Virtual character control method and device, electronic equipment and readable storage medium
By implementing remote rescue and position transfer functions in confrontational video games, the problem of the first virtual character being easily attacked during the rescue process is solved, and the game experience and security are improved.
Patent Information
- Application Number
- CN202311372469.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-10-20
- Publication Date
- 2025-04-22
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
In confrontational video games, the first virtual character controlled by the player is easily attacked by nearby enemy virtual characters when rescuing the fallen second virtual character, resulting in a reduced game experience.
The graphical user interface is provided by the terminal device, allowing the first virtual character to remotely rescue the second virtual character when a certain distance threshold is met, and moving the second virtual character at the location of the first virtual character, reducing the risk of attack during the transfer.
Improves the player's gaming experience, reduces the risk of being attacked during the rescue process, and makes the game smoother and safer.
Smart Images

Figure CN119857269A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a control method, device, electronic device and readable storage medium for a virtual character. Background Art
[0002] In existing competitive electronic games, there are generally provided a first virtual character controlled by the player himself (also referred to as the player virtual character), a second virtual character in the same camp as the player (also referred to as the friendly virtual character), a third virtual character in a different camp from the player (also referred to as the enemy virtual character) and non-player characters. The player uses the first virtual character to fight against the third virtual character together with the second virtual character.
[0003] During the game, the second virtual character may be attacked and fall to the ground by the third virtual character, and the player can control the first virtual character to rescue the second virtual character that is in the fallen state. However, generally speaking, the first virtual character needs to be next to the second virtual character that is in the fallen state to rescue the second virtual character, and at this time, the first virtual character is easily attacked by the nearby third virtual character; even if the first virtual character successfully rescues the second virtual character, the first virtual character and the second virtual character are also easily attacked by the nearby third virtual character, thereby reducing the player's gaming experience. Summary of the invention
[0004] In view of this, an object of the present invention is to provide a method, device, electronic device and readable storage medium for controlling a virtual character, wherein a first virtual character can remotely rescue a second virtual character that is in a fallen state, and can also move the second virtual character to the position of the first virtual character, thereby improving the player's gaming experience.
[0005] In a first aspect, an embodiment of the present invention provides a method for controlling a virtual character, the method comprising: providing a graphical user interface through a terminal device, the graphical user interface including a game scene and a first virtual character, a second virtual character and a third virtual character located in the game scene, the first virtual character corresponding to the terminal device, and the first virtual character and the second virtual character are in the same camp; when the distance between the first virtual character and the second virtual character satisfies a first preset distance threshold, in response to a touch operation on a first control on the graphical user interface, controlling the second virtual character to be restored from a current attribute state to a first preset attribute state at a current position; when the distance between the first virtual character and the second virtual character satisfies a second preset distance threshold, in response to a touch operation on a second control on the graphical user interface, controlling the second virtual character to be moved from a current position to the current position of the first virtual character, and controlling the current attribute state of the second virtual character to be restored to a second preset attribute state, wherein the first preset distance threshold is different from the second preset distance threshold.
[0006] In a second aspect, an embodiment of the present invention further provides a control device for a virtual character, the device comprising: a graphical user interface display module, used to provide a graphical user interface through a terminal device, the graphical user interface comprising a game scene and a first virtual character, a second virtual character and a third virtual character located in the game scene, the first virtual character corresponding to the terminal device, and the first virtual character and the second virtual character are in the same camp; a virtual character first control module, used to control the second virtual character to be restored from a current attribute state to a first preset attribute state at a current position in response to a touch operation on a first control on the graphical user interface when the distance between the first virtual character and the second virtual character meets a first preset distance threshold; a virtual character second control module, used to control the second virtual character to be moved from a current position to the current position of the first virtual character in response to a touch operation on a second control on the graphical user interface when the distance between the first virtual character and the second virtual character meets a second preset distance threshold, and control the current attribute state of the second virtual character to be restored to a second preset attribute state, wherein the first preset distance threshold is different from the second preset distance threshold.
[0007] In a third aspect, an embodiment of the present invention further provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the steps of the above-mentioned virtual character control method.
[0008] In a fourth aspect, an embodiment of the present invention further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the steps of the above-mentioned virtual character control method.
[0009] The embodiments of the present invention bring the following beneficial effects:
[0010] The embodiment of the present invention provides a control method, device, electronic device and readable storage medium for a virtual character. When the distance between a first virtual character and a second virtual character satisfies a first preset distance threshold, in response to a touch operation on a first control on a graphical user interface, the second virtual character is controlled to be restored from a current attribute state to a first preset attribute state at a current position; when the distance between the first virtual character and the second virtual character satisfies a second preset distance threshold different from the first preset distance threshold, in response to a touch operation on a second control on a graphical user interface, the second virtual character is controlled to be moved from a current position to the current position of the first virtual character, and the current attribute state of the second virtual character is controlled to be restored to the second preset attribute state. In this way, the player can control the first virtual character to rescue the second virtual character at the current position of the second virtual character, and can also control the second virtual character to move from the current position of the second virtual character to the current position of the first virtual character and perform rescue, thereby improving the player's gaming experience.
[0011] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by implementing the above-mentioned technology of the present disclosure.
[0012] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.
[0014] Figure 1 A schematic diagram of an implementation environment provided for an embodiment of the present invention;
[0015] Figure 2 A flowchart of a method for controlling a virtual character provided by an embodiment of the present invention;
[0016] Figure 3 A schematic diagram of a graphical user interface provided by an embodiment of the present invention;
[0017] Figure 4 A flowchart of another method for controlling a virtual character provided by an embodiment of the present invention;
[0018] Figure 5A schematic diagram of the structure of a control device for a virtual character provided by an embodiment of the present invention;
[0019] Figure 6 A schematic diagram of the structure of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0020] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0021] At present, in existing competitive electronic games, there are generally a first virtual character controlled by the player, a second virtual character in the same camp as the player, a third virtual character in a different camp from the player, and non-player characters. The player uses the first virtual character to fight with the second virtual character and the third virtual character.
[0022] During the game, the second virtual character may be attacked by the third virtual character and fall to the ground. The player can control the first virtual character to rescue the second virtual character that is in the fallen state. However, generally speaking, the first virtual character needs to be next to the second virtual character that is in the fallen state to rescue the second virtual character. At this time, the first virtual character is easily attacked by the third virtual character nearby; even if the first virtual character successfully rescues the second virtual character, the first virtual character and the second virtual character are also easily attacked by the third virtual character nearby after the rescue, thereby reducing the player's gaming experience.
[0023] First, the nouns involved in this application are introduced:
[0024] (1) Game scene
[0025] The game system can provide a virtual game scene that is displayed (or provided) when the application is running on a terminal device or server. Optionally, the game scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene of complete game logic of virtual characters such as user control.
[0026] A virtual character refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual person, a virtual animal, etc. Among them, the virtual person includes anime characters, game characters, etc. The virtual character is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual character is a virtual character competing in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset, or is dynamically determined according to the number of clients joining the battle, and the embodiment of the present application does not limit this. In a possible implementation, the user can control the virtual character to move in the virtual scene, for example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use the skills, virtual props, etc. provided by the application to fight with other virtual characters.
[0027] (2) Player Character
[0028] A player character is a virtual character that can be controlled by the player and moves around in the game environment. In some electronic games, it can also be called a shikigami character or a hero character. A player character can be at least one of the following forms: a virtual person, a virtual animal, an anime character, a virtual vehicle, etc.
[0029] (3) Game interface
[0030] The game interface refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface (User Interface) for players to interact with and a game screen. In an optional embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, role indicators, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual characters such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.
[0031] Based on this, the embodiments of the present invention provide a method, device, electronic device and readable storage medium for controlling a virtual character. The technology can be applied to devices that can realize human-computer interaction, such as mobile phones, tablet computers, computers, servers, etc., and is particularly suitable for mobile game scenarios.
[0032] To facilitate understanding of this embodiment, a control method for a virtual character disclosed in an embodiment of the present invention is first introduced in detail.
[0033] In one embodiment of the present disclosure, the control method of the virtual character can be run on a terminal device or a server. The terminal device can be a local terminal device. When the control method of the virtual character is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0034] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method of the virtual character are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0035] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0036] In a possible implementation, an embodiment of the present invention provides a method for controlling a virtual character, and a graphical user interface is provided through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above. A graphical user interface is provided through the terminal device, and the graphical user interface includes at least a portion of a game scene and a player character and other virtual characters in the same game; as in the above embodiment, the player can control the player character to attack other virtual characters.
[0037] See also Figure 1 A schematic diagram of an implementation environment shown. The implementation environment may include: a first terminal device, a host, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with a client for executing the control method of the virtual character provided by the present application, and the host is a server for executing the control method of the virtual character provided by the present application. Through the client, the first terminal device and the second terminal device can communicate with the host respectively.
[0038] Taking the first terminal device as an example, the first terminal device establishes communication with the host by running the client. In an optional implementation, the server establishes a game match according to the game request of the client. Among them, the parameters of the game match can be determined according to the parameters in the received game request, for example, the parameters of the game match may include the number of people participating in the game match, the level of the characters participating in the game match, etc. When the first terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal device. In an optional implementation, the server determines a target game match for the client from multiple established game matches according to the game request of the client, and when the first terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user, and the virtual character displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs an operation instruction through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.
[0039] Taking the second terminal device as an example, the second terminal device establishes communication with the host by running the client. In an optional implementation, the server establishes a game match according to the game request of the client. Among them, the parameters of the game match can be determined according to the parameters in the received game request, for example, the parameters of the game match may include the number of people participating in the game match, the level of the characters participating in the game match, etc. When the second terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the second terminal device. In an optional implementation, the server determines a target game match for the client from multiple established game matches according to the game request of the client, and when the second terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by the second user, and the virtual character displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs an operation instruction through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.
[0040] The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the rendering of corresponding virtual scenes and / or virtual characters in the graphical user interface according to the synchronization data sent by the server.
[0041] In this embodiment, the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device are virtual characters in the same game. The virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device may have the same character attributes or different character attributes.
[0042] It should be noted that the virtual characters in the current game may include two or more virtual characters, and different virtual characters may correspond to different terminal devices. That is to say, in the current game, there are more than two terminal devices that send and synchronize game data with the host respectively.
[0043] This embodiment provides a method for controlling a virtual character. The game in this embodiment may be a multiplayer game. The terminal device in this embodiment may be a touch-control device such as a mobile phone or a tablet computer with communication and human-computer interaction functions.
[0044] Based on the above description, see Figure 2 The flowchart of a method for controlling a virtual character is shown, and the method for controlling a virtual character comprises the following steps:
[0045] Step S202, providing a graphical user interface through the terminal device, the graphical user interface including a game scene and a first virtual character, a second virtual character and a third virtual character in the game scene, the first virtual character corresponds to the terminal device, and the first virtual character and the second virtual character are in the same camp.
[0046] This embodiment provides a graphical user interface for the game through a terminal device, see Figure 2 The schematic diagram of a graphical user interface shown in the figure can display a game scene and a virtual character in the game scene through the graphical user interface of a terminal device.
[0047] The virtual characters displayed in the graphical user interface may be virtual characters controlled by the player himself (i.e., the first virtual character), other virtual characters controlled by other players, or virtual characters controlled by non-players (i.e., non-player virtual characters NPC). Other virtual characters may include a second virtual character of the same camp as the virtual character controlled by the player himself, or a third virtual character of a different camp from the virtual character controlled by the player himself.
[0048] Step S204, when the distance between the first virtual character and the second virtual character satisfies a first preset distance threshold, in response to a touch operation on a first control on the graphical user interface, controlling the second virtual character to be restored from a current attribute state to a first preset attribute state at a current position.
[0049] The player can control the first virtual character through the terminal device to rescue the second virtual character. If the distance between the first virtual character and the second virtual character meets the first preset distance threshold, the user can touch the first control on the graphical user interface to control the first virtual character to rescue the second virtual character at the current position of the second virtual character, and restore from the current attribute state (which can be a falling state) to the first preset attribute state (which can be a normal state).
[0050] The preset attribute state can be understood as a normal state in which the virtual character has full health; or a normal state in which the virtual character has restored some of its health, so that the virtual character can play the game normally.
[0051] The falling state may be a state in which the second virtual character suffers certain damage, and the second virtual character in the falling state needs to be rescued by the first virtual character before it can be converted from the falling state to the normal state.
[0052] Among them, the second virtual character may fall to the ground after being attacked by a third virtual character, or may be affected by the terrain (for example: the second virtual character jumps from a higher place and is injured), or fall to the ground due to accidental injury by other second virtual characters or the first virtual character (for example: the second virtual character A is accidentally injured by a projectile thrown by the second virtual character B). This embodiment does not limit how the second virtual character falls to the ground.
[0053] Step S206, when the distance between the first virtual character and the second virtual character satisfies a second preset distance threshold, in response to a touch operation on a second control on the graphical user interface, control the second virtual character to move from the current position to the current position of the first virtual character, and control the current attribute state of the second virtual character to be restored to the second preset attribute state, wherein the first preset distance threshold is different from the second preset distance threshold.
[0054] When the distance between the first virtual character and the second virtual character satisfies a second preset distance threshold that is different from the first preset distance threshold, the user can perform a touch operation on the second control on the graphical user interface to control the first virtual character to first move the second virtual character from the current position to the current position of the first virtual character, and then control the first virtual character to rescue the second virtual character and restore the current attribute state of the second virtual character (which may be a fallen state) to a second preset attribute state (which may be a normal state).
[0055] Among them, the first preset attribute state and the second preset attribute state can be the same state or different states. This embodiment does not limit this. It only needs to ensure that the virtual characters in the first preset attribute state and the second preset attribute state can play the game normally.
[0056] The second preset distance threshold may be greater than the first preset distance threshold. If the distance between the first virtual character and the second virtual character is close and satisfies the first preset distance threshold, the first virtual character may directly rescue the second virtual character without moving the second virtual character. For example: after the first virtual character can move to the vicinity of the second virtual character, the graphical user interface pops up the first control, and the user controls the first virtual character to rescue the second virtual character by touching the first control, and the second virtual character will not move in the above process.
[0057] If the distance between the first virtual character and the second virtual character is far enough to satisfy the second preset distance threshold, the first virtual character can move the second virtual character from the current position to the current position of the first virtual character, and rescue the second virtual character. For example: the second control pops up in the graphical user interface, and the user controls the first virtual character to move the second virtual character from the current position to the current position of the first virtual character by touching the second control, and then rescues the second virtual character. The second virtual character needs to move in the above process (i.e., from the current position of the second virtual character to the current position of the first virtual character).
[0058] In this embodiment, the rescue when the second preset distance threshold is satisfied may be called remote rescue. The remote rescue in this embodiment may have a distance limit. If the distance between the second virtual character in the fallen state and the first virtual character is greater than the second preset distance threshold, remote rescue cannot be performed.
[0059] In addition to the distance limit, the remote rescue in this embodiment can also set some other restrictions. For example, the remote rescue can be set to only rescue the second virtual character who is in the same game scene (such as the same floor) as the first virtual character and is in a fallen state. This embodiment does not limit other specific restrictions.
[0060] It should also be noted that the remote rescue in this embodiment may not be subject to any restrictions, that is, the first virtual character may remotely rescue any second virtual character that is in a fallen state, regardless of whether the distance between the second virtual character and the first virtual character is less than the second preset distance threshold.
[0061] In addition, the distance in this embodiment can be the distance between the first virtual character and the second virtual character that is not affected by the terrain. Therefore, obstacles between the first virtual character and the second virtual character will not affect the calculation of the distance. The first virtual character can use obstacles to rescue the second virtual character and hide the first virtual character through obstacles, thereby improving the player's gaming experience.
[0062] In the above manner, the first virtual character can remotely rescue the second virtual character who is in a fallen state at a far distance. During the remote rescue, the first virtual character is not easily attacked by the third virtual character, thereby improving the player's gaming experience.
[0063] When performing remote rescue, in order to prevent the rescued second virtual character from moving and being attacked, in this embodiment, the second virtual character can be first moved from the current position to the current position of the first virtual character, that is, the second virtual character at position X is moved to the position of the first virtual character to prevent the second virtual character from being attacked by the third virtual character near position X, thereby improving the player's gaming experience.
[0064] The embodiment of the present invention provides a method for controlling a virtual character. When the distance between a first virtual character and a second virtual character satisfies a first preset distance threshold, in response to a touch operation on a first control on a graphical user interface, the second virtual character is controlled to be restored from a current attribute state to a first preset attribute state at a current position; when the distance between the first virtual character and the second virtual character satisfies a second preset distance threshold different from the first preset distance threshold, in response to a touch operation on a second control on a graphical user interface, the second virtual character is controlled to be moved from a current position to the current position of the first virtual character, and the current attribute state of the second virtual character is controlled to be restored to the second preset attribute state. In this way, the player can control the first virtual character to rescue the second virtual character at the current position of the second virtual character, and can also control the second virtual character to move from the current position of the second virtual character to the current position of the first virtual character and perform rescue, thereby improving the player's gaming experience.
[0065] like Figure 4 The flowchart of another method for controlling a virtual character in an optional embodiment is shown. The method for controlling a virtual character in the optional embodiment comprises the following steps:
[0066] Step S402, providing a graphical user interface through the terminal device, the graphical user interface including a game scene and a first virtual character, a second virtual character and a third virtual character in the game scene, the first virtual character corresponds to the terminal device, and the first virtual character and the second virtual character are in the same camp.
[0067] Step S404, when the distance between the first virtual character and the second virtual character satisfies a first preset distance threshold, in response to a touch operation on a first control on the graphical user interface, controlling the second virtual character to be restored from a current attribute state to a first preset attribute state at a current position.
[0068] Step S406, when the distance between the first virtual character and the second virtual character satisfies a second preset distance threshold, in response to a touch operation on a second control on the graphical user interface, control the second virtual character to move from the current position to the current position of the first virtual character, and control the current attribute state of the second virtual character to be restored to the second preset attribute state, wherein the first preset distance threshold is different from the second preset distance threshold.
[0069] In this embodiment, different skills can be set for the first virtual character. When the player performs a first operation, the terminal device can respond to the first operation to control the first virtual character to release a first skill, and the first skill is used to rescue a second virtual character that is lying on the ground.
[0070] For example, the graphical user interface may be provided with an icon of the first skill, which may represent the available state or unavailable state of the first skill. When the player clicks the icon in the available state, the first virtual character begins to release the first skill. The first virtual character may continue to cast the first skill for a certain period of time when releasing the first skill. During the continuous casting process, the graphical user interface may play an animation, which represents guiding the soul of the second virtual character in the fallen state to the position of the first virtual character. When the animation ends, the remote rescue of the second virtual character is successful, and the second virtual character moves to the position of the first virtual character.
[0071] In an optional embodiment of the present invention, the following logic details may be set for the first skill:
[0072] (1) The first skill is a continuous cast that cannot be manually interrupted by the player. Once released, it can only end naturally or be interrupted by melee combat, control, forced displacement, etc.
[0073] (2) When the first skill meets the casting conditions, after the casting begins, the casting can still be performed even if the casting conditions are not met later. The casting condition may be that the distance between the second virtual character in the fallen state and the first virtual character is less than a preset distance threshold. If the initial condition is met before the first skill is released, the first skill can be released. If the release condition is not met during the release of the first skill (for example, the distance between the second virtual character in the fallen state and the first virtual character is greater than the distance threshold due to the movement of other virtual characters), the first skill can still be performed.
[0074] (3) When the first skill is cast, the fall countdown of the second virtual character in the fall state is paused. The game can set a fall countdown for the virtual character in the fall state, and the virtual character in the fall state dies when the fall timer reaches zero. Therefore, the fall countdown is paused when the first skill is cast, which can ensure that the second virtual character in the fall state will not die when the first skill is released.
[0075] (4) When the first skill is released, if the first skill is used by a controlled non-player virtual character, control will be immediately transferred to the first virtual character.
[0076] In an optional embodiment of the present invention, the following performance details may be set for the first skill:
[0077] (1) From the perspective of the first virtual character or the controlled non-player virtual character, a range prompt circle with a radius R is placed around the fallen teammate, where R is the aforementioned distance threshold, so that the user can check whether the first skill can be released, thereby improving the player's gaming experience.
[0078] (2) A range prompt circle with a radius R is provided around the first virtual character or the controlled non-player virtual character from the perspective of the second virtual character in the fallen state, so that other players controlling the second virtual character can check whether the player can release the first skill, thereby improving the gaming experience of other players.
[0079] (3) After the effect of the first skill is upgraded, from the perspective of the first virtual character or the controlled non-player virtual character, a range prompt circle with a radius R is placed around the first virtual character and all second virtual characters, making it convenient for all players in the same camp to check whether the player can release the first skill, thereby improving the player's gaming experience.
[0080] (4) The time taken to move the second virtual character to the position of the first virtual character does not change with the distance between the second virtual character in the fallen state and the first virtual character.
[0081] Step S408, in response to the operation on the first virtual character, control the target non-player virtual character to perform game behavior in the game scene, and keep the first virtual character from moving; in response to the manipulation interruption event, cancel the control of the target non-player virtual character, and resume control of the first virtual character.
[0082] In order to further improve the safety of the player remotely rescuing the second virtual character in a fallen state, the player performs a second operation, and the terminal device can respond to the second operation to control the first virtual character to release a second skill, and the second skill is used to control the target non-player virtual character to perform a game behavior in the game scene. For example: remotely rescue the second virtual character in a fallen state through the target non-player virtual character.
[0083] The first virtual character may be configured to release the second skill to a target non-player virtual character in a fallen state, that is, the first virtual character may control the target non-player virtual character in a fallen state.
[0084] After the first virtual character controls the target non-player virtual character, the player's control right is in the target non-player virtual character, and the first virtual character is no longer controlled by the player until the player releases the control of the target non-player virtual character. Therefore, after the first virtual character releases the second skill to control the target non-player virtual character, the first virtual character is no longer controlled by the player, and the first virtual character can be kept stationary at this time.
[0085] If a control interruption event is triggered thereafter, the player can cancel control of the target non-player virtual character and resume control of the first virtual character.
[0086] For example, after the player controls the target non-player virtual character to remotely rescue the second virtual character that has fallen to the ground, the terminal device can cancel the player's control over the non-player virtual character. At this time, the player's control is transferred back to the first virtual character, and the player can continue to control the first virtual character to play the game.
[0087] In some embodiments, the target non-player virtual character includes a staff member in a third preset attribute state. That is, the player can control the first virtual character to release the second skill to the staff member in the third preset attribute state (e.g., a fallen state), thereby controlling the staff member to perform a game behavior in the game scene.
[0088] In some embodiments, when the distance between the target non-player virtual character and the second virtual character satisfies a first preset distance threshold, in response to a touch operation on a first control on the graphical user interface, the second virtual character is controlled to be restored from a current attribute state to a first preset attribute state at a current position.
[0089] When the player controls the target non-player virtual character, the target non-player virtual character can also release the first skill to rescue the second virtual character who is in a fallen state and meets the first preset distance threshold through the first skill, thereby improving the safety of the player's rescuing the second virtual character in the fallen state and improving the player's gaming experience.
[0090] In some embodiments, when the distance between the target non-player virtual character and the second virtual character satisfies a second preset distance threshold, in response to a touch operation on a second control on the graphical user interface, the second virtual character is controlled to be moved from a current position to the current position of the target non-player virtual character, and the current attribute state of the second virtual character is controlled to be restored to the second preset attribute state, wherein the first preset distance threshold is different from the second preset distance threshold.
[0091] When the player controls the target non-player virtual character, the target non-player virtual character can also release the first skill to rescue the second virtual character who is in a fallen state and meets the second preset distance threshold through the first skill, thereby improving the safety of the player's rescuing the second virtual character in the fallen state and improving the player's gaming experience.
[0092] In some embodiments, the player may actively cancel the control of the target non-player virtual character, for example, in response to an operation on the target non-player virtual character, cancel the control of the target non-player virtual character.
[0093] In addition to the method in which the terminal device cancels the player's control over the target non-player virtual character after the player controls the target non-player virtual character to remotely rescue the second virtual character in a fallen state, the player can actively cancel the control over the target non-player virtual character through operation. It should be noted here that the player can perform an operation at any time while controlling the target non-player virtual character to cancel the control over the target non-player virtual character, regardless of whether the remote rescue is successful.
[0094] In some embodiments, the damage received by the target non-player virtual character when the player controls the target non-player virtual character can be settled when the player's control over the target non-player virtual character is revoked to determine the damage received by the first virtual character, for example: determining a first damage value received during the process of controlling the target non-player virtual character; determining a second damage value received by the first virtual character based on the first damage value.
[0095] The first damage value may be the same as or different from the second damage value, which is related to the game setting and is not limited in this embodiment. That is, when the player is controlling the target non-player virtual character, the first damage value received by the target non-player virtual character will not be immediately settled as the second damage value received by the first virtual character, but will be settled when the player cancels the control right of the target non-player virtual character, so as to prevent the first virtual character from falling down immediately after receiving the second damage value, thereby improving the player's gaming experience.
[0096] In addition, in some embodiments, the second damage value is less than the current health value of the first virtual character. In order to further improve the player's experience, it can also be set that the first virtual character will be forced to retain at least 1 health point when receiving the second damage value, that is, the first virtual character will not fall to the ground when receiving damage settled by the non-player virtual character, further improving the player's gaming experience.
[0097] In some embodiments, the player can control the first virtual character to release the second skill only after the second virtual character is in a specified third preset attribute state. For example, if there is at least one second virtual character in a third preset attribute state (such as a falling state), the target non-player virtual character is controlled to perform game behavior in the game scene.
[0098] In some embodiments, if there is at least one second virtual character in a third preset attribute state, in response to a touch operation on a third control on the graphical user interface, the target non-player virtual character is controlled to perform a game behavior in the game scene.
[0099] For example, the graphical user interface may be provided with an icon for the second skill (i.e., the third space mentioned above), which may represent an identifier of a second virtual character that is in a fallen state. If the identifier shows that there is a second virtual character in a fallen state, the player may click on the icon, and the first virtual character will start to release the second skill, controlling the target non-player virtual character to perform game behaviors in the game scene.
[0100] The first virtual character may continuously cast the second skill for a certain period of time when releasing the second skill. During the continuous casting process, the graphical user interface may play an animation, which represents that the player is controlling a target non-player virtual character in a falling state. When the animation ends, the player's control is transferred from the first virtual character to the target non-player virtual character.
[0101] In some embodiments, the perspective of the graphical user interface can be switched from the first virtual character to the target non-player virtual character. After the player's control is transferred from the first virtual character to the target non-player virtual character, the perspective of the graphical user interface can also be switched from the first virtual character to the target non-player virtual character, thereby facilitating the player to control the target non-player virtual character.
[0102] At this time, the player can control the target non-player virtual character to release the first skill, and the target non-player virtual character can continue to cast the skill for a certain period of time when releasing the first skill. During the continuous casting process, the graphical user interface can play an animation, which represents guiding the soul of the second virtual character in the fallen state to the position of the non-player virtual character. When the animation ends, the remote rescue of the second virtual character is successful, the second virtual character moves to the position of the non-player virtual character, and the player's control is transferred from the target non-player virtual character to the first virtual character. At this time, the perspective of the graphical user interface can also be converted from the target non-player virtual character to the first virtual character.
[0103] In addition, when the player's control is transferred from the target non-player virtual character to the first virtual character, in some embodiments, the appearance of the target non-player virtual character can also be converted to the appearance of the first virtual character, making it difficult for other players to distinguish whether the player is controlling the target non-player virtual character or the first virtual character, further improving the player's experience.
[0104] In addition, in some embodiments, if the target non-player virtual character is not controlled, the current attribute state of the target non-player virtual character is restored to a fourth preset attribute state; wherein the target non-player virtual character in the fourth preset attribute state is not affected by the skill of the third virtual character.
[0105] When the target non-player virtual character is not controlled, the target non-player virtual character can obtain an unselectable state (i.e., the fourth preset attribute state), and the target non-player virtual character will not be affected by the skills of the third virtual character of the hostile camp.
[0106] During the game, in order to further enhance the fun of the game, this embodiment can upgrade the first skill and / or the second skill to a certain extent. The game can be set to upgrade the first skill and / or the second skill after a certain period of time, or it can be set to upgrade the first skill and / or the second skill after the first virtual character uses a virtual prop or completes the virtual character, which is not limited in this embodiment.
[0107] In some embodiments, the effect upgrade of the second skill may be: after controlling the target non-player virtual character, adjusting the moving speed of the target non-player virtual character.
[0108] That is, assuming that the default movement speed of the non-player character is a, after the first virtual character controls the target non-player character through the second skill, the movement speed of the target non-player virtual character can be adjusted. The above adjustment can be to increase the movement speed or to decrease the movement speed, which is not limited in this embodiment.
[0109] In some embodiments, the effect upgrade of the second skill may be: in response to an operation on a target non-player virtual character, controlling the target non-player virtual character to remotely rescue the first virtual character that is in a fallen state.
[0110] In the above steps, the second skill can only rescue the second virtual character who is in a fallen state. The second skill after the effect upgrade can rescue the first virtual character itself, that is, it can perform self-rescue, thereby further improving the player's gaming experience.
[0111] In some embodiments, the effect upgrade of the first skill may be: in response to a first operation on the first virtual character controlled by the terminal device, a second virtual character in a normal state is moved to the position of the first virtual character.
[0112] In the above steps, the first skill can only be used to move and release the second virtual character in a fallen state. The second virtual character can only be moved to the position of the first virtual character after rescuing the second virtual character in a fallen state. The first skill after the effect upgrade can also be used to move and release the second virtual character in a normal state, that is, the first skill can be used to move the second virtual character in a normal state to the position of the first virtual character, helping teammates to move quickly, thereby further improving the player's gaming experience.
[0113] In addition, in order to prevent the first skill from being too powerful after the effect is upgraded, in some embodiments, if the second virtual character is injured during the process of moving the second virtual character in a normal state to the position of the first virtual character, the movement of the second virtual character in a normal state to the position of the first virtual character may be canceled.
[0114] When the first virtual character releases the first skill with an upgraded effect, if the second virtual character is hurt, it can be determined that the first skill has failed, and the movement of the second virtual character in a normal state to the position of the first virtual character is canceled.
[0115] In an optional embodiment of the present invention, the following logic details may be set for the second skill:
[0116] (1) When a player controls a non-player character that is in a fallen state, the non-player character is first changed into the initial clothing image when the player-controlled character enters the game, and then an animation of the non-player character in the fallen state getting up is played.
[0117] (2) When the player controls non-player character A and wants to regain control of another non-player character B, the death animation of non-player character A can be played, and then non-player character B can be changed into the initial clothing image when the player-controlled character enters the game.
[0118] (3) The player-controlled character can release the second skill only after a second virtual character falls to the ground. When all second virtual characters are in a normal state, the second skill will automatically end and be considered manually ended.
[0119] (4) The Second Skill has been activated. Unless it is interrupted in advance by strong interaction, control, or forced displacement, it will be controlled for at least 3 seconds. That is, the moment the Second Skill is cast, even if all Second Virtual Characters are in normal state, the Second Skill will continue to be released for 3 seconds and will end after 3 seconds.
[0120] (5) If the player-controlled character continues to cast spells during the control of the second skill and receives non-strong interactive damage, the control will be automatically ended and it will be considered manually ended.
[0121] (6) If the player controls the character to continuously cast spells during the second skill, and the character is interrupted by strong interaction, dizziness, or forced displacement, the control will end immediately, and the view will switch back to the main body to play the corresponding interaction action, which will be considered the end of the interruption.
[0122] (7) The controlled non-player virtual character is visible to all second virtual characters and can be displayed on a small map of the graphical user interface of all terminal devices that control the second virtual characters.
[0123] (8) Before being controlled by the first virtual character, the non-player virtual character cannot be selected by the third virtual character, that is, it will not be attacked by the third virtual character.
[0124] (9) The controlled non-player virtual character can be regarded as a second virtual character and can trigger all the effects of the second virtual characters.
[0125] (10) The controlled non-player virtual character cannot perform all interactions, for example: cannot approach for rescue, can move, climb over, open doors, open secret doors, interact at displacement points, end control, perform remote rescue, etc.
[0126] (11) The third virtual character can use melee combat on the controlled non-player virtual character, play the melee combat interaction, play the death animation after the interaction is completed, and then restore the original image and clothing type of the controlled non-player virtual character. The first virtual character cannot continue to control the non-player virtual character.
[0127] The first virtual character then plays the injury interruption action and performs damage settlement, which is considered to be the end of the interruption. In addition, the above damage settlement will not cause the death of the first virtual character, that is, the first virtual character will retain at least 1 health point after receiving the damage value of the above damage settlement.
[0128] In an optional embodiment of the present invention, the following performance details may be set for the second skill:
[0129] (1) When the second skill begins to be released, the animation that enters the loop will be played first, and then the animation that continues to cast will be played in a loop.
[0130] (2) The player manually ends controlling the non-player virtual character so that the animation stops playing and the control right is immediately transferred from the non-player virtual character to the first virtual character.
[0131] According to the above method provided by the embodiment of the present invention, the player can control the first virtual character to remotely rescue the second virtual character in a fallen state, and can also move the second virtual character to the position of the first virtual character, thereby improving the player's gaming experience. In order to further improve the safety of the player's remote rescue of the second virtual character in a fallen state, the player performs a second operation, and the terminal device can respond to the second operation to control the first virtual character to release a second skill, and the second skill is used to control a non-player virtual character, and the non-player virtual character remotely rescues the second virtual character in a fallen state, thereby further improving the safety of the player's remote rescue of the second virtual character in a fallen state and improving the player's gaming experience.
[0132] Corresponding to the above method embodiment, the present invention provides a control device for a virtual character, such as Figure 5 The structure diagram of a control device for a virtual character is shown in FIG. 1 , wherein the control device for the virtual character comprises:
[0133] A graphical user interface display module 51 is used to provide a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene and a first virtual character, a second virtual character, and a third virtual character in the game scene, wherein the first virtual character corresponds to the terminal device, and the first virtual character and the second virtual character are in the same camp;
[0134] A first virtual character control module 52 is configured to control the second virtual character to be restored from a current attribute state to a first preset attribute state at a current position in response to a touch operation on a first control on a graphical user interface when the distance between the first virtual character and the second virtual character meets a first preset distance threshold;
[0135] The second virtual character control module 53 is used to control the movement of the second virtual character from the current position to the current position of the first virtual character in response to a touch operation on a second control on the graphical user interface when the distance between the first virtual character and the second virtual character meets a second preset distance threshold, and to control the restoration of the current attribute state of the second virtual character to the second preset attribute state, wherein the first preset distance threshold is different from the second preset distance threshold.
[0136] The embodiment of the present invention provides a control device for a virtual character. When the distance between a first virtual character and a second virtual character satisfies a first preset distance threshold, in response to a touch operation on a first control on a graphical user interface, the second virtual character is controlled to be restored from a current attribute state to a first preset attribute state at a current position; when the distance between the first virtual character and the second virtual character satisfies a second preset distance threshold different from the first preset distance threshold, in response to a touch operation on a second control on the graphical user interface, the second virtual character is controlled to be moved from a current position to the current position of the first virtual character, and the current attribute state of the second virtual character is controlled to be restored to the second preset attribute state. In this way, the player can control the first virtual character to rescue the second virtual character at the current position of the second virtual character, and can also control the second virtual character to move from the current position of the second virtual character to the current position of the first virtual character and perform rescue, thereby improving the player's gaming experience.
[0137] In a feasible implementation, the above-mentioned device also includes: a non-player virtual character control module, which is used to respond to operations on the first virtual character, control the target non-player virtual character to perform game behaviors in the game scene, and keep the first virtual character from moving; respond to a manipulation interruption event, cancel control of the target non-player virtual character, and resume control of the first virtual character.
[0138] In a feasible implementation manner, the target non-player virtual character includes a staff member in a third preset attribute state.
[0139] In a feasible implementation scheme, the above-mentioned non-player virtual character control module is used to control the second virtual character to be restored from the current attribute state to the first preset attribute state at the current position in response to a touch operation on a first control on a graphical user interface when the distance between the target non-player virtual character and the second virtual character satisfies a first preset distance threshold.
[0140] In a feasible implementation, the non-player virtual character control module is used to control the second virtual character to move from a current position to the current position of the target non-player virtual character in response to a touch operation on a second control on a graphical user interface when the distance between the target non-player virtual character and the second virtual character meets a second preset distance threshold, and to control the current attribute state of the second virtual character to be restored to the second preset attribute state, wherein the first preset distance threshold is different from the second preset distance threshold.
[0141] In a feasible implementation, the non-player virtual character control module is used to respond to an operation on a target non-player virtual character and cancel control of the target non-player virtual character.
[0142] In a feasible implementation, the non-player virtual character control module is used to determine a first damage value received during the process of controlling the target non-player virtual character; and determine a second damage value received by the first virtual character based on the first damage value.
[0143] In a feasible implementation manner, the second damage value is less than the current health value of the first virtual character.
[0144] In a feasible implementation manner, the non-player virtual character control module is used to control the target non-player virtual character to perform a game behavior in the game scene if there is at least one second virtual character in a third preset attribute state.
[0145] In a feasible implementation manner, the non-player virtual character control module is used to control the target non-player virtual character to perform game behavior in the game scene in response to a touch operation on a third control on the graphical user interface if there is at least one second virtual character in a third preset attribute state.
[0146] In a feasible implementation, the non-player virtual character control module is further configured to convert the perspective of the graphical user interface from the first virtual character to the target non-player virtual character.
[0147] In a feasible implementation manner, the non-player virtual character control module is further used to convert the appearance of the target non-player virtual character into the appearance of the first virtual character.
[0148] In a feasible implementation manner, the above-mentioned non-player virtual character control module is also used to restore the current attribute state of the target non-player virtual character to a fourth preset attribute state if the target non-player virtual character is not controlled; wherein the target non-player virtual character in the fourth preset attribute state is not affected by the skills of the third virtual character.
[0149] The control device for a virtual character provided in the embodiment of the present invention has the same technical features as the control method for a virtual character provided in the above embodiment, and therefore can solve the same technical problems and achieve the same technical effects.
[0150] The embodiment of the present invention also provides an electronic device for executing the control method of the virtual character; see Figure 6 The structure diagram of an electronic device shown in FIG. 1 includes a memory 100 and a processor 101, wherein the memory 100 is used to store one or more computer instructions, and the one or more computer instructions are executed by the processor 101 to perform the following steps:
[0151] A graphical user interface is provided through a terminal device, wherein the graphical user interface includes a game scene and a first virtual character, a second virtual character, and a third virtual character in the game scene, wherein the first virtual character corresponds to the terminal device, and the first virtual character and the second virtual character are in the same camp; when the distance between the first virtual character and the second virtual character satisfies a first preset distance threshold, in response to a touch operation on a first control on the graphical user interface, the second virtual character is controlled to be restored from a current attribute state to a first preset attribute state at a current position; when the distance between the first virtual character and the second virtual character satisfies a second preset distance threshold, in response to a touch operation on a second control on the graphical user interface, the second virtual character is controlled to be moved from a current position to the current position of the first virtual character, and the current attribute state of the second virtual character is controlled to be restored to a second preset attribute state, wherein the first preset distance threshold is different from the second preset distance threshold.
[0152] In an optional embodiment of the present invention, the above method also includes: responding to an operation on the first virtual character, controlling the target non-player virtual character to perform game behavior in the game scene, keeping the first virtual character from moving; responding to a manipulation interruption event, canceling control of the target non-player virtual character, and resuming control of the first virtual character.
[0153] In an optional embodiment of the present invention, the target non-player virtual character includes a staff member in a third preset attribute state.
[0154] In an optional embodiment of the present invention, the above-mentioned step of controlling the target non-player virtual character to perform game behavior in the game scene includes: when the distance between the target non-player virtual character and the second virtual character satisfies a first preset distance threshold, in response to a touch operation on a first control on a graphical user interface, controlling the second virtual character to be restored from a current attribute state to a first preset attribute state at a current position.
[0155] In an optional embodiment of the present invention, the above-mentioned step of controlling the target non-player virtual character to perform game behavior in the game scene includes: when the distance between the target non-player virtual character and the second virtual character satisfies a second preset distance threshold, in response to a touch operation on a second control on the graphical user interface, controlling the second virtual character to move from a current position to the current position of the target non-player virtual character, and controlling the current attribute state of the second virtual character to be restored to a second preset attribute state, wherein the first preset distance threshold is different from the second preset distance threshold.
[0156] In an optional embodiment of the present invention, the step of canceling control of the target non-player virtual character includes: responding to an operation on the target non-player virtual character and canceling control of the target non-player virtual character.
[0157] In an optional embodiment of the present invention, after the above step of canceling control of the target non-player virtual character, the method further includes: determining a first damage value received during the process of controlling the target non-player virtual character; and determining a second damage value received by the first virtual character based on the first damage value.
[0158] In an optional embodiment of the present invention, the second damage value is less than the current health value of the first virtual character.
[0159] In an optional embodiment of the present invention, the above-mentioned step of controlling the target non-player virtual character to perform game behavior in the game scene includes: if there is at least one second virtual character in a third preset attribute state, controlling the target non-player virtual character to perform game behavior in the game scene.
[0160] In an optional embodiment of the present invention, the above-mentioned step of controlling the target non-player virtual character to perform game behavior in the game scene if there is at least one second virtual character in a third preset attribute state includes: if there is at least one second virtual character in a third preset attribute state, responding to a touch operation on a third control on the graphical user interface, controlling the target non-player virtual character to perform game behavior in the game scene.
[0161] In an optional embodiment of the present invention, after the step of responding to the touch operation on the third control on the graphical user interface, the method further includes: converting the perspective of the graphical user interface from the first virtual character to the target non-player virtual character.
[0162] In an optional embodiment of the present invention, the method further comprises: converting the appearance of the target non-player virtual character into the appearance of the first virtual character.
[0163] In an optional embodiment of the present invention, the above method also includes: if the target non-player virtual character is not controlled, restoring the current attribute state of the target non-player virtual character to a fourth preset attribute state; wherein the target non-player virtual character in the fourth preset attribute state is not affected by the skills of the third virtual character.
[0164] In this embodiment, when the distance between the first virtual character and the second virtual character satisfies the first preset distance threshold, in response to the touch operation on the first control on the graphical user interface, the second virtual character is controlled to be restored from the current attribute state to the first preset attribute state at the current position; when the distance between the first virtual character and the second virtual character satisfies the second preset distance threshold different from the first preset distance threshold, in response to the touch operation on the second control on the graphical user interface, the second virtual character is controlled to be moved from the current position to the current position of the first virtual character, and the current attribute state of the second virtual character is controlled to be restored to the second preset attribute state. In this way, the player can control the first virtual character to rescue the second virtual character at the current position of the second virtual character, and can also control the second virtual character to move from the current position of the second virtual character to the current position of the first virtual character and perform rescue, thereby improving the player's gaming experience.
[0165] Further, Figure 6 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
[0166] The memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 6 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0167] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 101. The above processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and completes the steps of the method of the above embodiment in combination with its hardware.
[0168] The embodiment of the present invention further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned virtual character control method, and the following steps may be performed:
[0169] A graphical user interface is provided through a terminal device, wherein the graphical user interface includes a game scene and a first virtual character, a second virtual character, and a third virtual character in the game scene, wherein the first virtual character corresponds to the terminal device, and the first virtual character and the second virtual character are in the same camp; when the distance between the first virtual character and the second virtual character satisfies a first preset distance threshold, in response to a touch operation on a first control on the graphical user interface, the second virtual character is controlled to be restored from a current attribute state to a first preset attribute state at a current position; when the distance between the first virtual character and the second virtual character satisfies a second preset distance threshold, in response to a touch operation on a second control on the graphical user interface, the second virtual character is controlled to be moved from a current position to the current position of the first virtual character, and the current attribute state of the second virtual character is controlled to be restored to a second preset attribute state, wherein the first preset distance threshold is different from the second preset distance threshold.
[0170] In an optional embodiment of the present invention, the above method also includes: responding to an operation on the first virtual character, controlling the target non-player virtual character to perform game behavior in the game scene, keeping the first virtual character from moving; responding to a manipulation interruption event, canceling control of the target non-player virtual character, and resuming control of the first virtual character.
[0171] In an optional embodiment of the present invention, the target non-player virtual character includes a staff member in a third preset attribute state.
[0172] In an optional embodiment of the present invention, the above-mentioned step of controlling the target non-player virtual character to perform game behavior in the game scene includes: when the distance between the target non-player virtual character and the second virtual character satisfies a first preset distance threshold, in response to a touch operation on a first control on a graphical user interface, controlling the second virtual character to be restored from a current attribute state to a first preset attribute state at a current position.
[0173] In an optional embodiment of the present invention, the above-mentioned step of controlling the target non-player virtual character to perform game behavior in the game scene includes: when the distance between the target non-player virtual character and the second virtual character satisfies a second preset distance threshold, in response to a touch operation on a second control on the graphical user interface, controlling the second virtual character to move from a current position to the current position of the target non-player virtual character, and controlling the current attribute state of the second virtual character to be restored to a second preset attribute state, wherein the first preset distance threshold is different from the second preset distance threshold.
[0174] In an optional embodiment of the present invention, the step of canceling control of the target non-player virtual character includes: responding to an operation on the target non-player virtual character and canceling control of the target non-player virtual character.
[0175] In an optional embodiment of the present invention, after the above step of canceling control of the target non-player virtual character, the method further includes: determining a first damage value received during the process of controlling the target non-player virtual character; and determining a second damage value received by the first virtual character based on the first damage value.
[0176] In an optional embodiment of the present invention, the second damage value is less than the current health value of the first virtual character.
[0177] In an optional embodiment of the present invention, the above-mentioned step of controlling the target non-player virtual character to perform game behavior in the game scene includes: if there is at least one second virtual character in a third preset attribute state, controlling the target non-player virtual character to perform game behavior in the game scene.
[0178] In an optional embodiment of the present invention, the above-mentioned step of controlling the target non-player virtual character to perform game behavior in the game scene if there is at least one second virtual character in a third preset attribute state includes: if there is at least one second virtual character in a third preset attribute state, responding to a touch operation on a third control on the graphical user interface, controlling the target non-player virtual character to perform game behavior in the game scene.
[0179] In an optional embodiment of the present invention, after the step of responding to the touch operation on the third control on the graphical user interface, the method further includes: converting the perspective of the graphical user interface from the first virtual character to the target non-player virtual character.
[0180] In an optional embodiment of the present invention, the method further comprises: converting the appearance of the target non-player virtual character into the appearance of the first virtual character.
[0181] In an optional embodiment of the present invention, the above method also includes: if the target non-player virtual character is not controlled, restoring the current attribute state of the target non-player virtual character to a fourth preset attribute state; wherein the target non-player virtual character in the fourth preset attribute state is not affected by the skills of the third virtual character.
[0182] In this embodiment, when the distance between the first virtual character and the second virtual character satisfies the first preset distance threshold, in response to the touch operation on the first control on the graphical user interface, the second virtual character is controlled to be restored from the current attribute state to the first preset attribute state at the current position; when the distance between the first virtual character and the second virtual character satisfies the second preset distance threshold different from the first preset distance threshold, in response to the touch operation on the second control on the graphical user interface, the second virtual character is controlled to be moved from the current position to the current position of the first virtual character, and the current attribute state of the second virtual character is controlled to be restored to the second preset attribute state. In this way, the player can control the first virtual character to rescue the second virtual character at the current position of the second virtual character, and can also control the second virtual character to move from the current position of the second virtual character to the current position of the first virtual character and perform rescue, thereby improving the player's gaming experience.
[0183] The computer program product of the virtual character control method, device, electronic device and readable storage medium provided in the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
[0184] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and / or device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.
[0185] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, or it can be the internal communication of two components. For ordinary technicians in this field, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.
[0186] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, electronic device, or network device, etc.) to perform all or part of the steps of the methods of each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, etc. Various media that can store program codes.
[0187] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0188] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.
Claims
1. A method for controlling a virtual character, characterized in that: The method comprises: Providing a graphical user interface through a terminal device, the graphical user interface including a game scene and a first virtual character, a second virtual character, and a third virtual character located in the game scene, the first virtual character corresponding to the terminal device, and the first virtual character and the second virtual character are in the same camp; When the distance between the first virtual character and the second virtual character satisfies a first preset distance threshold, in response to a touch operation on a first control on the graphical user interface, controlling the second virtual character to be restored from a current attribute state to a first preset attribute state at a current position; When the distance between the first virtual character and the second virtual character satisfies a second preset distance threshold, in response to a touch operation on a second control on the graphical user interface, the second virtual character is controlled to be moved from a current position to the current position of the first virtual character, and the current attribute state of the second virtual character is controlled to be restored to a second preset attribute state, wherein the first preset distance threshold is different from the second preset distance threshold.
2. The method according to claim 1, characterized in that The method further comprises: In response to the operation on the first virtual character, controlling the target non-player virtual character to perform a game behavior in the game scene, and keeping the first virtual character from moving; In response to the manipulation interruption event, control of the target non-player virtual character is canceled, and control of the first virtual character is resumed.
3. The method according to claim 2, characterized in that The target non-player virtual character includes a staff member in a third preset attribute state.
4. The method according to claim 2, characterized in that: The step of controlling the target non-player virtual character to perform a game behavior in the game scene includes: When the distance between the target non-player virtual character and the second virtual character satisfies a first preset distance threshold, in response to a touch operation on a first control on the graphical user interface, the second virtual character is controlled to be restored from a current attribute state to a first preset attribute state at a current position.
5. The method according to claim 2, characterized in that: The step of controlling the target non-player virtual character to perform a game behavior in the game scene includes: When the distance between the target non-player virtual character and the second virtual character satisfies a second preset distance threshold, in response to a touch operation on a second control on the graphical user interface, the second virtual character is controlled to be moved from a current position to the current position of the target non-player virtual character, and the current attribute state of the second virtual character is controlled to be restored to a second preset attribute state, wherein the first preset distance threshold is different from the second preset distance threshold.
6. The method according to claim 2, characterized in that The step of cancelling control of the target non-player virtual character comprises: In response to the operation on the target non-player virtual character, control of the target non-player virtual character is cancelled.
7. The method according to claim 2, characterized in that After the step of canceling the control of the target non-player virtual character, the method further includes: Determining a first damage value received during the process of controlling the target non-player virtual character; A second damage value suffered by the first virtual character is determined based on the first damage value.
8. The method according to claim 7, characterized in that The second damage value is less than the current health value of the first virtual character.
9. The method according to claim 2, characterized in that: The step of controlling the target non-player virtual character to perform a game behavior in the game scene includes: If there is at least one of the second virtual characters in the third preset attribute state, the target non-player virtual character is controlled to perform a game behavior in the game scene.
10. The method according to claim 9, characterized in that If there is at least one of the second virtual characters in the third preset attribute state, the step of controlling the target non-player virtual character to perform a game behavior in the game scene includes: If there is at least one of the second virtual characters in the third preset attribute state, in response to a touch operation on a third control on the graphical user interface, the target non-player virtual character is controlled to perform a game behavior in the game scene.
11. The method according to claim 10, characterized in that After the step of responding to a touch operation on a third control on the graphical user interface, the method further includes: The perspective of the graphical user interface is converted from the first virtual character to the target non-player virtual character.
12. The method according to claim 2, characterized in that: The method further comprises: The appearance of the target non-player virtual character is converted into the appearance of the first virtual character.
13. The method according to claim 2, characterized in that The method further comprises: If the target non-player virtual character is not controlled, the current attribute state of the target non-player virtual character is restored to a fourth preset attribute state; wherein the target non-player virtual character in the fourth preset attribute state is not affected by the skill of the third virtual character.
14. A control device for a virtual character, characterized in that: The device comprises: A graphical user interface display module, configured to provide a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene and a first virtual character, a second virtual character, and a third virtual character located in the game scene, wherein the first virtual character corresponds to the terminal device, and the first virtual character and the second virtual character are in the same camp; a first virtual character control module, configured to control the second virtual character to be restored from a current attribute state to a first preset attribute state at a current position in response to a touch operation on a first control on a graphical user interface when the distance between the first virtual character and the second virtual character satisfies a first preset distance threshold; A second virtual character control module is used to control the movement of the second virtual character from a current position to the current position of the first virtual character in response to a touch operation on a second control on a graphical user interface when the distance between the first virtual character and the second virtual character meets a second preset distance threshold, and to control the restoration of the current attribute state of the second virtual character to a second preset attribute state, wherein the first preset distance threshold is different from the second preset distance threshold.
15. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the steps of the method for controlling a virtual character according to any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the steps of the virtual character control method according to any one of claims 1 to 13.
Citation Information
Patent Citations
Display control method and device in game and electronic device
CN113546412A
Using method and device of life value recovery prop, equipment and storage medium
CN113680058A