navigation function interaction operation.

4. The method according to claim 2, characterized in that: In response to the second virtual character performing the target interaction operation, displaying a target animation effect in the user interface includes: In response to the second virtual character performing a first protection operation, displaying a first virtual protection shield in the user interface based on a first operation direction specified by the first protection operation, wherein the protection direction of the first virtual protection shield is determined by the first operation direction; In response to the second virtual character performing a second protection operation, a second virtual protection shield is displayed in the user interface based on a second operation direction specified by the second protection operation, wherein the protection direction of the second virtual protection shield is determined by the second operation direction, and the first operation direction is different from the second operation direction.

5. The method according to claim 4, characterized in that In response to the second virtual character performing the target interaction operation, displaying a target animation effect in the user interface includes: In response to the second virtual character performing a first pressing operation, displaying the first virtual protective shield in the user interface based on a first pressing position of the first pressing operation, wherein the first operation direction is related to the first pressing position; In response to the second virtual character performing a first drag operation, the second virtual protective shield is displayed in the user interface based on a first rotation angle associated with the first drag operation, wherein the second operation direction is related to the first rotation angle and the first operation direction.

6. The method according to claim 2, characterized in that In response to the second virtual character performing the target interaction operation, displaying a target animation effect in the user interface includes: In response to the second virtual character performing a first navigation operation, displaying a first virtual navigation direction indicator in the user interface based on a third operation direction specified by the first navigation operation, wherein the navigation direction of the first virtual navigation direction indicator is determined by the third operation direction; In response to the second virtual character performing a second navigation operation, the second virtual navigation direction identifier is displayed in the user interface based on a fourth operation direction specified by the second navigation operation, wherein the navigation direction of the second virtual navigation direction identifier is determined by the fourth operation direction, and the third operation direction is different from the fourth operation direction.

7. The method according to claim 6, characterized in that In response to the second virtual character performing the target interaction operation, displaying a target animation effect in the user interface includes: In response to the second virtual character performing a second pressing operation, displaying the first virtual navigation direction indicator in the user interface based on a second pressing position of the second pressing operation, wherein the third operation direction is related to the second pressing position; In response to the second virtual character performing a second drag operation, the second virtual navigation direction indicator is displayed in the user interface based on a second rotation angle associated with the second drag operation, wherein the fourth operation direction is related to the second rotation angle and the third operation direction.

8. The method according to claim 1, characterized in that In response to the second virtual character riding the target vehicle driven by the first virtual character, acquiring the target interaction operation in the user interface includes: in response to multiple second virtual characters all riding the target vehicle driven by the first virtual character, acquiring the target interaction operation in multiple user interfaces corresponding to the multiple second virtual characters respectively, wherein the target virtual function is set to allow multiple second virtual characters to share; In response to the second virtual character performing the target interaction operation, displaying the target animation effect in the user interface includes: in response to multiple second virtual characters respectively performing the target interaction operation, displaying the target animation effect in the user interface at the triggering time of the target interaction operation respectively.

9. The method according to claim 8, characterized in that In response to the plurality of second virtual characters respectively performing the target interaction operations, displaying the target animation effects in the user interface at the triggering time of the target interaction operations respectively includes: In response to a first-order virtual character performing a first interactive operation, displaying the target animation effect corresponding to the first interactive operation at a first trigger time in the user interface, wherein the first-order virtual character corresponds to the first trigger time; In response to a second-order virtual character performing a second interactive operation, the target animation effect corresponding to the second interactive operation is displayed at a second trigger time in the user interface, wherein the second trigger time is later than the first trigger time, and the second-order virtual character corresponds to the second trigger time.

10. The method according to claim 9, characterized in that In response to the second-ranked virtual character performing a second interactive operation, displaying the target animation effect corresponding to the second interactive operation at a second trigger time in the user interface includes: In response to the second-ranked virtual character performing a second interactive operation, canceling display of the target animation effect corresponding to the first interactive operation at the second trigger time; The target animation effect corresponding to the second interaction operation is displayed in the user interface.

11. The method according to claim 8, characterized in that In response to the plurality of second virtual characters all riding the target vehicle driven by the first virtual character, after acquiring the target interaction operation in the plurality of user interfaces respectively corresponding to the plurality of second virtual characters, the method further includes: In response to the plurality of second virtual characters performing the target interaction operations respectively and simultaneously, displaying the target animation effect in the user interface based on the first triggered target interaction operation; Displaying a first prompt message on the user interface of the untriggered virtual character, wherein the first prompt message is used to indicate that the target interactive operation cannot be performed, and the untriggered virtual character represents the second virtual character corresponding to the untriggered target interactive operation; In response to the display of the target animation effect satisfying a preset condition, a second prompt message is displayed on the user interface of the untriggered virtual character, wherein the second prompt message is used to indicate that the target interactive operation is allowed to be performed.

12. The method according to claim 8, characterized in that In response to the plurality of second virtual characters all riding the target vehicle driven by the first virtual character, after acquiring the target interaction operation in the plurality of user interfaces respectively corresponding to the plurality of second virtual characters, the method further includes: In response to the plurality of second virtual characters performing the target interaction operations respectively and simultaneously, displaying the target animation effect in the user interface based on the first triggered target interaction operation; Displaying a target control of a first form on the user interface of the untriggered virtual character, wherein the target control of the first form is used to indicate that the target interaction operation cannot be performed, and the untriggered virtual character represents the second virtual character corresponding to the untriggered target interaction operation; In response to the display of the target animation effect satisfying a preset condition, a target control of a second form is displayed on the user interface of the untriggered virtual character, wherein the target control of the second form is used to indicate that the target interaction operation is allowed to be performed.

13. The method according to claim 1, characterized in that In response to the second virtual character riding the target vehicle driven by the first virtual character, acquiring a target interaction operation in the user interface includes at least one of the following: In response to the second virtual character riding the target vehicle driven by the first virtual character, if the first virtual character and the second virtual character correspond to different user interfaces respectively, displaying a target control in the user interface corresponding to the second virtual character, and acquiring the target interaction operation for the target control; In response to the second virtual character riding the target vehicle driven by the first virtual character, if the first virtual character and the second virtual character correspond to the same user interface, displaying a target control in the same user interface, and acquiring the target interaction operation for the target control; In response to the second virtual character riding on the target vehicle driven by the first virtual character, when the first virtual character and the second virtual character correspond to different user interfaces respectively, a first form of a target control is displayed in the user interface corresponding to the first virtual character, and a second form of a target control is displayed in the user interface corresponding to the second virtual character, and the target interaction operation for the second form of the target control is obtained, wherein the first form of the target control is used to indicate that the target interaction operation cannot be performed, and the second form of the target control is used to indicate that the target interaction operation is allowed to be performed.

14. The method according to claim 1, characterized in that In response to the second virtual character riding the target vehicle driven by the first virtual character, acquiring a target interaction operation in the user interface includes at least one of the following: In response to the second virtual character riding the target vehicle driven by the first virtual character, acquiring the target interaction operation triggered by the keyboard and mouse device in the user interface; In response to the second virtual character riding the target vehicle driven by the first virtual character, acquiring, in the user interface, the target interaction operation triggered by a touch operation performed on a target control; In response to the second virtual character riding on the target vehicle driven by the first virtual character, the target interaction operation triggered by the handle device is acquired in the user interface.

15. The method according to claim 1, characterized in that In response to the second virtual character performing the target interaction operation, displaying a target animation effect in the user interface includes: In response to the second virtual character performing the target interaction operation, the target animation effect having a functional direction specified by the target interaction operation is displayed in the user interface.

16. The method according to claim 1, characterized in that In response to the second virtual character performing the target interaction operation, displaying a target animation effect in the user interface includes: In response to the second virtual character performing the target interaction operation, displaying the target animation effect in the user interface; In response to the target interaction operation, a display effect of the target control is updated in the user interface, wherein the display effect of the target control is used to prompt a state of the target virtual function.

17. The method according to claim 1, characterized in that In response to the second virtual character performing the target interaction operation, displaying a target animation effect in the user interface includes: In response to the second virtual character performing the target interaction operation, displaying the target animation effect in the user interface; In response to the target interaction operation, a status indication control is displayed in the user interface, wherein the status indication control is used to display the status of the target virtual function, and the user interface includes a user interface corresponding to the first virtual character.

18. A control device for a virtual vehicle, characterized in that: include: A first display module, configured to display a target vehicle in a user interface, wherein the target vehicle represents a virtual vehicle driven by the first virtual character to carry the second virtual character for movement; an acquisition module, configured to acquire a target interaction operation in the user interface in response to the second virtual character riding the target vehicle driven by the first virtual character, wherein the target interaction operation is used to control a target virtual function, the target virtual function indicating a virtual function that the second virtual character is allowed to use but the first virtual character is not allowed to use; The second display module is configured to display a target animation effect in the user interface in response to the second virtual character performing the target interaction operation, wherein the target animation effect represents an animation effect corresponding to the target virtual function.

19. A computer-readable storage medium, characterized in that: The computer-readable storage medium includes a stored program, wherein the program is executed by a processor to perform the method described in any one of claims 1 to 17.

20. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the steps of the method described in any one of claims 1 to 17 are implemented.

21. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to execute the method according to any one of claims 1 to 17 through the computer program.

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