Virtual object control method and device, equipment and storage medium
By combining the first skill's handling effect and the second skill's knocking effect in the MOBA game, the knocking direction is determined based on the position of the second virtual object, which solves the problem of insufficient diversity in skill release, and improves the flexibility and diversity of virtual object control.
Patent Information
- Application Number
- CN202311301623.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-10-09
- Publication Date
- 2025-04-11
AI Technical Summary
In a typical MOBA game, the diversity of virtual object skills release is poor, resulting in poor control experience.
By controlling the first virtual object to release the first skill with the transport effect in the virtual environment, the second virtual object is transported to the effective area of the second skill, and the strike direction of the second virtual object is determined according to the position of the second virtual object in the effective area, thereby releasing the second skill with the strike effect.
The control mechanism of first transport and then knocking is realized, which improves the diversity of skill release and the flexibility of virtual object control, so that the second virtual object can be knocked away in the direction of knocking that the user wants.
Smart Images

Figure CN119792927A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer and Internet technology, and in particular to a control method, device, equipment and storage medium for a virtual object. Background Art
[0002] A battle game is a game in which multiple user accounts compete in the same scene. For example, the battle game may be a Multiplayer Online Battle Arena (MOBA) game.
[0003] In a typical MOBA game, users can control virtual objects to release skills in a virtual environment, and each virtual object has a set of skills. For example, a virtual object has three different skills, namely, a first skill, a second skill, and a third skill. Three skill controls corresponding to the three skills are set on the user interface, and users control the virtual object to use skills by triggering the skill controls.
[0004] In the related art, when controlling a virtual object to use a skill, a skill is usually randomly selected from three skills and released, which results in poor diversity in skill release. Summary of the invention
[0005] The present application provides a method, device, equipment and storage medium for controlling a virtual object. The technical solution is as follows:
[0006] According to one aspect of an embodiment of the present application, a method for controlling a virtual object is provided, the method comprising:
[0007] Displaying a picture of a virtual environment, wherein the virtual environment includes a first virtual object and a second virtual object;
[0008] Controlling the first virtual object to release a first skill, wherein the first skill has a transporting effect;
[0009] When the first skill hits the second virtual object, displaying a picture of the second virtual object being transported along a transport direction;
[0010] Controlling the first virtual object to release a second skill, wherein the second skill has a knock-back effect;
[0011] When the second virtual object is within the effective area of the second skill, a screen showing the second virtual object being knocked away in a knock-away direction is displayed, where the knock-away direction is determined based on the position of the second virtual object within the effective area of the second skill.
[0012] According to one aspect of an embodiment of the present application, a control device for a virtual object is provided, the device comprising:
[0013] A picture display module, used for displaying a picture of a virtual environment, wherein the virtual environment includes a first virtual object and a second virtual object;
[0014] A skill releasing module, used to control the first virtual object to release a first skill, wherein the first skill has a transporting effect;
[0015] The screen display module is further configured to display a screen of the second virtual object being transported along a transport direction when the first skill hits the second virtual object;
[0016] The skill release module is further used to control the first virtual object to release a second skill, wherein the second skill has a knock-back effect;
[0017] The screen display module is also used to display a screen of the second virtual object being knocked away along a knock-away direction when the second virtual object is located within the effective area of the second skill, and the knock-away direction is determined according to the position of the second virtual object in the effective area of the second skill.
[0018] According to one aspect of an embodiment of the present application, a terminal device is provided, the terminal device comprising a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above method.
[0019] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the above method.
[0020] According to one aspect of the embodiments of the present application, a computer program product is provided, the computer program product comprising computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of a terminal device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the terminal device executes the above method.
[0021] The technical solution provided by the embodiments of the present application may have the following beneficial effects:
[0022] In the virtual environment, the first virtual object is first controlled to release the first skill to move the second virtual object, and then the first virtual object is controlled to release the second skill. When the second virtual object being moved is located in the effective area of the second skill, the knock-off direction of the second virtual object is determined according to the position of the second virtual object being moved in the effective area of the second skill, and the second virtual object is knocked off along the knock-off direction. The present application realizes a control mechanism of first moving and then knocking off by combining the first skill with a moving effect and the second skill with a knock-off effect. The position of the second virtual object in the effective area of the second skill is determined by the moving of the first skill, and the knock-off direction of the second virtual object is further determined. The control mechanism proposed in the embodiment of the present application improves the diversity of skill release by combining skills.
[0023] Furthermore, since the position of the transported second virtual object in the effective area of the second skill determines the direction in which the second virtual object is knocked away, through precise control of the release of the skill of the first virtual object, the second virtual object can be knocked away in the direction desired by the user, thereby improving the flexibility of controlling the virtual object. BRIEF DESCRIPTION OF THE DRAWINGS
[0024] Figure 1 It is a schematic diagram of an implementation environment of a solution provided by an embodiment of the present application;
[0025] Figure 2 This is a schematic diagram of an interface of a method for controlling a virtual object provided by an embodiment of the present application;
[0026] Figure 3 is a flow chart of a method for controlling a virtual object provided by an embodiment of the present application;
[0027] Figure 4 is a flow chart of a method for controlling a virtual object provided by another embodiment of the present application;
[0028] Figure 5 is a flow chart of a method for controlling a virtual object provided by another embodiment of the present application;
[0029] Figure 6 is a schematic diagram of an interface of a method for controlling a virtual object provided by another embodiment of the present application;
[0030] Figure 7 This is a schematic diagram of an interface of a transport effect provided by an embodiment of the present application;
[0031] Figure 8 This is a schematic diagram of an interface of an effective range of a second skill provided by an embodiment of the present application;
[0032] Fig. 9This is a schematic diagram of an interface of a knock-up effect provided by an embodiment of the present application;
[0033] Fig.10 It is a schematic diagram of the correspondence between the knock-off direction and the effective area provided by an embodiment of the present application;
[0034] Fig.11 is a schematic diagram of an interface of a method for controlling a virtual object provided by another embodiment of the present application;
[0035] Fig.12 is an interface schematic diagram of a transport effect provided by another embodiment of the present application;
[0036] Fig.13 is a schematic diagram of an elimination surface provided by an embodiment of the present application;
[0037] Fig.14 is a block diagram of a method for controlling a virtual object provided by an embodiment of the present application;
[0038] Fig.15 is a block diagram of a control device for a virtual object provided by an embodiment of the present application;
[0039] Fig.16 is a block diagram of a control device for a virtual object provided by another embodiment of the present application;
[0040] Fig.17 This is a structural block diagram of a terminal device provided by an embodiment of the present application. DETAILED DESCRIPTION
[0041] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below in conjunction with the accompanying drawings.
[0042] First, the nouns involved in the embodiments of the present application are briefly introduced:
[0043] Virtual environment: is a virtual environment displayed (or provided) when an application is running on a terminal. The virtual environment can be a simulation of the real world, a semi-simulated and semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment is also used for a virtual environment battle between at least two virtual objects, and there are virtual resources in the virtual environment that can be used by at least two virtual objects. Optionally, the virtual environment includes symmetrical lower left and upper right corner areas, and virtual objects belonging to two hostile camps occupy one of the areas respectively, and the victory goal is to destroy the target building / stronghold / base / crystal deep in the opponent's area.
[0044] Virtual object: refers to movable objects and inactive objects in a virtual environment. The movable object may be at least one of a virtual person, a virtual animal, and an animated character. The inactive object may be at least one of a virtual building, a virtual plant, and a virtual terrain. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object may be a three-dimensional virtual model, each virtual object having its own shape and volume in the three-dimensional virtual environment, and occupying a portion of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object achieves different external images by wearing different skins. In some implementations, the virtual object may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application. Exemplarily, according to different ways of controlling the virtual object, the virtual object may be divided into a user-controlled virtual object and a server-controlled virtual object, wherein the user-controlled virtual object is an object that is movable in the virtual environment and is controlled by the client. The server-controlled virtual object is a virtual object controlled by an automatic control algorithm or an artificial intelligence program on the client or server. The server-controlled virtual object includes movable objects and inactive objects in the virtual environment. Exemplarily, the inactive object can respond to or affect the activity of the active object, for example, the active object can destroy the inactive object, or, when the active object enters the inactive object, the active object enters a stealth state. Exemplarily, the first virtual object in the present application is a virtual object controlled by a client. Exemplarily, the second virtual object in the present application can be a virtual object controlled by another client or a server.
[0045] MOBA game: refers to a game in which different virtual teams belonging to at least two hostile camps occupy their respective map areas in a virtual environment and compete with a certain victory condition as the goal. The victory condition includes but is not limited to: occupying a stronghold or destroying a stronghold of the hostile camp, killing a virtual object of the hostile camp, ensuring one's own survival in a specified scene and time, grabbing a certain resource, and exceeding the score of the opponent at a specified time. Tactical competition can be carried out in units of games, and the maps of each game of tactical competition can be the same or different. Each virtual team includes one or more virtual objects, such as 1, 2, 3 or 5. In some embodiments, a MOBA game is a game that provides several strongholds in a virtual environment, and users in different camps control virtual objects to fight in the virtual environment, occupy strongholds or destroy strongholds of the hostile camp. For example, a MOBA game can divide users into two hostile camps, and the virtual objects controlled by users are scattered in the virtual environment to compete with each other, with the destruction or occupation of all the enemy's strongholds as a victory condition. The duration of a MOBA game is from the start of the game to the moment when the victory condition is achieved.
[0046] User Interface (UI) controls: any visual controls or elements visible on the user interface of an application, such as pictures, input boxes, text boxes, buttons, labels, and other controls, some of which respond to user operations, such as skill controls that control virtual objects to release skills. Users trigger skill controls to control virtual objects to release skills. The UI controls involved in the embodiments of this application include, but are not limited to, skill controls and evolution controls.
[0047] Cool Down Time (CD): Also known as skill cooling time, it is the time interval for using a skill, that is, the time required to wait before releasing a skill again after releasing it once.
[0048] Elimination surface: The upper, lower, left and right edge areas of the map scene are called elimination surfaces. When the enemy touches the elimination surface, it will be immediately eliminated.
[0049] Damage value: When the enemy (enemy virtual object) receives any damage during the battle, the damage received will be accumulated and is called the damage value.
[0050] Knock-away: When attacking an enemy, the enemy will be knocked away in a parabola. The higher the enemy's damage value, the faster the speed and the farther the distance when being knocked away by the parabola.
[0051] Knockback Angle: When the enemy is knocked back, the point where the enemy is hit is the center of the coordinates. The initial angle of the parabola when the enemy is knocked back.
[0052] Increased damage: By causing more damage to the enemy, the enemy's damage value will increase rapidly, so that the enemy will be knocked farther away next time and will be easier to kill.
[0053] Skill stiffness: The state in which you are unable to perform other operations (walking, running, jumping, or releasing skills) during the release of a skill is called skill stiffness.
[0054] A frame judgment: When a character releases a skill or a normal attack, if the attack frame within the skill coverage range intersects with the enemy's hit frame, it is judged as hitting the enemy.
[0055] Please refer to Figure 1 , which shows a schematic diagram of a solution implementation environment provided by an embodiment of the present application. The solution implementation environment can realize a control system for a virtual object. The solution implementation environment may include: a terminal device 10 and a server 20.
[0056] The terminal device 10 may be an electronic device such as a mobile phone, a tablet computer, a game console, an e-book reader, a multimedia player, a wearable device, a PC (Personal Computer), a vehicle-mounted terminal, etc. A client of a target application (such as a game application) may be installed in the terminal device 10. Optionally, the target application may be an application that needs to be downloaded and installed, or may be a click-to-use application, which is not limited in the embodiments of the present application.
[0057] In the embodiment of the present application, the target application can be any one of a simulation program, a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooter game (FPS), a multiplayer gunfight survival game, a third-person shooter game (TPS), a multiplayer online tactical competitive game, a strategy game (SLG), a social application, and an interactive entertainment application. In the present embodiment, the target application is a game application for example. In addition, for different applications, the game matches are different, the form or shape of the virtual objects provided by them will also be different, and the skills released by different virtual objects will also be different, which is not limited in the embodiment of the present application. Optionally, a client of the above application is running in the terminal device 10.
[0058] Among them, the above-mentioned virtual environment is the scene displayed (or provided) when the client of the target application (such as a game application) is running on the terminal device. The virtual environment refers to the scene created for virtual objects to carry out activities (such as game competitions), such as virtual houses, virtual islands, virtual maps, etc. The virtual environment can be a simulation environment of the real world, or a semi-simulated and semi-fictitious environment, or a purely fictitious environment. The virtual environment can be a two-dimensional virtual environment, or a 2.5-dimensional virtual environment, or a three-dimensional virtual environment, which is not limited in the embodiments of the present application. The virtual environment includes a first virtual object and a second virtual object. Of course, the virtual environment may also include other virtual objects, which is not limited in the present application.
[0059] The above-mentioned virtual objects refer to virtual characters, virtual vehicles, virtual items, etc. controlled by the user account in the target application, and this application does not limit this. Taking the target application as a game application as an example, a virtual object refers to a game character controlled by the user account in the game application. The virtual object can be in the form of a person, an animal, a cartoon or other form, and this embodiment of the application does not limit this. Exemplarily, the first virtual object and the second virtual object in this application are both virtual objects controlled by the client. Exemplarily, the first virtual object in this application is a virtual object controlled by the client, and the second virtual object can also be a virtual object controlled by the server.
[0060] The server 20 is used to provide background services for the client of the target application in the terminal device 10. For example, the server 20 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, but is not limited to these.
[0061] In some embodiments, the terminal device 10 includes a first terminal device and a second terminal device, wherein a first client of a target application is installed on the first terminal device, a second client of a target application is installed on the second terminal device, a first virtual object (master virtual object) controlled by the first user account of the first user in the first client of the target application, and a second virtual object controlled by the second user account of the second user in the second client of the target application. Of course, in addition to the virtual object controlled by the above-mentioned user, the second virtual object in the embodiment of the present application can also belong to a virtual object controlled by the server (AI virtual object). Optionally, the first virtual object and the second virtual object are in the same virtual environment. Optionally, the first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, have a friend relationship or have temporary communication rights, in which case the second virtual object is considered to be a friendly virtual object of the first virtual object. Optionally, the first virtual object and the second virtual object may belong to different camps, different teams, different organizations or have a hostile relationship, in which case the second virtual object is considered to be an enemy virtual object of the first virtual object. Optionally, the clients installed on the first terminal device and the second terminal device are the same, or the clients installed on the two terminals are the same type of clients on different operating system platforms (Android or IOS). The first terminal device may generally refer to one of a plurality of terminal devices, and the second terminal device may generally refer to another one of the plurality of terminal devices. This embodiment only takes the first terminal device and the second terminal device as examples.
[0062] The terminal device 10 and the server 20 can communicate with each other via the network.
[0063] Combined with the above introduction to the virtual environment and the description of the implementation environment, the control method of the virtual object provided in the embodiment of the present application is described, and the execution subject of the method is Figure 1 The client running on the terminal device is used as an example. The terminal device runs an application program, which is a program supporting a virtual environment.
[0064] Exemplarily, the control method of the virtual object provided by the present application is applied in a game application as an example. For the game match in the game application, the virtual environment provided includes a first virtual object and a second virtual object, wherein the first virtual object can also be referred to as the master virtual object, and the second virtual object can also be referred to as the friendly virtual object of the master virtual object or the enemy virtual object of the master virtual object. In the embodiment of the present application, the first skill that controls the release of the first virtual object can carry the second virtual object, so that the second virtual object is carried to a specified position. During the process of carrying the second virtual object or after the carrying is completed, the first virtual object is controlled to release the second skill according to the position of the second virtual object, so as to knock the second virtual object away. By combining the first skill and the second skill, precise control of the virtual object is achieved, so that the carrying effect + knocking effect of the second virtual object meets the user's expectations, thereby improving the user's human-computer interaction experience.
[0065] In some embodiments, Figure 2 As shown in the sub-figure (a) of FIG. 2 , a screen 200 of a virtual environment is displayed, a first virtual object 210 is controlled to release a first skill, when the first skill hits a second virtual object 220, the second virtual object 220 is moved, and the first virtual object 210 is controlled to release a second skill, when the second virtual object 220 hits an effective area 230 of the second skill, as shown in FIG. Figure 2 The screen 240 of the virtual environment shown in sub-figure (b) shows a knock-off animation of knocking off the second virtual object along the knock-off direction.
[0066] The technical solution provided in the embodiment of the present application realizes accurate knocking-off of virtual objects by combining transporting and knocking-off, thereby improving the flexibility and diversity of virtual object control.
[0067] Please refer to Figure 3 , which shows a flow chart of a method for controlling a virtual object provided by an embodiment of the present application. The execution subject of each step of the method may be Figure 1 The terminal device 10 in the implementation environment of the scheme shown, for example, the execution subject of each step can be the client of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (310-350):
[0068] Step 310: Display a picture of a virtual environment, where the virtual environment includes a first virtual object and a second virtual object.
[0069] Virtual environment: It is a virtual environment displayed (or provided) when the target application is running on the terminal device. The virtual environment can be a simulation of the real world, a semi-simulation and semi-fictitious three-dimensional world, or a purely fictitious three-dimensional world. The application does not limit the types of objects included in the specific virtual environment. Optionally, at least one virtual environment is provided for the target application. Optionally, the first virtual object (a virtual object controlled by the first user account on the first client) and the second virtual object (a virtual object controlled by the second user account on the second client or a virtual object controlled by the server) are active in the virtual environment. Optionally, the second virtual object includes a friendly virtual object and an enemy virtual object of the first virtual object. By controlling the first virtual object to release skills, not only can the friendly party be moved + knocked away, but also the enemy can be moved + knocked away. When the skill of controlling the release of the first virtual object is used on the friendly party, it can be used to help the friendly virtual object chase the enemy virtual object, or to help the friendly virtual object avoid the attack of the enemy virtual object. When the skill released by the first virtual object is used on the enemy, it can also help knock the enemy virtual object in a poor state to the first virtual object or the first virtual object's friendly virtual object, or help knock the enemy virtual object in a good state to a position far away from the first virtual object or the first virtual object's friendly virtual object, thereby avoiding the attack from the second virtual object.
[0070] When displaying the screen of the virtual environment on the terminal device in the embodiment of the present application, there are at least three ways to display it. The first is the first-person perspective, that is, a virtual camera is installed on the head of the first virtual object, and the screen obtained by observing the virtual environment with the virtual camera is used as the screen of the virtual environment displayed. At this time, the screen of the virtual environment displayed does not include the first virtual object. The second is the third-person perspective, that is, a virtual camera is installed behind the first virtual object, and the screen obtained by observing the virtual environment with the virtual camera is used as the screen of the virtual environment displayed. At this time, the screen of the virtual environment displayed may include part or all of the first virtual object. The orientation of the first-person perspective and the third-person perspective changes with the orientation of the first virtual object. The third is other perspectives with a specific direction, and the orientation of the perspective does not change, that is, the screen obtained by observing the entire virtual environment with the virtual camera in a specific direction is used as the screen of the virtual environment displayed. At this time, the first virtual object can be displayed in the middle of the screen of the virtual environment, or it can be displayed at other positions of the screen of the virtual environment, or it can not be displayed in the screen of the virtual environment, and this application does not limit this.
[0071] Step 320, controlling the first virtual object to release a first skill, wherein the first skill has a transporting effect.
[0072] In some embodiments, the first skill is a skill with a carrying effect. In some embodiments, a skill control corresponding to the first skill is displayed on the user interface. Optionally, the skill control corresponding to the first skill is a first skill control. The first skill control is a UI control. In response to the operation on the first skill control, the first virtual object is controlled to release the first skill. In some embodiments, the operation types for the operation on the first skill control include but are not limited to operations such as clicking, long pressing, and sliding. Of course, this application also does not limit the display position and display style of the first skill control on the user interface.
[0073] In some embodiments, when the first virtual object is controlled to release the first skill, a release animation of the first skill is displayed. Exemplarily, when the first virtual object is controlled to release the first skill, the first virtual object is controlled to release a virtual pet. Optionally, the virtual pet is a swimming dragon.
[0074] Step 330 , when the first skill hits the second virtual object, a screen showing the second virtual object being transported along the transport direction is displayed.
[0075] In some embodiments, the first skill corresponds to an effective area of the first skill. In some embodiments, after the first virtual object is controlled to release the first skill, a first virtual element is displayed in the virtual environment, and the first virtual element corresponds to the effective area of the first skill. Exemplarily, the first virtual element is a drop of water spit out by a dragon. The first virtual element includes but is not limited to virtual props, virtual pets, virtual plants, and the like. The effective area can be an area of a specific range centered on the first virtual object, or an area of a specific range centered on the position selected when releasing the first skill, or an area of a specific range centered on the second virtual object. Of course, the effective area can also be the position of a specific point, which is not limited in this application.
[0076] In some embodiments, when the second virtual object or the character frame corresponding to the second virtual object overlaps with the effective area of the first skill, the first skill is considered to hit the second virtual object. In some embodiments, the character frame of the second virtual object is considered to be a three-dimensional space that completely encloses the character model of the second virtual object in the virtual environment, and the size of the three-dimensional space is not limited in this application.
[0077] In some embodiments, the first skill is an instant skill, and the effective area of the first skill is effective only at the time of releasing the first skill. When the second virtual object exists in the effective area of the first skill at the time of releasing the first skill, it is considered that the first skill hits the second virtual object. As described above, the virtual pet moves in the effective area of the first skill. When the virtual pet is released, the virtual pet immediately searches for the second virtual object in the effective area. If the second virtual object is found in the effective area of the first skill, the virtual pet surrounds the second virtual object. For example, when the virtual pet is a swimming dragon, the swimming dragon spits out water droplets, and the water droplets wrap around the second virtual object.
[0078] In some embodiments, the first skill is a continuous skill, and the effective area of the first skill is effective within the first time period, and the first time period is the time period starting from the release moment of the first skill. Optionally, the duration of the first time period is a pre-configured duration. When there is a second virtual object in the effective area of the first skill within the time period starting from the release moment of the first skill, it is considered that the first skill hits the second virtual object. At this time, the first time period can be freely configured by the user, and the user can choose different durations according to the difficulty of the game. Of course, the user can configure it during the continuous process of the game match, or configure it outside the game match, and this application is not limited to this. In other embodiments, the terminal device adjusts the duration of the first skill or the second skill described below according to the game gap between the first virtual object and the second virtual object. Exemplarily, the terminal device collects game match data after the user's permission, and increases the duration of the first skill or the second skill when it is determined that the first virtual object is at a disadvantage and the second virtual object is at an advantage according to the game data. When it is determined that the first virtual object is at an advantage and the second virtual object is at a disadvantage according to the game data, the duration of the first skill or the second skill is reduced. On the one hand, the embodiment of the present application allows the user to manually adjust the duration of a skill, which reflects the flexibility of skill duration configuration. On the other hand, the terminal device can flexibly change the duration of a skill based on the game data, making the two sides of the game more evenly matched, thereby improving the playability of the game.
[0079] In some embodiments, when the first skill hits the second virtual object, an animation of the second virtual object being carried is displayed. This application also does not limit the type of the animation. In some embodiments, when the first skill hits the second virtual object, a traction line is displayed between the first virtual object and the second virtual object, and the traction line represents that the first skill hits the second virtual object. In some embodiments, during the process of the second virtual object being carried, a corner mark is displayed, and the corner mark represents the direction in which the second virtual object is carried. In some embodiments, the user can control the carrying direction of the second virtual object hit by the first skill, so that the second virtual object can be carried to a specified location.
[0080] In some embodiments, during the process of the second virtual object being transported, the speed at which the second virtual object is transported is proportional to the relative distance. The relative distance here refers to the relative distance between the first virtual object and the second virtual object. When the relative distance is larger, the transport speed is faster, and when the relative distance is smaller, the transport speed is slower. During the transport process, the transport speed changes according to the relative distance at all times.
[0081] Step 340, controlling the first virtual object to release the second skill, the second skill having a knock-up effect.
[0082] In some embodiments, the second skill is a skill with a knock-up effect. In some embodiments, a skill control corresponding to the second skill is displayed on the user interface. Optionally, the skill control corresponding to the second skill is a second skill control. The second skill control is a UI control. In response to the operation on the second skill control, the first virtual object is controlled to release the second skill. In some embodiments, the operation types for the operation on the second skill control include but are not limited to operations such as clicking, long pressing, and sliding. Of course, this application also does not limit the display position and display style of the second skill control on the user interface.
[0083] In some embodiments, when the first virtual object is controlled to release the second skill, a release animation of the second skill is displayed. Exemplarily, when the first virtual object is controlled to release the second skill, the first virtual object is controlled to release a virtual prop. Exemplarily, the virtual prop is a virtual dragon ball.
[0084] Step 350, when the second virtual object is within the effective area of the second skill, a picture of the second virtual object being knocked away along the knock-away direction is displayed, and the knock-away direction is determined according to the position of the second virtual object in the effective area of the second skill.
[0085] In some embodiments, the second skill corresponds to an effective area of the second skill. In some embodiments, the effective area of the second skill is located at a first distance directly in front of the first virtual object. In some embodiments, after the first virtual object is controlled to release the second skill, a second virtual element is displayed in the virtual environment, and the second virtual element corresponds to the effective area of the second skill. In some embodiments, the second virtual element is located at the first position, or the center of the first virtual element is located at the first position. Exemplarily, the second virtual element is a virtual dragon ball. The second virtual element includes but is not limited to virtual props, virtual pets, virtual plants, etc. Exemplarily, the center of the effective area of the second skill is always n meters directly in front of the first virtual object, and n is a positive number. Then, when the user controls the first virtual object to release the second skill, the position of n meters directly in front of the first virtual object is the center, and the area of a specific range is the effective area of the second skill. No matter where the first virtual object moves, the relative position of the effective area of the second skill and the first virtual object does not change. Therefore, before releasing the second skill, the effective area of the second skill is known, and the direction and distance of carrying the first virtual object when releasing the first skill are determined according to the effective area of the second skill. According to the direction and distance of the first virtual object being carried, the first virtual object is controlled to release the corresponding first skill to achieve the carrying. In other embodiments, the effective area is an area of a specific range centered on the first virtual object, or an area of a specific range centered on the position selected when releasing the second skill, or an area of a specific range centered on the second virtual object.
[0086] In some embodiments, when the second virtual object or the character frame corresponding to the second virtual object overlaps with the effective area of the second skill, the second virtual object is considered to be located in the effective area of the second skill. In some embodiments, the character frame of the second virtual object is considered to be a three-dimensional space that completely includes the character model of the second virtual object in the virtual environment, and the size of the three-dimensional space is not limited in this application.
[0087] In some embodiments, the second skill is an instant skill, and the effective area of the second skill is only effective at the moment of releasing the second skill. When there is a second virtual object in the effective area of the second skill at the moment of releasing the second skill, it is considered that the second virtual object is located in the effective area of the second skill, and the second virtual object is immediately knocked away, and the knock-away animation of the first virtual object is displayed. As described above, when the first virtual object releases the virtual dragon ball toward the specified position, if the second virtual object is located in the area where the virtual dragon ball is located at the moment of releasing the virtual dragon ball, the second virtual object is immediately knocked away. In the embodiment of the present application, when the second skill is an instant skill, the effect of knocking away as soon as the spell is cast can be achieved, thereby avoiding giving the second virtual object a long reaction time and improving the hit rate of the second virtual object. At the same time, since the second skill is instant, the device processing overhead is also reduced.
[0088] In some embodiments, the second skill is a continuous skill, and the effective area of the second skill is effective in the second time period, and the second time period is the time period starting from the release moment of the second skill. Optionally, the duration of the second time period is a pre-configured duration. In the time period starting from the release moment of the second skill, when there is a second virtual object located in the effective area of the second skill, the second time period needs to be met before the second virtual object can be displayed along the direction of the knock-off direction. At this time, the second time period can be freely configured by the user, and the user can choose different durations according to the difficulty of the game. Of course, the user can configure it during the continuous process of the game match, or configure it outside the game match, and this application is not limited to this. That is, when the second skill is used to realize the knock-off of the second virtual object, there is a certain charging time (that is, the second time period), and only when the duration is met, the second virtual object can be knocked off. In the embodiment of the present application, when the second skill is a continuous skill, when the user prejudges the carrying position or walking position of the second virtual object in advance and releases the second skill, the second virtual object can be avoided, and the hit rate of the second virtual object can also be improved.
[0089] In some embodiments, when the second virtual object is within the effective area of the second skill, a screen is displayed showing the second virtual object being knocked away in the knock-away direction. The present application also does not limit the type of the animation. For example, the animation is an animation of a virtual dragon ball exploding and ejecting the second virtual object. In some embodiments, the knock-away direction of the second virtual object is determined based on the position of the transported second virtual object in the effective area of the second skill. Exemplarily, the knock-away direction corresponds one-to-one to the position of the second virtual object in the effective area of the second skill. Second virtual objects located in different positions in the effective areas of the second skill have different knock-away directions.
[0090] The technical solution provided by the embodiment of the present application is to first control the first virtual object to release the first skill in the screen of the virtual environment to move the second virtual object, and then control the first virtual object to release the second skill. When the second virtual object being moved is located in the effective area of the second skill, the knock-off direction of the second virtual object is determined according to the position of the second virtual object being moved in the effective area of the second skill, and the second virtual object is knocked off along the knock-off direction. The present application realizes a control mechanism of first moving and then knocking off by combining the first skill with a moving effect and the second skill with a knock-off effect. The position of the second virtual object in the effective area of the second skill is determined by the moving of the first skill, and the knock-off direction of the second virtual object is further determined. The control mechanism proposed in the embodiment of the present application improves the diversity of skill release by combining skills.
[0091] Furthermore, since the position of the transported second virtual object in the effective area of the second skill determines the direction in which the second virtual object is knocked away, through precise control of the release of the skill of the first virtual object, the second virtual object can be knocked away in the direction desired by the user, thereby improving the flexibility of controlling the virtual object.
[0092] The following is an exemplary description of how to determine the direction of the knockback.
[0093] Please refer to Figure 4 , which shows a flow chart of a method for controlling a virtual object provided by another embodiment of the present application. The execution subject of each step of the method may be Figure 1 The terminal device 10 in the implementation environment of the scheme shown, for example, the execution subject of each step can be the client of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (410-450):
[0094] Step 410: Display a picture of a virtual environment, where the virtual environment includes a first virtual object and a second virtual object.
[0095] Step 420, controlling the first virtual object to release the first skill, the first skill having a transporting effect.
[0096] Step 430 , when the first skill hits the second virtual object, a screen showing the second virtual object being transported along the transport direction is displayed.
[0097] Step 440, controlling the first virtual object to release the second skill, the second skill having a knock-up effect.
[0098] The above steps 410 to 440 refer to the explanation of the above embodiment and will not be repeated here.
[0099] Step 450, the effective area of the second skill includes multiple sub-areas, different sub-areas correspond to different knock-back directions, and when the second virtual object is located within the target sub-area included in the effective area of the second skill, a picture of the second virtual object being knocked back along the target knock-back direction is displayed; wherein the target sub-area is the sub-area where the second virtual object is located among the multiple sub-areas, and the target knock-back direction is the knock-back direction corresponding to the target sub-area.
[0100] Specifically, the effective area of the second skill is divided into a plurality of sub-areas, each of which is a part of the effective area. The application does not limit the size of the different sub-areas. The areas of the different sub-areas can be the same or different.
[0101] In some embodiments, a correspondence table between sub-areas and knock-off directions is stored in the terminal device in advance, and the correspondence table may be sent to the terminal device by the server. The terminal device determines the sub-area of the second skill's effective area where the second virtual object is located based on the position of the second virtual object in the effective area of the second skill obtained with the permission of the user, and then searches the corresponding knock-off direction of the sub-area from the correspondence table, and displays a picture of the second virtual object being knocked off along the knock-off direction.
[0102] In some embodiments, the terminal device does not store the correspondence table. After obtaining the position of the second virtual object with the user's permission, the terminal device sends the position of the second virtual object to the server, and the server determines the sub-region of the effective region of the second skill where the second virtual object is located based on the position of the second virtual object. The server searches the stored correspondence table for the knock-off direction corresponding to the sub-region, and returns the knock-off direction to the terminal device. The terminal device displays the knock-off screen of the second virtual object based on the received knock-off direction.
[0103] In other embodiments, the terminal device records the functional relationship between the sub-area included in the effective area of the second skill where the second virtual object is located and the knock-back direction, and calculates the knock-back direction in real time based on the sub-area included in the effective area where the second virtual object is located in the second skill.
[0104] In other embodiments, the server calculates the knock-back direction based on the sub-area included in the effective area of the second skill where the second virtual object is located, and returns the knock-back direction to the terminal device.
[0105] In some embodiments, the multiple sub-areas include a first sub-area and a second sub-area, the first sub-area corresponds to a first knock-off direction, and the second sub-area corresponds to a second knock-off direction; when the second virtual object is located within the first sub-area, a picture of the second virtual object being knocked off along the first knock-off direction is displayed; or, when the second virtual object is located within the second sub-area, a picture of the second virtual object being knocked off along the second knock-off direction is displayed; wherein the first knock-off direction is a direction close to the first virtual object, and the second knock-off direction is a direction away from the first virtual object.
[0106] Specifically, the effective area of the first skill is divided into two areas, a first sub-area and a second sub-area, wherein the knock-off direction corresponding to the first sub-area is the direction close to the first virtual object, and the knock-off direction corresponding to the second sub-area is the direction away from the first virtual object. Exemplarily, the user determines whether to directly eliminate the second virtual object or increase the damage to the second virtual object based on the attribute value of the second virtual object. If the user determines that the second virtual object can be eliminated directly, the second virtual object is moved to the second sub-area through the first skill, and the second virtual object is knocked away in the direction away from the first virtual object, so that the second virtual object can be directly knocked to the elimination surface, thereby achieving the killing of the second virtual object. If the user determines that the second virtual object cannot be eliminated directly and needs to further increase the damage to the second virtual object, the second virtual object is moved to the first sub-area through the first skill, and the second virtual object is knocked away in the direction close to the first virtual object, and the first virtual object is further controlled to jump into the air to increase the damage to the second virtual object.
[0107] Exemplarily, the first knock-off direction is a direction close to the first virtual object, and the second knock-off direction is a direction away from the first virtual object. That is, the first knock-off direction and the second knock-off direction change synchronously when the positions of the first virtual object and the second virtual object change. Exemplarily, the first knock-off direction and the second knock-off direction are fixed, the first knock-off direction is always close to the inner side of the screen, and the second knock-off direction is toward the outer side of the screen.
[0108] In some embodiments, the distance (knock-off distance) by which the second virtual object is knocked off is determined according to the attribute value of the second virtual object. In some embodiments, the attribute value includes at least one of the following: damage value, life value, attack value, and defense value.
[0109] Exemplarily, the knock-off distance is proportional to the injury value of the second virtual object. When the injury value of the second virtual object is higher, the knock-off distance of the second virtual object is larger. When the injury value of the second virtual object is lower, the knock-off distance of the second virtual object is smaller. Exemplarily, the knock-off distance is inversely proportional to the life value of the second virtual object. When the life value of the second virtual object is higher, the knock-off distance of the second virtual object is smaller. When the life value of the second virtual object is lower, the knock-off distance of the second virtual object is larger. Exemplarily, the knock-off distance is proportional to the attack value of the second virtual object. When the attack value of the second virtual object is higher, the knock-off distance of the second virtual object is larger. When the attack value of the second virtual object is lower, the knock-off distance of the second virtual object is smaller. Exemplarily, the knock-off distance of the second virtual object is inversely proportional to the defense value. When the defense value of the second virtual object is higher, the knock-off distance of the second virtual object is smaller. When the defense value of the second virtual object is lower, the knock-off distance of the second virtual object is larger.
[0110] Furthermore, the second virtual objects are divided into two categories, namely friendly virtual objects and enemy virtual objects, and exemplary explanations are given below on how to determine the knock-off distances in combination with the knock-off directions.
[0111] Exemplarily, when the second virtual object is an enemy virtual object of the first virtual object, and the direction of the knock-off is close to the first virtual object, the knock-off distance of the second virtual object is determined according to the attack value and defense value of the second virtual object; wherein the attack value and the knock-off distance are negatively correlated, and the defense value and the knock-off distance are negatively correlated. Exemplarily, when the second virtual object is an enemy virtual object of the first virtual object, and the direction of the knock-off is away from the first virtual object, the knock-off distance of the second virtual object is determined according to the health value and the injury value of the second virtual object; wherein the health value and the knock-off distance are negatively correlated, and the injury value and the knock-off distance are positively correlated. At this time, it can be achieved that if the enemy virtual object that is knocked off to the first virtual object is in a good state, it cannot be knocked off to a position very close to the first virtual object. At the same time, it can also ensure that the enemy virtual object far away from the first virtual object can be knocked off to the elimination surface if it is in a poor state, ensuring that the second virtual object is eliminated.
[0112] Exemplarily, when the second virtual object is a friendly virtual object of the first virtual object, and the direction of the knock-off is close to the first virtual object, the knock-off distance of the second virtual object is determined according to the attack value and health value of the second virtual object; wherein the attack value and the knock-off distance are positively correlated, and the health value and the knock-off distance are positively correlated. Exemplarily, when the second virtual object is a friendly virtual object of the first virtual object, and the direction of the knock-off is away from the first virtual object, the knock-off distance of the second virtual object is determined according to the defense value and the injury value of the second virtual object; wherein the defense value and the knock-off distance are negatively correlated, and the injury value and the knock-off distance are positively correlated. At this time, it can be achieved that the better the state of the friendly army, the more likely it is to be knocked off to the side of the first virtual object to help the first virtual object fight. The farther the friendly army in poor condition is knocked off, thereby ensuring that the second virtual object is out of battle.
[0113] In some embodiments, in response to an operation on a jump control, the first virtual object is controlled to jump into the air of the virtual environment, and the jump control is displayed when the second virtual object is located within the first sub-area. In some embodiments, in response to an operation on an attack control, the first virtual object in the air is controlled to attack the second virtual object that is knocked flying.
[0114] Exemplarily, a jump control is displayed on the user interface. Optionally, the jump control is a UI control. In some embodiments, the operation types for the jump control include but are not limited to click, long press, slide and other operations. Of course, the display position and display style of the jump control on the user interface are also not limited in this application. In some embodiments, the jump control appears on the user interface from beginning to end. In other embodiments, there is a time for the jump control to appear, and the jump control is displayed when the second virtual object is located in the first sub-area. That is, when the flying direction of the second virtual object is close to the direction of the first virtual object, the jump control is displayed to enable the first virtual object to jump into the air to further attack the second virtual object. The jump control can also exist on the user interface independently of other controls, or it can replace other controls for display. For example, in response to the operation on the second skill control, the first virtual object is controlled to release the second skill, and the animation of the second virtual object being knocked away is displayed. At this time, the second skill control is converted to a jump control.
[0115] Exemplarily, in addition to the jump control, the user interface also displays an attack control, which may include the above-mentioned first skill control and the second skill control, or may not include the above-mentioned first skill control and the second skill control, and this application does not limit this. When the attack control does not include the above-mentioned first skill control and the above-mentioned second skill control, the attack control is considered to be a new control that appears when the first virtual object jumps into the air. Optionally, the attack control is a UI control. In some embodiments, the operation types for the attack control include but are not limited to operations such as clicking, long pressing, and sliding. Of course, this application also does not limit the display position and display style of the attack control on the user interface.
[0116] In some embodiments, when the knocked-away second virtual object reaches an elimination surface in the air of the virtual environment, a screen showing that the second virtual object is eliminated is displayed; wherein the elimination surface is an area in the virtual environment for eliminating virtual objects.
[0117] In some embodiments, when the user determines that the second virtual object can be eliminated through the elimination surface, the second virtual object is knocked in the direction of the elimination surface through the above-mentioned transport + knock-off mechanism, so that the second virtual object falls on the elimination surface, and the elimination of the second virtual object is achieved. In an embodiment of the present application, the elimination surface can be an underlying mechanism of the game and is not visible. When the terminal device obtains the position of the second virtual object and determines that the second virtual object or the character frame of the second virtual object intersects with the position of the elimination surface, it is considered that the knocked-off second virtual object reaches the elimination surface in the air of the virtual environment.
[0118] In the embodiment of the present application, the second virtual object located in different sub-areas of the effective area of the second skill has different knock-off directions. The knock-off direction includes at least a direction close to the first virtual object and a direction away from the virtual object, and the knock-off distance is determined by the attribute value of the second virtual object, which improves the flexibility of the game mechanism and provides a better user experience.
[0119] Furthermore, when the direction in which the second virtual object is knocked away is close to the first virtual object, the jump control can be used to control the first virtual object to jump into the air to increase damage to the second virtual object. When the direction in which the second virtual object is knocked away is away from the first virtual object, if it is determined based on the knock-away distance that the second virtual object can fall on the elimination surface in the virtual environment, the second virtual object is eliminated. In the embodiments of the present application, different game mechanisms are provided for different game scenes, which is conducive to improving the fun of the game while ensuring the user experience.
[0120] The following is an exemplary description of how to carry out the transportation.
[0121] Please refer to Figure 5, which shows a flow chart of a method for controlling a virtual object provided by another embodiment of the present application. The execution subject of each step of the method may be Figure 1 The terminal device 10 in the implementation environment of the scheme shown, for example, the execution subject of each step can be the client of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (510-550):
[0122] Step 510: Display a picture of a virtual environment, where the virtual environment includes a first virtual object and a second virtual object.
[0123] Step 520, controlling the first virtual object to release the first skill, the first skill having a transporting effect.
[0124] Step 530: When the first skill hits the second virtual object, in response to an operation on the transport control, a screen showing the second virtual object being transported along the transport direction is displayed.
[0125] The following is an exemplary description of manually determining the transport direction.
[0126] Exemplarily, a transport control is displayed on the user interface. Optionally, the transport control is a UI control. In some embodiments, the operation types for the transport control include but are not limited to click, long press, slide and other operations. Of course, the display position and display style of the transport control on the user interface are also not limited in this application. In some embodiments, the transport control appears on the user interface from beginning to end. In other embodiments, there is a time for the transport control to appear, and when the first skill hits the second virtual object, the transport control is displayed.
[0127] In some embodiments, in response to the operation on the first skill control, the first virtual object is controlled to release the first skill. In some embodiments, the first skill control and the transport control are the same control, and the operation on the first skill control and the operation on the transport control are continuous operations. That is, the user can not only control the first skill to hit the second virtual object through one-step operation, but also change the transport direction of the second virtual object through the small disc in the first skill control.
[0128] In some embodiments, the first skill control and the transport control are the same control, and the operation on the first skill control and the operation on the transport control are discontinuous operations. That is, the user controls the first virtual object to release the first skill by operating the first skill control, and when the first skill hits the second virtual object, the cooling time of the first skill control is refreshed, so that the first skill control becomes operable again, and the user continues to perform the next operation on the first skill control to determine the transport direction of the second virtual object.
[0129] In some embodiments, the first skill control and the transport control are different controls, and the operation on the first skill control and the operation on the transport control are discontinuous operations. At this time, the transport control can be a new control refreshed at the position of the first skill control when the first skill hits the second virtual object. Of course, the transport control can also be a roulette control that controls the movement of the first virtual object. At this time, the roulette control becomes a transport control, which can control the transport direction of the second virtual object hit by the first skill. In some embodiments, the operation direction of the transport control is the same as the transport direction.
[0130] The following is an exemplary description of automatically determining the conveying direction.
[0131] In some embodiments, the transport direction is determined according to at least one of an attribute value of the first virtual object and an attribute value of the second virtual object.
[0132] In some embodiments, the transport direction is determined according to an attribute value of the second virtual object.
[0133] Exemplarily, when the second virtual object is an enemy virtual object of the first virtual object, when the health value of the second virtual object is less than the first threshold, or the damage value is greater than the second threshold, or the attack value is less than the third threshold, or the defense value is less than the fourth threshold, the transport direction is determined to be the direction close to the first virtual object; when the health value is greater than or equal to the first threshold, or the damage value is less than or equal to the second threshold, or the attack value is greater than or equal to the third threshold, or the defense value is greater than or equal to the fourth threshold, the transport direction is determined to be the direction away from the first virtual object. That is, when the second virtual object is an enemy, it is necessary to ensure that the enemy virtual object being transported is in a poor state, and the second virtual objects in a better state are all transported to a direction away from the first virtual object.
[0134] Exemplarily, when the second virtual object is a friendly virtual object of the first virtual object, when the health value of the second virtual object is greater than the eighth threshold, or the damage value is less than the fifth threshold, or the attack value is greater than the sixth threshold, or the defense value is greater than the seventh threshold, the transport direction is determined to be the direction close to the first virtual object; when the health value is less than or equal to the eighth threshold, or the damage value is greater than or equal to the fifth threshold, or the attack value is less than or equal to the sixth threshold, or the defense value is less than or equal to the fourth threshold, the transport direction is determined to be the direction away from the first virtual object. That is, the friendly object in good condition is transported to the position of the main control virtual object, and the friendly object in bad condition is transported to the position away from the main control virtual object, so as to ensure the survival rate of the friendly object or the own object.
[0135] In some embodiments, the transport direction is determined according to an attribute value of the first virtual object.
[0136] Exemplarily, when the second virtual object is an enemy virtual object of the first virtual object, when the state of the first virtual object is determined to be better according to the attribute value of the first virtual object, the carrying direction is determined to be the direction close to the first virtual object, and when the state of the first virtual object is determined to be worse according to the attribute value of the first virtual object, the carrying direction is determined to be the direction away from the first virtual object. Exemplarily, when the second virtual object is a friendly virtual object of the first virtual object, when the state of the first virtual object is determined to be worse according to the attribute value of the first virtual object, the carrying direction is determined to be the direction close to the first virtual object, and when the state of the first virtual object is determined to be better according to the attribute value of the first virtual object, the carrying direction is determined to be the direction away from the first virtual object. That is, under the premise of ensuring the survival of the first virtual object as much as possible, whether to pull the second virtual object in depends on whether the second virtual object is a friendly or an enemy. Of course, the state here can be considered to be that the good attribute is greater than the threshold, and the bad attribute is less than the threshold.
[0137] In some embodiments, the total distance that the second virtual object is transported along the transport direction is positively correlated with the duration of the first skill; or, the total distance that the second virtual object is transported along the transport direction is equal to the distance threshold. In some embodiments, the duration of the first skill is determined by the duration of the user's operation on the first skill control, or the duration of the first skill is a fixed value.
[0138] In some embodiments, when the time interval from the start of the release of the first skill meets the first duration, the skill stiffness of the first skill is released; wherein the skill stiffness of the first skill means that other skills cannot be released after the first skill is released. In some embodiments, after the first skill is released, there is skill stiffness, that is, other skills cannot be released during the time period of the skill stiffness.
[0139] In some embodiments, in response to an operation on a swap control on the user interface, the first virtual object and the second virtual object are displayed in swapped positions, and the attribute values of the first virtual object and the second virtual object are interchanged.
[0140] Exemplarily, a swap control is displayed on the user interface. Optionally, the swap control is a UI control. In some embodiments, the operation types for the swap control include but are not limited to operations such as clicking, long pressing, and sliding. Of course, the display position and display style of the swap control on the user interface are also not limited in this application. In some embodiments, the swap control appears on the user interface from beginning to end. In other embodiments, there is a time for the swap control to appear, and when it is determined that the state of the second virtual object is better and the state of the first virtual object is worse, the swap control is displayed.
[0141] Step 540, controlling the first virtual object to release the second skill, the second skill having a knock-up effect.
[0142] In some embodiments, during the process of the second virtual object being transported along the transport direction, the first virtual object is controlled to release the second skill; or, after the process of the second virtual object being transported along the transport direction ends, the first virtual object is controlled to release the second skill.
[0143] Step 550, when the second virtual object is within the effective area of the second skill, display a picture of the second virtual object being knocked away along the knock-away direction, where the knock-away direction is determined according to the position of the second virtual object in the effective area of the second skill.
[0144] In the embodiment of the present application, two methods for determining the transport direction are proposed. One is manual determination, that is, the transport direction is determined by the user's control of the transport control, which improves the flexibility of transporting the second virtual object and tests the operation level of the master player. The other is automatic determination of the transport direction, which is more friendly to novice players and helps to improve the game experience of novice players.
[0145] In addition, before releasing the second skill, the first skill has skill stiffness, which helps prevent the user from releasing the second skill when the second skill should not be released. By stiffening the first skill, accidental touches are avoided, which helps improve the gaming experience.
[0146] The following is an exemplary description of the control method of the virtual object mentioned in the embodiment of the present application in conjunction with a specific interface diagram.
[0147] like Figure 6 As shown in the sub-figure (a) of , in response to the operation of the first skill control 650, the first virtual object 610 is controlled to release the first skill, and the first virtual element corresponding to the first skill is 620. At this time, the first virtual element 620 can also be considered as the effective area of the first skill. Figure 6 As shown in sub-figure (b) of , when the second virtual object 630 is located in the effective area of the first skill, it is determined that the first skill hits the second virtual object 630. In some embodiments, in response to the operation of the first skill control 650 again, the carrying direction of the second virtual object 630 is determined. In some embodiments, the carrying direction of the second virtual object 630 is indicated in the form of a superscript 640.
[0148] like Figure 7 As shown, the second virtual object 710 is carried by the first skill released by the first virtual object 700. In some embodiments, Figure 8 As shown, the first virtual object 800 is controlled to release the second skill. The effective area of the second skill is 810. In some embodiments, Fig. 9 As shown, when it is detected that the second virtual object is within the effective range of the second skill, an animation 900 of the second virtual object being knocked away is displayed.
[0149] like Fig.10 As shown, the first sub-area 1000 and the second sub-area 1010 constitute the effective area of the second skill. When the second virtual object is located on the first sub-area 1000, the knock-off direction a is the direction close to the first virtual object. When the second virtual object is located on the second sub-area 1010, the knock-off direction b is the direction away from the first virtual object.
[0150] like Figure 2 As shown, when the flying direction of the second virtual object is close to the first virtual object, the first virtual object can be controlled to jump into the air to increase the damage to the second virtual object, such as Fig.11 1100 is a schematic diagram of increasing damage to a second virtual object through a first virtual object.
[0151] like Fig.12 As shown in 1200 , the second virtual object is moved to a second sub-area of the effective range of the second skill, so that the second virtual object can be knocked away in a direction away from the first virtual object.
[0152] like Fig.13 As shown, when the knocked-away second virtual object reaches the elimination surface 1300, it is considered that the second virtual object is eliminated.
[0153] Please refer to Fig.14 , which shows a block diagram of a method for controlling a virtual object provided by another embodiment of the present application. The execution subject of each step of the method may be Figure 1 The terminal device 10 in the implementation environment of the illustrated solution, for example, the execution subject of each step can be the client of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is described as the "client".
[0154] like Fig.14As shown in 1400, release skill 1 (first skill), determine whether the skill hits, if the skill hits, the water ball wraps the enemy (second virtual object), if not, it is considered that the skill release failed. Further, determine whether the enemy's damage is higher than 100, if higher than 100, kill the enemy, move the enemy to the outer area of skill 2 (second skill) (the second sub-area in the effective area), and when it is almost at the designated position, release skill 2 to hit the enemy, if skill 2 hits the enemy, the enemy is knocked away, if the enemy is knocked away to the elimination surface, it is considered that the kill is successful, if not, it is considered that the kill fails. If it is not higher than 100, the enemy will be killed and moved to the inner area of the 2nd skill (the second skill) (the first sub-area in the effective area). When it is almost at the designated position, the 2nd skill will be released to hit the enemy. If the 2nd skill hits the enemy, the enemy will be knocked away, and the first virtual object will be controlled to jump up and attack the enemy. The A frame will be used to determine whether the attack hits the enemy. If it hits, the damage increase is successful. If it does not hit, the damage increase fails.
[0155] The following is an embodiment of the device of the present application, which can be used to execute the embodiment of the method of the present application. For details not disclosed in the embodiment of the device of the present application, please refer to the embodiment of the method of the present application.
[0156] Please refer to Fig.15 , which shows a block diagram of a virtual object control device provided by an embodiment of the present application. The device has the function of implementing the above method example, and the function can be implemented by hardware, or by hardware executing corresponding software. The device can be the terminal device introduced above, or it can be set in the terminal device. Fig.15 As shown, the device 1500 may include: a screen display module 1510 and a skill releasing module 1520 .
[0157] The screen display module 1510 is used to display a screen of a virtual environment, wherein the virtual environment includes a first virtual object and a second virtual object.
[0158] The skill releasing module 1520 is used to control the first virtual object to release a first skill, where the first skill has a transporting effect.
[0159] The screen display module 1510 is further configured to display a screen of the second virtual object being transported along a transport direction when the first skill hits the second virtual object.
[0160] The skill releasing module 1520 is also used to control the first virtual object to release a second skill, where the second skill has a knock-up effect.
[0161] The screen display module 1510 is also used to display a screen of the second virtual object being knocked away along a knock-away direction when the second virtual object is located within the effective area of the second skill, and the knock-away direction is determined according to the position of the second virtual object in the effective area of the second skill.
[0162] In some embodiments, the effective area of the second skill includes multiple sub-areas, and different sub-areas correspond to different knock-back directions.
[0163] In some embodiments, the screen display module 1510 is used to display a screen of the second virtual object being knocked away along the target knock-away direction when the second virtual object is located within the target sub-area included in the effective area of the second skill; wherein the target sub-area is the sub-area where the second virtual object is located among the multiple sub-areas, and the target knock-away direction is the knock-away direction corresponding to the target sub-area.
[0164] In some embodiments, the plurality of sub-areas include a first sub-area and a second sub-area, the first sub-area corresponds to a first knock-off direction, and the second sub-area corresponds to a second knock-off direction.
[0165] In some embodiments, the screen display module 1510 is used to display a screen of the second virtual object being knocked away along the first knock-away direction when the second virtual object is located within the first sub-area; or, to display a screen of the second virtual object being knocked away along the second knock-away direction when the second virtual object is located within the second sub-area; wherein the first knock-away direction is a direction approaching the first virtual object, and the second knock-away direction is a direction away from the first virtual object.
[0166] In some embodiments, Fig.16 As shown, the device also includes an object control module 1530.
[0167] The object control module 1530 is used to control the first virtual object to jump into the air of the virtual environment in response to an operation on a jump control, and the jump control is displayed when the second virtual object is located within the first sub-area.
[0168] The object control module 1530 is further configured to control the first virtual object in the air to attack the second virtual object that is knocked flying in response to an operation on an attack control.
[0169] In some embodiments, the screen display module 1510 is further used to display a screen showing that the second virtual object is eliminated when the knocked-away second virtual object reaches an elimination surface in the air of the virtual environment; wherein the elimination surface is an area in the virtual environment used to eliminate virtual objects.
[0170] In some embodiments, the distance by which the second virtual object is knocked away is determined according to a property value of the second virtual object.
[0171] In some embodiments, the attribute value includes at least one of the following: damage value, health value, attack value, and defense value.
[0172] In some embodiments, the effective area of the second skill is located at a first distance directly in front of the first virtual object.
[0173] In some embodiments, the screen display module 1510 is used to display a screen of the second virtual object being transported along the transport direction in response to an operation on a transport control; wherein the operation direction of the transport control is the same as the transport direction.
[0174] In some embodiments, the transport direction is determined according to at least one of an attribute value of the first virtual object and an attribute value of the second virtual object.
[0175] In some embodiments, the total distance the second virtual object is transported along the transport direction is positively correlated with the duration of the first skill; or, the total distance the second virtual object is transported along the transport direction is equal to a distance threshold.
[0176] In some embodiments, the skill release module 1520 is also used to release the skill stiffness of the first skill when the time interval with the start release time of the first skill satisfies a first duration; wherein the skill stiffness of the first skill means that other skills cannot be released after the first skill is released.
[0177] In some embodiments, the skill release module 1520 is used to control the first virtual object to release the second skill during the process of the second virtual object being transported along the transport direction; or, after the process of the second virtual object being transported along the transport direction is completed, control the first virtual object to release the second skill.
[0178] It should be noted that the device provided in the above embodiment, when implementing its functions, is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.
[0179] Please refer to Fig.17 , which shows a block diagram of a terminal device 1700 provided in one embodiment of the present application. The terminal device 1700 may be Figure 1 The terminal device 10 in the implementation environment shown is used to implement the control method of the virtual object provided in the above embodiment. Specifically:
[0180] Typically, the terminal device 1700 includes: a processor 1701 and a memory 1702 .
[0181] The processor 1701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1701 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1701 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1701 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1701 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0182] The memory 1702 may include one or more computer-readable storage media, which may be non-transitory. The memory 1702 may also include a high-speed random access memory and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1702 is used to store a computer program, which is configured to be executed by one or more processors to implement the control method of the virtual object.
[0183] In some embodiments, the terminal device 1700 may further optionally include: a peripheral device interface 1703 and at least one peripheral device. The processor 1701, the memory 1702 and the peripheral device interface 1703 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 1703 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1704, a display screen 1705, an audio circuit 1707 and a power supply 1708.
[0184] Those skilled in the art will understand that Fig.17 The structure shown in the figure does not constitute a limitation on the terminal device 1700, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0185] In an exemplary embodiment, a computer-readable storage medium is further provided, wherein a computer program is stored in the storage medium, and when the computer program is executed by a processor, the control method of the virtual object is implemented.
[0186] Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives) or an optical disk, etc. Among them, the random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).
[0187] In an exemplary embodiment, a computer program product is also provided, the computer program product comprising computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of a terminal device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the terminal device executes the above-mentioned virtual object control method.
[0188] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the objects associated before and after are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application are not limited to this.
[0189] The above description is only an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A method for controlling a virtual object, characterized in that: The method comprises: Displaying a picture of a virtual environment, wherein the virtual environment includes a first virtual object and a second virtual object; Controlling the first virtual object to release a first skill, wherein the first skill has a transporting effect; When the first skill hits the second virtual object, displaying a picture of the second virtual object being transported along a transport direction; Controlling the first virtual object to release a second skill, wherein the second skill has a knock-back effect; When the second virtual object is within the effective area of the second skill, a screen showing the second virtual object being knocked away in a knock-away direction is displayed, where the knock-away direction is determined based on the position of the second virtual object within the effective area of the second skill.
2. The method according to claim 1, characterized in that The effective area of the second skill includes multiple sub-areas, and different sub-areas correspond to different knockback directions; When the second virtual object is within the effective area of the second skill, displaying a picture of the second virtual object being knocked away along the knock-away direction includes: When the second virtual object is located within the target sub-area included in the effective area of the second skill, displaying a picture of the second virtual object being knocked away along the target knock-away direction; The target sub-region is a sub-region among the multiple sub-regions where the second virtual object is located, and the target flying direction is a flying direction corresponding to the target sub-region.
3. The method according to claim 2, characterized in that The plurality of sub-areas include a first sub-area and a second sub-area, the first sub-area corresponds to a first knock-off direction, and the second sub-area corresponds to a second knock-off direction; When the second virtual object is located within the target sub-area included in the effective area of the second skill, displaying a screen showing that the second virtual object is knocked away along the target knock-away direction includes: When the second virtual object is located within the first sub-area, displaying a picture of the second virtual object being knocked away along the first knock-away direction; or, When the second virtual object is located within the second sub-area, displaying a picture of the second virtual object being knocked away along the second knock-away direction; The first knock-off direction is a direction approaching the first virtual object, and the second knock-off direction is a direction away from the first virtual object.
4. The method according to claim 3, characterized in that The method further comprises: In response to an operation on a jump control, controlling the first virtual object to jump into the air of the virtual environment, the jump control being displayed when the second virtual object is located within the first sub-area; In response to an operation on an attack control, the first virtual object in the air is controlled to attack the second virtual object that is knocked flying.
5. The method according to claim 3, characterized in that: The method further comprises: When the knocked-away second virtual object reaches an elimination surface in the air of the virtual environment, displaying a screen where the second virtual object is eliminated; The elimination surface is an area in the virtual environment used to eliminate virtual objects.
6. The method according to claim 1, characterized in that The distance by which the second virtual object is knocked away is determined according to the attribute value of the second virtual object.
7. The method according to claim 6, characterized in that The attribute value includes at least one of the following: damage value, life value, attack value, and defense value.
8. The method according to claim 1, characterized in that The effective area of the second skill is located at a first distance directly in front of the first virtual object.
9. The method according to claim 1, characterized in that: The screen showing the second virtual object being transported along the transport direction includes: In response to an operation on a transport control, displaying a picture of the second virtual object being transported along the transport direction; Wherein, the operation direction of the transport control is the same as the transport direction.
10. The method according to claim 1, characterized in that The transport direction is determined according to at least one of an attribute value of the first virtual object and an attribute value of the second virtual object.
11. The method according to claim 1, characterized in that: There is a positive correlation between the total distance that the second virtual object is transported along the transport direction and the duration of the first skill; Alternatively, a total distance that the second virtual object is transported along the transport direction is equal to a distance threshold.
12. The method according to claim 1, characterized in that Before controlling the first virtual object to release the second skill, the method further includes: When the time interval between the first skill and the start release time of the first skill satisfies a first duration, cancelling the skill stiffness of the first skill; Among them, the skill stiffness of the first skill means that other skills cannot be released after releasing the first skill.
13. The method according to claim 1, characterized in that The controlling the first virtual object to release the second skill includes: During the process of the second virtual object being transported along the transport direction, controlling the first virtual object to release the second skill; or, After the second virtual object is transported along the transport direction, the first virtual object is controlled to release the second skill.
14. A control device for a virtual object, characterized in that: The device comprises: A picture display module, used for displaying a picture of a virtual environment, wherein the virtual environment includes a first virtual object and a second virtual object; A skill releasing module, used to control the first virtual object to release a first skill, wherein the first skill has a transporting effect; The screen display module is further configured to display a screen of the second virtual object being transported along a transport direction when the first skill hits the second virtual object; The skill release module is further used to control the first virtual object to release a second skill, wherein the second skill has a knock-back effect; The screen display module is also used to display a screen of the second virtual object being knocked away along a knock-away direction when the second virtual object is located within the effective area of the second skill, and the knock-away direction is determined according to the position of the second virtual object in the effective area of the second skill.
15. A terminal device, characterized in that: The terminal device includes a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the control method of the virtual object according to any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the method for controlling a virtual object according to any one of claims 1 to 13.
17. A computer program product, characterized in that The computer program product includes computer instructions, which are stored in a computer-readable storage medium. A processor reads and executes the computer instructions from the computer-readable storage medium to implement the control method of a virtual object according to any one of claims 1 to 13.